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Who says that Americans are the only people who can write good adventure games? Here's a tale about an exciting new game by a light-hearted bunch who come from the depths of Hull. It's Revolutionary.

You would be forgiven for thinking that Lucasfilm's Secret of Monkey Island 2 (see Page 62) was the only adventure game that is worth playing - it's a very easy mistake for Monkey fanatics to make. Sure, its'good, but it's not the only one that's good. Virgin's new Lure of the Temptress is a slightly different attempt at adventuring, and it has a few tricks up its sleeves, as you shall see.

The plot to Lure of the Temptress is predictable fair-tale stuff, but it has a liberal dose of humour and self-parody that prevents it from taking itself too seriously. You play Diermot, an unwilling hero, who gets swept up in a plot to de-throne an evil femme-fatale (the Temptress of the game's title) and free a captive goody-two-shoes.

Needless to say, the story involves caves, dungeons, a dragon and a host of inhuman henchmen-uglies who are known as the Skorl. The resulting game is a bit like a cross between Sierra-style adventures - like King's Quest - and Lucasfilm's Secret of Monkey Island, with more interaction between secondary characters.

Everybody's an individual in their own right
Characters (which number more than 25) all have their own personal identities. They wander around from place to place under their own steam, and spend a fair amount of time interacting with each other. Characters nip into bars and have short conversations with their landlords, or trundle off down the shops and natter to the looney shopkeeper.

You, in the form of Diermot, the central character, get a chance to chat to all of them at some time or another. They've all got something to say which may help your quest, or just give you some insight into Turnvale life.

Lure of the Temptress is not quite as object-obsessive as Sierra adventures, which makes it a little more interesting. There are certain puzzles which require the use of a specific item in the standard "use banana on orang-utan" form, but for the majority of the game the stuff that you pick up on your travels is purely gossip.

Your quests, problems and information are all relayed to you by the chatter from the other characters - if you happen to bump into them and get time to talk. Consequently, you're not spending so much of your time searching for a previously-unseen object. Instead, you end up looking for people - and they could be absolutely anywhere.


Revolution have produced a fine piece of adventure entertainment which has masses of potential

Excuse me, but can we have a quick word?
When you've found someone that you want to talk to, it's pretty straightforward to begin a chinwag with them - a right-click on top of the character brings up a menu of possible openers to the conversation.

You can choose either Ask, Tell, Bribe, Talk to or Blah from the list. Once selected, successive menus let you construct a sentence. This is a more traditional method than the Lucasfilm way of giving you pre-prepared responses to choose from.

Temptress' method is far more flexible, it enables you to construct some quite bizarre requests - but as a direct result of these, the characters' responses are more limited. They're sometimes as funny as The Secret of Monkey Island conversations, but often aren't as long-lived before they start repeating.

One aspect of the Temptress system makes it far more versatile than both of the Sierra and Lucasfilm systems, and that is commanding other characters. In Temptress you can (and in some places you absolutely have to) tell some of the other characters what to do. For example, your faithful servant, Ratpouch, can be instructed to "Go to the Castle Gate and then ask the Skorl Guard for a potion and then return". Off he'll trot, and get himself into trouble for wasting the Guard's time (Ratpouch often provides you with a few laughs at his own expense, and not always because you put him up to it, which really adds to the game).

Later in the adventure, issuing orders correctly is the secret of success in a life-threatening situation or two. Hardened Sierra-philes or Lucas-ites will be scratching their heads into the small hours - until they pick up on Temptress' secret weapon.

It's the war of the Game-Worlds
Downers to this game are very few: disk-accessing is a bit on the faffy side when using single-drive Amigas (though Temptress can spot an external drive and use it, which makes things far simpler). You also can't install it on to a hard drive and thus speed the whole thing up somewhat (like you can with Sierra and Lucasfilm games).

When directly compared to Sierra and Lucasfilm games in terms of size and playing time, Temptress stands up very well indeed, especially when you consider it's come from UK developers. Compared to the number of staff that Lucasfilm and Sierra involve on their adventure projects. Revolution (who are Temptress' creators) look like a cottage industry. Nevertheless, they have produced a fine piece entertainment which has masses of potential.

