NEEDED: A DIPLOMATIC, SYNERGISTIC WIZARD OF THE ID WHO CAN FIT A SQUARE
PEG IN A ROUND HOLE
While most software companies tend to jump on the bandwagons of traditionally
popular
games, a few more adventurous companies take chances on unconventional,
-sometimes
off-the-wall ideas. Three titles in particular stand out as perfect
examples of computer
games that don't always get the attention or the success
they deserve, yet often set trends
that everyone else follows.
Originally packaged by Mindscape, Captain Blood may be one of
the most original
and misunderstood science-fiction games ever produced for the personal
computer.
With alien landscapes and creatures that really are alien, the design scheme
recalls
the art of H. R. Giger, whose work filled the screen in the film Alien
and its sequel
Aliens. The unusual graphics and surprisingly effective
wireframe animation sequences are
impressive-in spite of the purple/blue CGA
coloring.
Captain Blood's lurid name and the
unorthodox game play tend to confuse as
many people as the game attracts. But perhaps most
confusing is the fact that
violence is not a requisite player option. The means and the
methods are
available, of course, but the keys to success-and survival-are communication
and
diplomacy, not conquest and destruction. In fact, if you give in to aggressive
impulses,
you will almost certainly fail. The object of the game is to
assimilate five nasty clones
that are draining your life-force. To accomplish
this, you must locate and establish
contact with 14 alien life forms randomly
scattered throughout, a galaxy of more than
32,000 planets.
In a universe inhabited by creatures like Croolis-Ulv and the Tubular
Brain, no
one speaks your language or even possesses a common frame of reference.
Communication
is possible only through a unique icon-based language that uses
symbols instead of words.
It's sometimes frustrating but always fascinating.
Try, for example, to explain the term
clone to a three-headed plant creature who
thinks the symbol for duplicate stands for
reproduction. This can lend new
meaning to the word challenge.
Freud would have loved
Microplay's Weird Dreams, but like the rest of us, he
would probably have gone crazy trying
to figure it out. Weird Dreams hits you
with graphics and settings that resemble a cross
between Salvador Dali and Rene
Magritte. In this celebration of the subconscious mind,
bizarre dreamscapes
guarantee that your worst nightmares have nightmares. There are no
roles to
play; no worlds to conquer; no guns, spaceships, or popular cartoon characters.
Instead, you encounter giant wasps, carnivorous rosebushes, a psychotic lawn
mower, and
other artifacts of a very sick mind. The objective: Interpret 17
wildly different dream
sequences, solving the weird puzzles and visual riddles
that each one presents. How, for
example, can a sky full of flying fish help
you get past hopping totem poles? What's the
secret of the cute little girl with
a huge soccer ball?
Easy to play, but difficult to
master, Accolade's Harmony is the ultimate
nongame. Instead of blowing things up, you must
restore balance and create
synergy. Playing alone or with a partner, you bump, pull, or
coax like-colored
spheres in and around various geometric obstacles until they make contact
and
vanish. Once all the spheres are united, the configuration is "harmonized" and
you move
on to the next screen. You can play against time or opt for Mantra
Mode, in which a calm,
unhurried effort is its own reward. Either way, game play
is underscored by melodious music
and gentle sound effects. And the threat of
synaptic nerve damage is nonexistent.
This could
take some adjustment.