Alternate Reality: The City / game / commercial
From: Michael Current (aa700@cleveland.Freenet.Edu)
Date: 05/15/92-06:22:04 PM Z
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From: aa700@cleveland.Freenet.Edu (Michael Current) Subject: Alternate Reality: The City / game / commercial Date: Fri May 15 18:22:04 1992 Reprinted from the Pandora BBS (614)-471-9209 ALTERNATE REALITY Fine music permeates the soundscape. Enigmatic, tenacious, exciting and weaving sounds combine with the sights of Alternate Reality: The City, the first of several proposed volumes of a first person perspective fantasy role-playing game. Being a fighter of prime-time television, I enjoyed what this program had to offer. My weapons against everyday television includes the usual: role-playing games, cards, and, primarily: music. Ultima III I enjoyed greatly due to the fine soundtrack. Yet, I was briefly disappointed with Ultima IV, since the Atari version contained not a set of fine music as did its predecessor. I liked the game nonetheless, yet something else caught my eye upon the electronic 'shelf' of Software Discounters of America on Compuserve [SDA-1]. Alternate Reality's description on that information service claimed music that 'weaved into the game.' That is what I got. Getting into the game, first-off the player shall find it difficult, especially after completing an Ultima. As with Ultima IV, two drives are necessity, since two disks are required for smooth flow of the program. Also, loading is so long, and slow, that only the most perseverse shall be able to endure the process the first few times. The character's easy death during initial playings only compounds the problem. The character's vital statistics, stamina; charm (charisma); strength; intelligence; wisdom; skill (dexterity); and hit points, are generated partialy randomly, and partly by choice. Before being able to enter the City of Alternate Reality (the City of Xebec's Demise, as the game calls it), the player passes his character through a force field, and when doing so, the statistics are cemented unto the being. The statistics are listed at the top of the screen, while the force field waits below. The numbers below the statistics constantly change. Once the player moves forward, the numbers freeze, and the levels for each statistic (and money) are 'chosen.' I've tried many times to make a character with very high numbers in each of these statistics (about 18), but even the most diligent might lose patience. Therefore, I have found that one should just concentrate on one characteristic and as soon as that level is high enough, then push through. This first volume of Alternate Reality sets the stage in the large locale of the City of Xebec's Demise. Clues to Xebec, and his (or her) demise are not given (yet). The character is placed roughly in the center of the locale, from where s/he is expected to solve the quest. And what is the quest? Escape can sum it up. The introductory scenario given while booting the program (skipable by a Start keypress) sets the scene. An everyday city rests averagely on an average day. Traffic moves by below (by the sounds: horns, police whistles, and an ambulance). Yet, all that changes as an ornate space ship decends and hovers over the city. Here, the first soundtrack presents itself unto those present. The ship 'beams up' four (?) people from the city and transports them to the game. Also, here exists an innovation in computer music: words. Not spoken or sung, but they appear on screen, line by line, with each word highlighted when matched with its correct note. Those of singing caliber could find it simple to 'sing-along' with the computer. Now the quest is revealed. The player must try to complete all the volumes of Alternate Reality, and choose the ultimate moral choice: Return to Earth, or seek revenge upon the captors who have brought the player into Alternate Reality's City. Now, those familiar with almost any role-playing game shall find it easy to 'map-out' the city (a necessity). The game assists the beginners by providing within the instructions a page of graph-ruled paper with an initial placement of major hallways and doors. The city seems small but either is much bigger than it seems, or takes an increased amount of time to traverse its lengths. With mapping, the player must translate what s/he sees in the first person perspective screen to a third person perspective map. Pencil merits priority when mapping since mistakes are omnipresent (with me, anyway). The game is not like an Ultima (excluding dungeon settings), where the player sees his figure upon the landscape, as if the player looked down from the sky. Within this game (so far), the player never sees him/herself. Instead, the computer gives a view of the city as if the player were actually looking out unto it. Realism is captured in the game by giving many aspects of real city life, including: a rising and setting sun; periods of dawn and dusk; distant mountains even with a waterfall; 'cobblestone style' walls; falling rain; and a myriad of friends (possibly) and foes (definitely). Walking down a road in the city, walls pass, doors approach, and sounds can be heard. Mysterious music signafies a near secret door. Passing through such a portal gives another odd melody. Yet, the author, Philip Price, lost realism due to the fact that the player cannot see any other people moving about