Although Temptress is not quite as large as Secret of Monkey Island 2, and it's just short of the humour level, it's still a pretty big game. It takes around four hours to complete the whole thing, even if you know exactly what to do before you start. In any event, Temptress surpasses almost anything Sierra have offered, by being larger, funnier and a whole lot better drawn.


CONTROL YOURSELF (AND OTHERS TOO)

Lure of the Temptress
First, tell your serf, Ratpouch, what to do...

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...and this summarised request appears...

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...Ratpouch gets the picture and agrees...

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...and you can check up on his progress, too.

Controlling your character in Lure of the Temptress is the least of your worries. Using a rather neat menuing system you can examine, use and generally mess about with everything you come across. But to really make the most of the game you need to master the control of the other characters. This is done using the Tell command which appears in the menu when you click the right button on a controllable character. Using the list of verbs and nouns, you construct a sentence and hope that it will make sense to the character you're instructing.


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Wenn ein Grafikadventure vom PC kommt, ist ja oft mit kleinen Abstrichen zu rechnen, sei es bei der Optik, dem Sound oder daß die Ladezeiten endlos lang werden. Der brandneue englische Label Revolution Software revoltiert allerdings gegen solche Einschränkungen!

Tatsächlich ist Lure of the Temptress am Amiga weder optisch noch akustisch schwächer als in der PC-Version, ja noch nicht einmal einen 3000er mit Turbokarte braucht man, um komfortabel abenteuern zu können - 1MB und ein Zweitlaufwerk genügen vollauf! Daß die Story im mittelalterlichen Fantasy-Gewand noch die gleiche ist, versteht sich ohnehin von selbst:

Man spielt Diermot, einen königlichen Jagdtreiber, der von Ork-ähnlichen Wesen, den sogenannten Skorls, gefangengenommen wurde. Eigentlich würde es dem jungen Mann vollauf genügen, wenn er einfach nur wieder ungesiebte Luft atmen dürfte, doch die Programmierer haben ihm zu Höherem erkoren: Nur er und er allein kann letzten Endes das Land vor Selena, der verführerischen (Temptress = Verführerin) Chefin der Skorls retten.

Dazu muß er sich durch über 50 Locations, zwei kleine actionsequenzen und soll hier den auftretenden Charakteren höchst komplexe Befehle erteilen (bis zu drei Zeilen lang!) und sich mit ihnen über ein ausgefuchsten Multiple Choice System unterhalten, denn in dieser Fantasy-Welt führt praktisch jeder ein richtiges Eigenleben mit individuellem Tagesablauf.

Dementsprechend reagieren die Leute auf einen freundlichen Diermot auch ziemlich anders als auf einen übellaunigen...

Möglich wird diese Art der Spieltiefe durch ein neues Entwicklungssystem namens "Virtual Theatre", dem wir auch die chice Präsentation im Stil von Sierra bzw. Lucas Arts verdanken: Es gibt "Film-Sequenzen" sowie zahlreiche und wunderbar anzusehende Animationen: daß die Grafik etwas farb-arm ist, fällt während des Spiels nicht weiter ins Gewicht.

Ähnlich verhält es sich beim Sound, die feinen Effekte sorgen für Atmosphäre, während die Musikstücke eher nebensächlich, aber bestimmt nicht übel sind. Die Iconsteuerung mit ihrer, der jeweiligen Situation angepaßten Eingabeauswahl haben Maus und Spieler sofort im Griff, man kann sich ganz auf die mit (schwarzhumorigen) Gags gespickte Geschichte und ihre stets logischen Rätsel konzentrieren. Daß die Actionsequenzen auch pure Grübler nicht überfordern, ist ja nicht unbedingt ein Fehler, daß ein Formatierprogramm für Savedisks eingebaut wurde, dürfte jedermann freuen.

Fassen wir zusammen: Mit Lure of the Temptress liegt ein rundum überzeugendes Debut-Abenteuer vor, das sowohl inhaltlich als auch technisch sehr gut zum Amiga paßt. Weiter so, dann muß selbst ein Guybrush Threepwood bald vor der "revolutionären" Konkurrenz zittern! (mm)



Lure of the Temptress logo

The Brits hit back, with an adventure which promises to beat Lucasfilm at their own game, and leave Sierra games standing.

