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TimeScape: Journey to PompeiiReviewed By: Kirk Hiner Review Date: December 21, 2000
Back when I worked on Liberty St. in New York City, there was this deli I frequented that served a sandwich called the Pompeii. This perplexed me, as I can't imagine a restaurant can move sandwiches by naming them after cities covered in ash. Just doesn't sound that appetizing. It'd be like naming an automobile "Hindenburg" or "The Decapitator." The sandwich, luckily, did not taste so much like ash as it did chicken. This led me to believe the city of Pompeii was actually covered in chickens, not ash from Mt. Vesuvius. Ridiculous, perhaps, but not quite as much so as the premise behind DreamCatcher Interactive's TimeScape: Journey to Pompeii. Get a load of this set-up, taken directly from the manual:
Uh...sure, if I had any idea what the challenge was. Luckily, the game begins well after this exercise in convolution. After a brief cinematic that summarizes this mess, Adrian wakes up in the middle of a yard in a house in Pompeii. From there, the game takes on the interface similar to most DreamCatcher games; first person point-of-view allowing full 360° panning. Gamers pass the cursor across the screen, and it changes when an object can be manipulated, a person can be spoken to, or another area can be explored. Although the immediate areas can be panned in full, moving between these areas is done in a more traditional HyperCard method.
Those that aren't, however, can become a major pain. Some tasks must be completed in the exact proper order to allow advancement, but no indication is given that things may have been done incorrectly. And whereas most of the puzzles serve to further the plot, some are completely random (hint: throw the javelin towards Mount Vesuvius). TimeScape offers some assistance in that it doesn't allow you into areas in which you don't yet need to be. Although some gamers may not like this element, I found it drastically reduced unnecessary exploration which can really deaden interest in a game. It was also helpful because the mapping system in the game is pretty much useless. Pulling up the map shows where you are, but doesn't indicate in which direction you're facing. There's not even a compass to help you find your bearings, but the game does have an exploration feature in which you can move freely about all the locations to familiarize yourself with Pompeii. You cannot, however, click on the map to be automatically transported to a specific spot. If the item you need is clear across town, you have to go there block by block to get it.
Although players are given only four days to identify and meet Sophia and convince her to leave Pompeii, there's really no sense of urgency as was used to great affect SafeCracker and Traitors Gate. The days simply end when all activities are finished. If only real life were the same. The graphics in TimeScape are decent, but not spectacular. Software rendering can only do so much, after all. They did well to add a sense of depth and authenticity to Pompeii, as did the music...when I could hear it.
TimeScape builds nicely to a Titanic-like conclusion (a creepy cut-scene of people walking about town, oblivious to their impending doom, soon followed by these same people getting squashed by huge columns). However, I have a feeling that most gamers won't have the desire to stick around for it. The story flows nicely to that climax, but is not all that compelling (even the romantic element seems forced). The historic element is interesting, and is punctuated by an encyclopedic amulet that offers details on various elements of Pompeii's history and culture, but it's not good when one of the best elements of a game is actually outside the game itself. So journey back in time, save who you can, and find your beloved Sophia; but remember that Pompeii was covered in ash. It would therefore be wise to get out of town, and perhaps this game, sooner rather than later.
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