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An Analysis Entertainment Column, by Techtite
A thorough Critique & Analysis of entertainment
products gone awry
Good ideas, good qualities...BAD flaws; that's the trouble
with many promising entertainment products: tv, movie, video,
and games. Some of these titles really did seem to have it all,
yet failed anyway, because of a few big mistakes. This
regularly updated page examines such titles.
The current entertainment product critiqued is:
Montezuma's Return

(PC Game; Utopia co., 1998)
Retreads of classic video games are common. After all, there
are so many classics to choose from : Tempest,
Sinistar, Asteroids, Centipede,
and Frogger have all been revamped in some
fashion for '90s game systems and/or PCs. One of the less successful
re-treads, however, was Montezuma's Return; very
anticipated, yet in the "bargain bin" in mere months.
What went wrong?
Well, first, let's be objective, and compliment the title
a little, by mentioning...
What
Went Right? For one, graphics. The game's 3dfx
mode has all the bells and whistles in use, without a glitch
in sight. Characters are either completely different or
at least with different textures each level. Realistic lighting
casts spotlights on walls coming from moving platforms. The game
even uses a few bump-mapping effects for anyone with a Voodoo2
or 3 graphics card; each piece of gravel shows a certain degree
of roughness. You can almost feel the notches in wood, the cracks
in old cement, and the harshness of the concrete.
It also
had huge levels; 9 regular ones, plus nine bonus levels. Each level might not be as snazzy as those
in Tomb Raider, though is often as large. If it
wasn't for its flaws, it definitely could have caught the eye
of a few Lara Croft explorers. It's humorous nature might have
also attracted the MDK crowd.
Last (but not least);
this game has a feature that most games do not; an actual
ending! If you can tolerate the game's flaws (coming up next),
the persistant gamer is rewarded with an imaginative, 39 meg,
happy conclusion. It's also rather humorous and fun; similar
to the ending of Mario 64 or Banjo Kazooie
on the Nintendo 64 system. Too bad it wasn't more like those
games; otherwise, the following gripes wouldn't need to be said...
What went wrong? For
one, the game engine uses first-person perspective. This is a major design
snafu for a game that relies on so many jumping puzzles. First-person
is best for games like Quake, where aiming and
targeting is important. However, for a game that relies more
on jumping to teeny platforms (a la the original Montezuma's
Revenge), being able to see your character's feet is
a must. When all Monty can do is punch and kick, there's no reason
to have a first-person perspective at all, and using it was a
bad idea.
Adding to this annoyance is the fact that there's no decent
save game feature. This annoyance reaches fever pitch, thanks
to an element of arcade gaming that should never
be saluted; limited lives(!). You find yourself going
through areas one, two, three, four, and five, only to die three
times at area six. The only solution after three lives? Play
again from the very beginning of the whole, loooong, entire level.
YAWN!
| Warning to game
designers: Don't ever use limited lives.
This was an arcade-game concept of the '80s, used entirely to
a)Get the arcade teen to pop in more quarters, and b)make sure
he finishes quickly, to make way for the next player. This sales
tactic has no place in home gaming at all. Period. |
This opens a curious question. Is it too peculiar to wonder
if these guys spent more time on planning Monty's demise, than
his success? Well, let's look at the cutscene videos within the
game. While a mere 8 are "victory" scenes, 27
are of animated death sequences. Even worse, morbid animations
drag for as long as 22 seconds, while victory sequences are often
5 seconds at best. This for a game with no save game feature
and a life limit. Final result: too many chances to see
the main character lose, and not enough that show him
actually win...
| Warning to game
designers: Death is never fun. Don't spend
too much time trying to make death fun; that's impossible. Instead,
concentrate on worthwhile rewards for a job well done. Duh,
right? Well, one can hope that's obvious!... |
Even getting hit
once can be annoying. Why? Get hit hard enough and you see stars
rotate around your head as the screen tilts all over. Played
for laughs, a "coo-coo bird" sound is heard. The problem...?
During this cutesy-animation, you can't punch, kick, jump...you
can't protect yourself! While you're trying vainly to prevent
seeing a 22 second death scene --again-- the game freezes the
action, forcing you to see it eventually, anyway. You wind up
forced to see the cutesy-poo coocoobird "dizzy effect"
again and again and again, as a boss enemy kicks your butt to
the far jungles, again and again and again, only to see the Monty-died-again
cutscene, again and again and again.
| Warning to game
designers: cutesy-poo injury animations --like Super Mario
scratching his head and saying "Mama Mia!"-- are only
advised when the character can revive himself with several
power ups nearby. It's also best that such an animation is not
normally followed with having to start a gigantic level
right from the very very beginning. There's nothing "cutesy"
about that! |
This is just a sample
of Montezuma's biggest flaw: ambiguity in game design. This is
a game that could have been a cult success as a PC Super
Mario 64 clone, yet fell prey to the desire to compete
with the Quakes and Unreals. The
result is contradictory. You die in molten lava, only to have
a cutesy graphic try and make instant death look fun (showing
this same "cutesy" lava clip every time you
fall in the lava is just plain overkill). Enemies are drawn mostly
for laughs, yet kick your butt across the room. If they wanted
a Quake clone, they should've added more methods
for defenses. If they wanted a Mario 64 clone,
they should've made the game less death-intense, without "life
limits," and more, well...fun. If they wanted a Tomb
Raider clone, complete with huge levels, they needed
a save game feature. Without any of the above, what can be said...?
Given how much I loved the original game, it truly is a shame
to put its remake in "What Went Wrong" status. This
game would have made it into the "Bargain Bin Binge"
section if not for its grating flaws. The truth is, though, if
it wasn't for its flaws, this 1998 release wouldn't be in the
bargain bin at all. 'nuf said.
Comments? Opinions? Send them to Techtite
What
Went Wrong is an analysis column, used only for entertainment. It is
not endorsed by the companies mentioned, nor is it meant as the
definitive report as to "what really happened." It is
meant as an analysis column (by an experienced online entertainment
critic) as to
what might have happened, based on all the many
similar scenarios where
"everything looked so right."
All text, Title graphics,
and pix not of reviewed product, are created by Techtite, copyright
2000; all rights reserved. Screen captures (if any) are 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... |
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