Revolution, a British based development team, have come up with one of the finest adventure games yet, proving that not all 'big' adventure releases come from the other side of the Atlantic. Make no mistake - Lure of the Temptress is a very welcome addition to this American-dominated genre, coming across as a sort between Sierra's King's Quest and Lucasfilm's Monkey Island 2 (also reviewed this issue), it seems appropriate to compare the two. Lure of the Temptress definitely has a good deal less humour than Monkey Island 2 - it'd be a brave man who tried to beat Lucasfilm at that game, after all - but more than makes up for it in other areas. So how does this more subtlety flavoured Brit weigh up to its American counterpart?

The scenario first: you are Diermot, an unenthusiastic hero who finds himself the prisoner of the evil Selena, the Temptress from which the game takes its name. She's taken over the town of Turnvale with her hordes of creepy meathead mutants, the Skorl, and to start with you're in no position to stop her.

You begin the adventure trapped in a cell, you see, deep inside the dungeons and torture chambers of the evil femme's pad. Your first task, then, is obviously to escape to the town, where you can start to do some good, the ultimate aim of the game being to dethrone the evil temptress and rescue the innocent young girl called Goewin, who's been imprisoned by the nasty Skorl.

The essence of Temptress is its character interaction. Indeed, Temptress has a lot more of this than Monkey Island 2, and this is the essential difference between the two games. You'll find well over 25 different characters here - all acting individually. They go about their daily life in the quaint, cobbled streets of the town, chatting whenever they please 0 you might be in a pub having a word with the blacksmith, when an old woman walks up to the bar and has a conversation with the barmaid about her noisy neighbours, for instance.

Of course, all this talking proves incredibly useful. To succeed in this game you must consult and chat with every character possible. And when I say every character, I mean every character - right at the beginning you'll come across a bloke called Wulfe, another prisoner, hanging in shackles from the dungeon wall.

He's dying, but in exchange for a drink he tells you some important info to get you started on yoru quest. Here, too, you'll find the serf joker, Ratpouch, who on release from a torture rack becomes your loyal and faithful servant.


A stylish game that shows loads of potential

Okay, so now that you're at least a little bit familiar with the game's scenario, let's talk about its mechanics. Much of the gameplay is based on questioning other characters, as I said, which is achieved by first finding someone to talk to, then using the mouse to click on that character. This brings up a menu of possible lines to open up the conversation. You can choose between Ask, Tell, Bribe, or Talk To categories from the list which, when selected, bring up a series of menus to help you construct a sentence.

In practice it's not complicated at all - indeed, very intuitive, in many ways more effective than the well worn techniques used by Monkey Island 2. It's more flexible too - you're not limited to a short list of pre-prepared responses to choose between.

This system enables you to construct some quite out-of-the-ordinary requests. For example, you can ask Gwynn, an old lady in one of the bars, if she has a door. It might get you anywhere - it's a fairly pointless request, after all - but even though the tongue-in-cheek response you'll get is a fairly standard one that you'll hear a few times in the game, the fact that you're allowed to ask it in the first place helps build a sense of reality beyond the sort of interactive storybook effect you sometimes get from Lucasfilm games.

The trade off is that the jokes aren't as sharp or as well orchestrated as in Monkey 2 - you do get the odd bit of funny stuff, but it won't be long before the same pun is repeated. Another feature that makes Temptress feel more versatile than either Sierra's King's Quest or Monkey Island 2 is the command option.

This is brought up via the game menus and not only proves very useful, it also allows you to set up a few laughs. For instance, there was much guffawing in the AMIGA POWER office when I sent Ratpouch to the bar. He makes a real twit of himself ordering the beers, you see - watch him get turned down for looking underage, then eventually get served with a shandy.


The essence of Temptress is character interaction

It isn't all funny stuff, however - in the later stages of the game the command facility becomes very important, when giving the correct order can be a matter of life or death. Your use of commands provides the backbone of this game - it's a very effective feature, one that Sierra and Lucasfilm would do well to pick up on.

