![]() Die phantastische Reise nach Terra Gon Translation: The Fantastic Journey to Terra-Gon On the search for new game ideas Martin Mirbach travels through space and time. He luckily located it before his own doorstep... Often smaller developers provide fresh wind - in all industries, which have something to do with creativity, entertainment and media. Thus also within the area of computer games. Regularly here unspent heads bring in their new ideas on search for the new, the different, the never heard of. The young German label Modern Games pushes into this notch, throwing itself head first into an anyway already hard-fought genre with the unusual experimental adventure "The Fantastic Journey to Terra-Gon". Does the world need such a game? "In the year 2442 the Halley's comet approached our world so near that its attraction threw earth from its course. On our planet, which is now drifting towards the sun, there is no more life, since the surface heated up so strongly that only a handful of humans succeeded to save their lives and find a shelter. But only I, professor Omar Tempel, could escape the inevitable death as last survivor with the help of a time machine that I created. I assume that the Dogons, a clan in Africa, had once contact with extraterrestials. They possessed knowledge of the orbit of the earth around the sun, the spiral form of our Milky Way and the double-star system Sirius. It exists a theory, which says that the earth was settled once by aliens from Sirius via Mars. Therefore I believe that the double star Sirius plays an important role in rescueing earth." This litarally quoted Intro helps the gamer twice. First it explains the sub-title of the game "The Sirius Mystery" and makes clear thereby that there is a superordinate problem to solve besides the many single puzzles. On the other hand it gives a first, even if only very superficial, assistance to the player with his initial orientation attempts. Because at the beginning only the way is the target with this truly fantastic journey. The gamer neither receives a clear acting specification nor a game objective - he must gain both in the process of the game independently. Beyond all frontiers This method becomes possible by a removal of the traditional space/time structure. The professor's time machine, which the gamer can use likewise in the shelter for the first time, transports its passenger not only by thousands of years, but also to the most diverse places on earth. At a later point of the game it will even be possible (and necessary), to leave earth and visit alien worlds. The places on earth, where important tasks are to be fulfilled, are many mystic cult sites such as Stonehenge, the pyramids, the Oracle of Epos or Khalamu in Nepal. Up to 150 million years before Christ the gamer can back-travel in time. Intellect, eye and ear However you are always exclusively concerned to travel around and solve puzzles. As the only living beeing, there is naturally no threat in the present by other humans, wild animals or other forms of life. And this concept applies in the entire game. The dinosaurs in the primeval times will thus not attack you, the Druid in Stonehenge will even give you important hints - if you make the right decisions. Because this is the real difficulty: To solve all puzzles in the correct order and not be distracted in the future, when in the past not all puzzles are completed yet. The quality of the puzzles will even demand a lot from experienced players. Since the game is played directly from CD and doesn't take the smallest hard disk space, in addition an innovative loading system was invented. Wherever you leave the game, you receive a code, which helps to reenter later exactly at the same point (and therefore with the same knowledge status) again. Not for the world Minimum system requirements: Pro Contra Rating: Total: 79 PC Power April 1997
|
|
Home of
Adventure-Archiv
|
seite gezählt durch:![]() |