Here's a review of the game Dark Scavenger which was originally published on Critical Gamer earlier this month. Dark Scavenger is made and released by Psydra Games via their website: http://www.darkscavenger.com/ Check it out.
Remember when games
required the player to use their imagination? When places, characters
and whole narrative worlds could be grown from paragraphs of white
text on a monitor? When rudimentary representations were merely
springboards for the player's desire to experience new imaginative
universes? Gamers of a certain age will still be able to fully
recall, and may even still play, primitive graphical and text based
adventure games but for many others (this reviewer included) such
experiences remain vague childhood memories. Psydra Game's
adveture-RPG Dark Scavengers feels like a much needed exercise in
hypnotic regression; an excavation of all those obscure, childhood
adventures of the imagination which many of us lost amidst years of
graphical realism and beautifully rendered interactive worlds.
But to lump Dark
Scavengers with the label of 'nostalgic' would be unfair. To call it
nostalgic suggests a level of mawkishness which is absent from this
joyfully weird, silly and witty adventure. From the offset it's clear
that this game has a weird and brimming imagination. The game starts
by introducing the player to his three allies which make up his/her
crew. These are: a skeleton who builds weapons, a uncomfotably
friendly green alien who can build you items, and an unspeakable
horror, who can't speak, who summons allies. With the power of these
three aliens the player is then sent to a mysterious planet to find
fuel for their stranded spaceship. In your search for fuel you
quickly become involved in the local alien races ,all of which are in
the process of killing each other.
The game's world is
deep and convincing even in its weirdness. The races you encounter
each have their own cultures which are developed through encounters
with eccentric characters dotted throughout the game. Such
eccentricity is also evident in Dark Scavengers gameplay which takes
the form of a well constructed hodgepodge of previous genres. The
world itself is actually made up of rectangular rooms placed next to
each other which the player navigates by clicking arrows on the
screen which lead to the next room. When the player enters a room
they are usually met by an enemy which leads to a fight.
Combat is presented
in a traditional first-person RPGs layout, with the enemies lined up
before the player. The actual mechanics of combat is slightly
different, however, with each of your three shipmates coming into
play, giving you the choice of either choosing a weapon, item or an
ally each turn. Once you've defeated an enemy you are then given an
item which, when you move to the next room, can be given to one of
your shipmates to construct new weapons, items or allies with. Its a
fun system which constantly gives the player something new to play
with and adds an exploratory element to the game's combat.
Outside of combat
the player can also interact with each room by clicking on particular
objects. This either leads to obtaining an item or sometimes you come
across an enemy or a character to talk to. There are some puzzle and
riddle elements reminiscent of The Hitchhikers Guide text adventure,
but overall the gameplay is kept very simple. What's really great is
the focus on the imaginative nature of the game's encounters. Combat
and communication occurs with a simple, yet beautifully drawn still
image of the character or enemy. There is no animation to speak of
(unless you count the placing of these still characters on the
screen) and therefore the game relies entirely on the descriptive and
expressive power of drawing and writing. These two things work
perfectly. The drawings are reminiscent of old adventure books and
card games while the writing is extraordinarily funny in both wit and
silliness.
For a game
ultimately built around still images, Dark Scavengers is one of the
most expressive games we've played in along while. Some of the best
moments are when the game has the player 'diving' and 'leaping'
about, dodging enemies or helping friends. The stillness of the
actual image only goes to show the brilliance of the imagination,
achieving, in many ways, more than if the game were a fully rendered
3D experience. This is also helped by the game's excellent sound and
music which, like its art and writing, is both incredibly silly and
wonderfully effective. Overall Dark Scavengers achieves not merely a
nostalgic reminiscence but a full blown TV-drama-recollection of how
computer games,even those lacking animation, can be unbelievably
engaging and imaginative.
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