4 Seconds by Jason "Trig" Reigstad On this issue's disk Reviewed by Nick Edmunds In 4 Seconds we play Blake, a police investigator called to the scene of an incident in an underground laboratory. Exploring the ravaged lab one soon gets the impression that this isn't your average crime scene. As it transpires we're not even an average copper, but rather some kind of psychic investigator. Using government telepathy technology we are to probe the mind of one of the deceased scientists to figure out what happened in the complex. Once inside the memories of the scientist formerly known as Grey, we discover that the lab complex suffered a virus containment leak that forced the scientists into a self imposed quarantine. Issues are further complicated when the virus mutates and espionage is suspected within in the group. On the surface 4 Seconds implies little more than a straightforward 'whodunit', but beneath lies a hidden agenda. Much like an episode of Quantum Leap, our man is really there to put something right. When we first enter the mind of the deceased we are accidentally taken to an earlier incident in Grey's life involving the death of his wife. As Mrs. Grey lay dying in his arms there was a promise made to her and this is the real goal - to make good this promise. The outcome of this task gives the true ending of the game where the spirit of the deceased either spends the ever-after with his wife or in some mondo purgatory nightmare. This method of telling the story sets 4 Seconds a complex challenge. Putting our character in the mind of another character at a previous time in order to determine the events leading to a known outcome may sound simple enough, but it smells rather like one of those space/time continuum paradox jobbies to me. When the sadistic Dr. Caligari straps us into what sounds uncannily like an EST machine he tells us not to influence the character's actions while we are in their mind. How can we change events that have already happened and that we have been sent to investigate? And how can we not influence their actions when the characters only do what we tell them? There's a reason the universe doesn't tolerate this kind of scenario and it's because it makes my head hurt. Throughout the story it's difficult to remember that you're not seeing things through the investigator's eyes, but rather through someone who's already dead. In real terms the investigator served little purpose in the story, other than giving the introduction its hook. However, it does mean that we aren't sad when our character dies at the end, (because of course it's not our character, but another who was already dead and merely being observed by our character). Otherwise the mind-reading device appears to just be a gimmick without any real plot relevance and certainly didn't warrant the indicator at the top of the screen to illustrate which character we are currently playing. Most actions flow quite naturally, and I particularly enjoyed the increasing pace of the game as the plot unfolds, although there are a few obscure puzzles and the whole could be improved with a few hints. In particular the timed events generally require several things to be attempted in order to restart and then carryout the task within the required time period. The 'info' section apologises for the games bugginess of which there is much. I appreciate that this is only release 1 of the game and that the testers were all struck down by a mysterious illness, but I don't understand why the game was released when it was known to be so flawed. I mean this thing has more bugs than a scabby dog and the majority of these are not only fairly obvious, but also pretty straightforward to fix, e.g. objects that aren't mentioned in room descriptions, or that are mentioned by a different name or aren't even present. The game also suffers from a few guess-the-verb problems, where the verbs haven't been cross-implemented. Similarly while the writing has good style and technique there are a number of mechanical errors, misspellings, and awkward phrasings which tend to mar the effect. While 4 Seconds is an intriguing idea worthy of 50's science fiction, the story is rather tenuously held together around this mind reading vehicle and would probably have worked better without the psychic sleuth altogether. Trig has sold himself a bit short on this one as the whole thing is let down by poor implementation and testing. - o -