the city. Certainly, the player encounters many a people: guards, commoners, couriers, merchants, thieves, wizards, orcs and others. But the player cannot see the opponent approaching. The player only sees such a character appear suddenly, followed by an options menu. Thus, seeing someone from a distance and 'running-away' is impossible. Also, when encountering another character, the player is presented with an Engaged menu, and a Disengaged menu. The prior offers various attack methods, while the latter gives some chances to hail, or sneak attack, or an attempt to trick or charm the possible friend or enemy. Surviving the city for the new character fulfills the imperative of tricking and charming. The new player is without weapons or defense, except for a good personality, or a high intelligence. A high intelligence allows successful tricks, whilst a high charm, charms. Therefore, when creating a new character, the user should concentrate on getting high levels in at least one of these atributes. The effects of charming or tricking are simple: death to the opponent. By doing this, treasure (including, importantly, weapons) may be obtained. However, the player him/herself chooses whether or not to be an evil or good character. A good character shall not attack good people in encounters (noted by the fleeting music), but shall attack the evil (appropriated by the evil sounding music). An evil character may attack anyone. Also, the entire game does not entirely take place out-of-doors in the city. Existing within its outer walls the player shall find numerous shops and businesses. Banks are also present, allowing either good or bad returns upon money (copper, silver and gold) invested. Shops usually sell clothes and compasses. Guilds offer training and can remove curses from weapons. Armour and weapons need not only be found. They may be purchased at the various smithies. Yet when one encounters the prices a smithy charges, one might prefer to take the chances of winning a possibly cursed weapon from an opponent. Weapons may also be magical, but a smithy never deals with such trinkets. Inns merit import due to the fact that they regenerate hit points, possible inebriation, and cure weariness. Another important refuge are the many taverns. The music of the game shines through these places, where food, drink and entertainment are offered. The displays within the various businesses are well drawn and beautifully colored with gossamer shading. Music accompanying the taverns, smithies and guilds further provide a tantalizing feast of sight and sound. The instructions provide but little clues to assist the player. Besides being in a font that takes 'getting-used-to,' they are sparse. The same font is used within the program. It would have been more pleasant if the program did load faster, and perhaps used extra memory in the various computers, though. The loading instructions may confuse first off, but execution simplifies after repeated playings. Furthermore, onto the character disk, four characters may be saved. Saving the game at a specific point does in no way insure return to that point after an unsuccesful adventure. As with the Ultimas, saving a game allows return to that point no matter what. But with Alternate Reality, death in the game causes death on the character disk. Even just turning off the computer or giving up destroys the character on the disk. Therefore, backups merit so much of an important priority. Even the Alternate Reality newsletter that the purchaser receives after sending in the warranty card stresses back-ups of the character disk. I can not stress that point even more. The next episode in Alternate Reality (after The City), is The Dungeon, which claims to feed off the users terror and serve it back. The Arena, which follows, claims to give the player a chance to actually see him/herself in combat. Success promises chances to mingle with the martial art experts in The Arena. The Palace disks supposedly follows where property may be bought and sold within The City, and social standing increases. Outside The City exists The Wilderness where an adventure begins without protective walls blocking the landscape (I hope). Entrances to all these places can be found within The City. Going to one, the computer requests that the user insert the correct disk for the correct destination. Also planned is The Revelation, where all questions about Alternate Reality are answered. And finally, The Destiny: Seek return to home, or seek revenge. The sheer magnitude of all that is to occur in the saga of Alternate Reality may turn off many and may attract even the least esoteric. All in all, the series of Alternate Reality shall require patience. But disappointment I have found nowhere yet. And The City certainly is much cheaper than Ultima IV. Alternate Reality episodes shall be available for the Atari XL/XE and compatibles, the Atari ST, the Apple II series, the Macintosh, the IBM PC and PC jr, the Amiga and the commodore 64 and 128. Review by Sean Kelly [72505,1316] Westminster, Colorado 6 October 1986 -- Michael Current, Cleveland Free-Net 8-bit Atari SIGOp -->> go atari8 <<-- The Cleveland Free-Net Atari SIG is the Central Atari Information Network Internet: currentm@carleton.edu / UUCP: ...!umn-cs!ccnfld!currentm BITNET: currentm%carleton.edu@{interbit} / Cleveland Free-Net: aa700
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