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Retro Review: AMBER, Journeys Beyond
By: Kirk
Hiner
At the risk of sounding arrogant, I want you all to know
that I don't scare easily. Looking back on my childhood, I
can only recall being significantly frightened by one
movie...Jaws. After that, I wasn't again startled by media
entertainment until Exorcist III, and even then it was only
one scene, so that doesn't really count. You see, I've
always found that my imagination is scarier than anything I
could see on a screen or read in a book. So when I first
played AMBER: Journeys Beyond three years ago, I wasn't
expecting to be frightened. I was right; I wasn't.
But my heavens is this game creepy.
At the beginning of AMBER, your character receives an
e-mail requesting that you drive up to assist Roxy. She's
the thinking man's Ghostbuster, as the house she's studying
is believed to contain paranormal activity. When you
approach the house, a pinkish light-form appears before you,
causing you to swerve your car into a pond. To make matters
worse, you then find Roxy unconscious in the barn,
apparently trapped within the paranormal world. It's up to
you to free her.
From this point on, the game sort of plays out like Myst.
Your first duty is to put together and figure out how to run
the BAR (bulbic activity reader). This device filters out
ambient wavelengths from the surrounding area so that you
can hone in on psychic activity alone. Once it's running,
you're able to properly use PeeK. This
souped-up-Newton-type-thing allows you to hear the "residue"
of ghosts left behind on doorknobs and such, and--through a
network of cameras set up around the house--view any
paranormal activity.
And believe me, there be plenty o' paranormal activity.
The PeeK actually provides most of the scares in this
game. When paranormal activity is detected, whether it be
sounds from haunted pasts or videos of ghostly occurrences
happening right now in the house, PeeK flashes an alert at
the bottom of the screen. After going through this routine a
few times--hearing screams outside a door or watching
furniture rearrange itself and blood (or was it tar?) flow
from the ceiling--I became a little apprehensive about
checking to see what PeeK was about to show me.
Once you've got everything working properly, you can then
use AMBER. This device fits over and around your head, and
allows you to see other times. There are three worlds
(although I don't like using the word worlds; you're in same
house, just at a different time) which you must visit, all
of which have a puzzle surrounding the death of someone
living in the house. There aren't many frights in these
stages, but the stories are compelling. One involves a woman
awaiting the return of her husband from World War II,
another reveals the tragedy of a young child who drowned in
the pond (not to worry, that's not giving anything away),
and the final tells of a gardener who had a crush on a girl
living in the house.
What makes these stories so effective isn't really the
characterization (as the box would have you believe), but
the detail of the environment. In the World War II scenario,
most of your clues are given to you via radio broadcasts.
But rather than just hand out the clues, the designers chose
to incorporate full songs, and even commercials from the era
into these broadcasts. I found it incredibly easy to get
lost in that world...I was just waiting for the air raid
sirens to go off outside my apartment (and being the
responsible citizen I am, I already had my lights out,
too!).
Another example: in the room where the gardener hid to
spy on the girl, a box of tissues was placed near the
peephole. Perverse? Yes, but it's details like this that
make a story believable.
Between your visits to these times, you're able to
discover more clues about the history of the house, as well
as gather information about how to save Roxy. She was kind
enough to leave a few video journals for you to peruse, as
well as notes documenting everything she'd discovered up to
the point of her "accident." Other than that, though, you're
on your own.
The graphics in this game were gorgeous when it was
originally released, and hold up well by today's standards.
The house and it's surrounding landscape are beautifully
rendered, and the video clips ran smoothly (even when I
originally played the game on a 601/120). The ambient sounds
are also done very well--especially the wind in the frozen
pond scenario. The music, if not memorable, is at least
unobtrusive.
Despite all of this, AMBER is not without it's faults. My
first and largest problem is that it's just too short. With
only three scenarios to solve and fairly simple puzzles
within those scenarios, the game is easily finished within a
few days...unless your computer hangs, which leads me to
problem two.
When I first made it to the frozen pond scenario, my
computer would freeze (hmmm, I see a connection here). A few
minutes later it would start up again, and then stop once
more. After discussing the problem with a representative at
Changeling, I was sent a new disc and the problem went away.
My friend Bill had the same problem on his Performa, but
found that it only happened when he was running Quicktime
2.5. He had no problem with Quicktime 2.1. I haven't tested
it on any later versions of Quicktime.
That aside, AMBER, Journeys Beyond is well worth the
money and time spent to find a copy. It's eerie and
involving, and the one-liner at the end is almost worth the
price by itself. Unfortunately, it may be difficult to
obtain. Although Changeling's website is still up
(www.changeling.com), it hasn't been updated since December,
and there is no longer any mention of AMBER at the site. The
Hue Forest Entertainment website (www.hueforest.com) offers
a lot of information on the game, but no hints on where to
find it. This is too bad. As adventure/horror games go,
AMBER is still my favorite.
Anyway, back to Jaws. When that head popped out from
under the boat...unh! Now I'll have to sleep with the light
on.
-
Genre: Adventure/Horror
- Platform: MacOS
- Format: CD ROM (seven)
- Developer:
Hue
Forest Entertainment
- Publisher: Changeling
- Requirements: 68040 processor, System 7.0, 5
MB RAM, CD-ROM, 16 bit color display, 13" montior, 25 MB
free hard disk space
- Network feature: No
- 3Dfx Acceleration: No
- Year Released: 1996
-
APPLELINKS RATING:
Raised on Intellivision and "Tron,"
Kirk
Hiner has been an avid gamer ever
since he was tall enough to look through the viewfinder on
the Battlezone upright. Although he makes a living using a
PC (not by choice) to design websites for Dynamics
Online, Inc., Kirk never strays
from his 9600/200 or 3400c for computer gaming. When he's
not playing the latest Logicware release, he can either be
found working on his next "never to be published" novel,
rereading anything by Kurt Vonnegut or watching RAW is
WAR.
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