Lure Of The Temptress doesn't fall down in providing atmosphere either - it shares with Monkey Island 2 the fact that it's got bags of the stuff. Indeed, with its quaint olde worlde pubs, cottages and cobbled streets all enclosed by a towering city wall, Temptress' scenery is perhaps more believable (at least to a UK audience) than many we've seen - it brings to mind the historical streets and olde worlde feel of York. Might it be that the Hull-based team behind the game were inspired by their neighbouring minster city?

The great area where Temptress score over most rivals, though - and especially the otherwise-very-impressive Monkey Island 2 - is in its user friendliness. The minimal disk swapping of Temptress comes as an incredible relief after the 11 disk nightmare of Monkey 2.

Though you'd ideally have a second disk drive to get the most out of this - Temptress does test your patience with its disk accessing on single drive Amigas - this is by no means the nightmare it could have been.

This is a great game, then. Amazingly, I've got this far into the review without really mentioning the graphics yet - theyre was so much to say - so I'll make amends now. Visually Temptress is gorgeous - in my book its animation and graphics are just as good, if not better than, those in Monkey Island 2. (A good example is the animated wasp sequence when you reach town from the secret passage - it's lovely).

So where does that leave us? Well, with is a very big game, full of scope, and packed with plenty to keep the avid adventurer content. ON their first attempt. Revolution have come up with an adventure game to knock the stuffing out of recent Sierra efforts, and to go head-to-head with its Lucasfilm peers. It's quite a remarkable achievement.



Lure of the Temptress logo

Like the Heaven 17 song goes, it's time for a shakedown. Can the Brits give Lucasfilm, Sierra and Delphine a taste of high adventure? Rik Haynes believs the first release from Revolution Software could lead us all into temptation...

ADVENTURE OF A LIFETIME
Judging by the number of publishers jumping on the bandwagon, this will be the year of the graphic adventure. As the genre grows ever more sophisticated, the catchphrase 'interactive movie' keeps coming back to the lips of pundits and marketing folk alike. It's therefore hard to believe that the software industry's new Hollywood could be situated in Hull instead of California.

Anyway, Revolution Software prefers to like Lure Of The Temptress to a pioneering form of participation play. Hence the term, used to describe the game's control system - Virtual Theatre. What does this mean in plain language?

According to boss, Charles Cecil, it's an attempt to convey an environment where characters sensibly behave independent of the person directly controlled by the player.

In the case of Lure Of The Temptress, there are roughly thirty characters happily doing their own thing. You can chat to anybody at anytime. What you say, usually chosen from a selection of three or four sentences, will then affect the way that particular character will react to you from then on.

Featuring one of the east and most intuitive player interfaces around, everything inLure - from walking to talking - is easily activated by the mouse. Commands like 'get bottle' or 'use knife' are implemented by pointing at the object then selecting the desired action from the menu that pops up.

More importantly, you can ask other characters to perform such tasks. A complete sequence of actions can be constructed with little, effort, and an instruction such as 'go to the torture chamber and get key and then give bottle to the guard' merely takes a few click of the button. This is where Virtual Theatre scores over the systems used in The Secret Of Monkey Island and other popular adventures.

The game's scenario is pure Tolkien fantasy. Does it take itself too seriously? Erm, frequently. Assuming the role of Diermot, an unwilling hero, the player must defeat an army of grotesque creatures called the Skorls. When they're not beating up defenseless peasants, these lizard-like louts can be found overindulging their appetite for wine, women and song.

Some people may be surprised by the dark mood underlying this classic fairy tale of good versus evil. A novel twist is also promised at the end of the game but I've been sworn to secrecy. These are probably the signs of Dave Gibbons' influence on the design of the project. Gibbons is a famous writer/artist who co-produced the successful Watchman graphic novel. His son Daniel is a real Amiga fan and this fuelled Dave's interest in computer games, particularly graphic adventures. Should Revolution Software use the label Virtual Comic?

LET THE QUEST BEGIN
Diermont finds himself in humble surroundings at the start of play. A dungeon, in fact. After a quick escape, it's not long before the amateur jester, Ratpouch, is rescued and we're then treated to a Black Adder-style relationship between master and servant. Although he's smelly and tells bad jokes, Ratpuch can occasionally provide a cunning plan and is prepared to run errands for Diermont. There's an ample supply of progressively difficult jobs for the two of them to complete, so don't expect a free ride through some tasty-looking screens. This is just a fringe benefit.

