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| FREE TIP : The game automatically starts in the hardest difficulty setting; sort of akin to Quake's default being "nightmare mode!" Adventure buffs, and the less trigger happy, may want to change this in "gameplay settings" ASAP. I sure did. |
There are some added touches that place Indy apart from "Lara Croft." Among the most obvious is the ability to use Indy's infamous whip. This versatile item can be used to disarm guards, swing from certain wall fixtures, yank treasures away from their traps, and even as a climbable rope. Use it in harder puzzles and the classic four notes from Indy's theme play in the background; a nice added touch.
There are many other added touches I really liked. All game levels start with a map of where you're heading, with the "load" meter in the form of the line drawn to that location; nice idea. Your smallest gun has unlimited ammo, so you're never unarmed per se (just like Lara Croft's trusty default pistols). An ever-present piece of chalk can be used to draw symbols on the wall, in case you get lost. Lastly, gold treasures you find can be exchanged for cash, to buy supplies for later missions (health packs in particular). There's even a map you can purchase at any time (when you can afford it), which jumps you to a "secret level" not to be missed!
The game's designers had a lot of fun making this game, and it shows. What Indy writes on the wall (to not get lost; whenever you wish) is random and often hilarious. There's also LucasArts' constant penchant for intriguing Easter Eggs, including the common Egg: an image of Max the Bunny is hidden somewhere obscure. Even Guybrush "Monkey Island" Threepwood makes a cameo, for people who search hard enough; excused off as a "warp in reality" in the final level of the game. It's hard to get to, yet quite worth the laugh.
Any flaws are trivial to any Indy fan. Most are typical clipping problems, including Indy getting stuck, probably when you did something you shouldn't have in the first place (jumping recklessly off a cliff, for example). Also, there is no multiplayer; a big let-down for those who had heard rumors that this was being considered. In the end, though, such flaws are no big deal. If anything, the game didn't score a perfect "deep impact" because of a limited amount of originality, Tomb Raider clone that it is.
In the end, it's a pleasure to ride off into the sunset as Indiana Jones once again. This was one of the most fun times I had playing a game in all of 1999. LucasArts has delivered a game that surpasses much of the Tomb Raider series' gameplay value, right down to a cute ending. All LucasArts has to do now is make more Indy games, now that they have made the game engine for them. Please...?
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Final Rating : Large Crater. It's a shame that Tomb Raiders galore made this so much of a walk in the park (and a debatable clone), though it was fun to play. |
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| All text, Title graphics, and pix not of reviewed product, are created by Techtite, copyright 2000; all rights reserved. Screen captures of program reviewed are discrete thumbnails, used only for the purpose of review, and by no means represent any affiliation with Techtite and the distributors of that product. For further "legalese" & disclaimers, click here... |