![]() Today, we remember 1993 as the year that Cyan Productions and id Software came to the fore with Myst and Doom, those two radically different would-be blueprints for gaming’s future. Such is the story of Trilobyte Games in a nutshell. The other wizard - perhaps the wiser of the two - said, “If you can’t beat ’em, join ’em.” He joined the guild that included the violent adolescent with the demon on his shirt, and enjoyed a return to fortune if not fame. From time to time, he tries again to see if the people want another game like the one they seemed to love so much on that one occasion long ago, but he is invariably disappointed. One of the wizards, convinced he could do better by himself, went away to make still more games of the same type, but the people remained stubbornly uninterested he finally gave up and found another occupation. The wizards started bickering with each other, each blaming the other for their failures. They tried yet one more new game of the same type, yet more beautiful, but by now the people had lost interest entirely few could even be bothered to criticize it. Yet when they offered it to the people, exponentially fewer of them bought it than had bought their first game, and their critics grew still louder and more strident. They worked on it too for years to make it as amazing as possible. The two wizards were disturbed by this growing discontent, but resolved to win the people over with a new game that would be just like their old one, except even more beautiful. The cry was amplified by a disheveled young man with a demon of some sort on his tee-shirt and a fevered look in his eyes: “That’s what I’ve been saying all along! The wizards’ game sucks! Play this one instead!” And he hunched back down over his computer to continue playing his very different sort of game, muttering something about “gibs” and “frags” as he did so. The scribes wrote rapturously about the game, and hordes of people bought it, making the wizards very rich.īut then one day a middle-aged woman, taking a break from reckoning household accounts by playing the wizards’ game, said to her husband, “You know, honey, this game is really kind of slow and boring.” And in time, a murmur of discontent spread through many ranks of the people, gaining strength all the while. And at first, all went as the wizards had confidently expected. Everyone, including both the everyday people and the enlightened scribes who kept them informed on the latest games, rushed to play this one, which they had been promised would be the best one ever. They labored for years on their task, while the people waited anxiously, pouncing upon the merest hint the wizards let drop of what the final product would look like.Īt long last - well after the two wizards themselves had hoped - the day of revelation came. Clandestiny is quite a gem and an ultra rare diamond in the rough.Ī definite highlight from the creators of the 7th Guest and the 11th Hour.Once upon a time, two wizards decided to remake the face of computer gaming with the help of a new form of magic known as CD-ROM. The solutions are usually simple, clean, and logical. While the puzzles are of the parlor variety and seem detached from the main story line, it hardly takes away from the game. The game also offers a built-in reference guide that you can view at any time to learn more about Scottish culture. Clandestiny seamlessly weaves traditional Scottish myth and lore into a modern story line. Whether it's the cowardly Andrew, the diabolic Murthly, the handyman Fergus, or any of the myriads of characters you meet, you won't soon forget any of them. The quirks and well thought out (and acted) characters also deserve a special mention. The Disney-quality cutscenes are beautifully animated. The graphics are top notch and surpass any other previous Trilobyte release. Clandestiny weaves a spell that is undeniably hard for anyone to resist. They soon arrive at their new and not-so-humble abode and the troub…erm…fun begins. Scary spooks abound in Trilobyte's ghoulishly delightful Clandestiny.Īndrew MacPhiles has just inherited the family castle in Scotland.īeing the coward he is (it runs in the family you see), he doesn't want to go.Įventually, his girlfriend obsessed with the hidden treasure that is mentioned in the estate executor's telegram practically bludgeons Andrew into going.
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