The first puzzles are rudimentary exercises to get you into the method of control. These challenges become a lot tougher and, in the dragon's cavern domain, seemingly impossible.

As any self-respecting Vulcan would say, remember to apply plenty of logical thinking and you won't go far wrong. With roughly sixty different rooms and scenes to visit, Cecil reckons there is easily forty hours worth of adventuring ahead.

SWEET HARMONY
Every little bit of authenticity and outright goofiness helps to extend the illusion. On my first journey to the local village, I couldn't stop thinking of those cheesy low budget films from the Hammer stable. No doubt it was triggered by the rich dialogue bandied in the tavern and the feeling of something nasty lurking around the next corner. Or was it the look of the mock medieval buildings and the people? If the player cares about what happens to the characters inside this artificial world, the entertainment value and longevity of the product dramatically increases.

Cecil and the gang are to be commended for their decision to fully utilise the capabilities of the Amiga. Unlike many games from America, this isn't a pale imitation of an IBM PC version. The proper implementation of 32 colours and sampled sound makes a striking difference.

Graphic designers Adam Tween and Stephen Oades have done their job well. The sprites were created by Paul Docherty, an artist best known for his work on the C64, whilst David Sykes and Tony Warriner were in charge of the coding. Cecil sees their wide experience as a distinct advantage in that the group wasn't confined to the traditional game-writing techniques employed by other programmers.

They guy responsible for the exceptional digitised speech in Mega-lo-Mania, Richard Joseph, composed the music and sound effects. Much of the atmosphere is attributable to the spot FX during the game. The sounds of a dog barking, dripping water, squealing rats, footsteps in the distance and so o really make their mark.

Future games, provided the general public buy into the whole concept of Virtual Theatre, will apparently incorporate music beyond the introduction sequence. Unlike the interactive soundtrack of Origin's Wing Commander saga, these tunes will only play at appropriate places, such as noisy nightclubs or elevators.

TROUBLE IN STORE
What's the handicap of packing so much into a single game? Waiting for each scene to load from floppy disk, of course. Luckily, it's not on the level as, say, Space Quest IV or Cruise For A Corpse.

In the wish to keep playability alive, disk swapping is kept to an absolute minimum. If any kind of criticism can be raised against Lure, it's the linearity of play. While the competition is just as guilty, a true interpretation of interactive theatre should allow the the player a totally free reign over the proceedings.

Total improvisation is too radical an idea, eh? Sure, there's the luxury of token exploration and conversation with other characters, but the program rapidly brings any stragglers or mavericks back in line with the mainstream plot. At least there are several ways to reach the main events of the game.

CLOSE CALL
The people behind the first Virtual Theatre production must be slightly disappointed by the fact that their launch coincides with the long-awaited release of Monkey Island 2. Which one should you choose? It's like comparing the relative merits of the special visual effects seen in Return of the Jedi over Terminator 2. Such arguments are bound to get picky and pretty pointless. Make no mistake, both games are excellent in their own right. They also prove the likes of King's Quest V are past it.

I'd say Lucasfilm still has the edge over Revolution, though. Perhaps it's the injection of humour and a great music score in the former company's fantastic pirate yarn? Nevertheless, Lure marks an outstanding debut for Revolution Software.


GOING UNDERGROUND Admirers of this adventure will be pleased to hear that the second Virtual Theatre game is already underway. Thankfully, it's not a straight sequel to Lure. Perhaps the designers at Sierra should take note of such a daring move? With a working title of Underworld, the theme will be a cyberpunk soap opera down under ina near-future Australia. After a cursory consultancy in the first game, Dave Gibbons is more heavily involved in this project. Charles Cecil of Revolution Software hopes Gibbons will provide the artwork in addition to basic design ideas. These graphics would be handdrawn and then digitised into the program. 'He's very versatile,' confirms Cecil. The next venture will feature a greater amount of animation and various tweaks to the internal game engine. Underworld should arrive in early 1993.