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- Path: menudo.uh.edu!usenet
- From: warda@vax.ox.ac.uk (Bill Bennett)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: Hired Guns
- Followup-To: comp.sys.amiga.games
- Date: 22 Oct 1993 21:53:10 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 319
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <2a9ko6$5te@menudo.uh.edu>
- Reply-To: warda@vax.ox.ac.uk (Bill Bennett)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: game, role-playing, adventure, multi-player, commercial
-
-
- PRODUCT NAME
-
- Hired Guns (Version 39.25)
-
-
- BRIEF DESCRIPTION
-
- A "Dungeon Master" style science-fiction role-playing game, with a
- strong element of armed combat strategy.
-
-
- AUTHOR/COMPANY INFORMATION
-
- Name: DMA Design (distributed by Psygnosis)
- Address: 29 Saint Mary's Court
- Brookline, MA 02146
- USA
-
-
- LIST PRICE
-
- 29.99 UK pounds. Usual reductions for mail-order, I paid 22.49.
- Price in US will be roughly equivalent, perhaps slightly higher.
-
-
- SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
-
- HARDWARE
-
- Requires 1MB RAM.
- Requires 1MB Chip RAM to run from a hard disk.
-
- If you have 1.5MB memory or greater, and at least 1MB is
- Chip RAM, the game will feature greatly enhanced sound
- effects.
-
- If you have 1.5MB memory or greater you can save and load
- the game from RAM - recommended, as you will die a lot!
-
- Works with an A1200 - no restrictions on Amiga type are
- listed on the box, although the memory requirements are
- clearly marked, so I assume it works with a 68030 as well.
- The demo said the game would work with ANY Amiga. Perhaps
- someone can confirm this.
-
- Can work with a Sega Megadrive joypad (requires slight
- internal modification to joypad - detailed in manual).
-
- A second floppy drive is recommended if running from floppy,
- but not essential.
-
- SOFTWARE
-
- Runs under Kickstart 1.3 or higher.
-
-
- COPY PROTECTION
-
- The game comes on 5 AmigaDOS floppies with no on-disk copy
- protection. Uses manual protection: numerical entry from a printed table
- is occasionally required during load/save position in the game. I find it
- acceptable -- I played the game for two days before I had to use the table.
- Game saves are written to a non-game floppy.
-
-
- MACHINE USED FOR TESTING
-
- PAL A1000, 7MHz 68000
- Kickstart 2.04 in ROM - also tested under 1.3
- 512KB Chip RAM
- 4MB Fast RAM
- 1 external floppy drive
- 72MB SCSI hard disk (but see below, as this is not relevant!)
-
-
- INSTALLATION
-
- It uses a custom hard disk installation program, which worked well
- and installed about 3.5MB of files. Unfortunately, as noted above, the game
- will not run from hard disk on a machine with only 512KB Chip RAM.
-
-
- REVIEW
-
- "Hired Guns" is basically a Dungeon-Master clone: first-person
- perspective, moving a party of four heavily-armed mercenaries through a
- series of "dungeons". The main difference from a classical fantasy RPG such
- as "Eye Of The Beholder" is that the setting is science-fictional, and the
- characters use high-tech weaponry and psionic devices rather than swords and
- spells.
-
- The other major difference is that each of the four characters can be
- controlled independently, and there are many problems in the game which
- require the cooperation of multiple characters at different locations. This
- also makes the game particularly well-suited for more than one player; and
- although the game plays very well with just one controller, it gets better
- with more. Some of the more intense fire-fights with multiple attacks from
- different directions can be difficult for a single person to handle.
-
- The story is, as usual, irrelevant, but the scene-setting novella is,
- speaking as a dedicated SF fan, actually not bad. The scenario is that your
- team of mercenaries are landed by drop-ship on the planet "Graveyard". A
- rather beautiful fractally-rendered map gives the location of 19 target
- sites, and by moving a cursor to a site, you can read off some useful
- information - particularly the "Threat Level". The sites have been overrun
- by genetically engineered bioweapons, and four of them contain a fusion
- core. Your mission is to explore and clear the sites, retrieve the four
- cores and take them to the spaceport (Threat Level 15 -arrggghhhh!), where
- you set them to explode and "waste half the planet". To quote from the
- manual: "Team extraction impossible after mission time expires. Ground
- Support: NONE; Air Support: NONE; Orbital Support: NONE".
-
- Prior to taking on this full campaign, you can enjoy a series of short,
- sharp training missions. The weapon familiarisation missions are easy, but
- the combat scenarios tend to be lethal. These missions are optimised for
- one, two, three or four players - four missions for each category - but if
- you're a schizoid ambidextrous genius with catlike reflexes you can play a
- four-player mission on your own.
-
- The campaign sites are quite varied in character - each has a different
- style of graphics, which are detailed and stunning. My main criticism is
- that, as with Dungeon Master, it can be quite difficult to figure out where
- you are if you lose track, since the walls all look similar. However,
- auto-mapping usually solves this problem, assuming you can spare the time to
- call up the Digital Terrain Scanner screen. This is not always convenient
- when running frantically in the general direction of "away" from a large,
- slavering bio-engineered creature.
-
- I've only been through the first six sites, but they were all quite
- varied in appearance, layout, opponents and "feel". The "feel" of the game
- is what makes it stand out - even on a humble 512KB Chip RAM machine, the
- atmosphere is electric. The wind moans through the rocks at the
- labyrinthine cave system, power lines hum balefully at the fusion reactor,
- vast machines chug in the background at the mining depot. On top of this,
- doors whine, bushes rustle, and a squelchy cracking sound means that
- somewhere nearby a giant egg has hatched another bioweapon.... The fusion
- reactor site was stocked with deadly combat robots and humming machinery,
- the abandoned test-lab site was crawling with lethal worm creatures, and the
- decor was an odd combination of chequered floors and rough-hewn rock walls
- with coloured veins of minerals running through. And so on and so forth....
-
- (My) gameplay tends to be in "short, controlled bursts" - you arrive
- at a site, send a character out to explore rapidly and get a feel for the
- layout of the site (movement is the standard Dungeon Master flick-forward in
- squares, but faster), and then die. Horribly. Send out the next character
- and start sussing out the puzzles and items. Primary consideration is to
- find where the exit teleport is for the site. This is often locked, and the
- secondary consideration then becomes finding the key. Tertiary objective is
- to locate all the useful items, and having done all this, you can then start
- to assemble a strategy for getting through the area without being terminated.
- This is where the RAMsave comes in extremely useful - a game position reload
- from floppy takes perhaps 40 seconds, so if you only have 1MB of RAM, I'd
- strongly advise you try this game before you buy, and decide whether you can
- live with the added aggravation.
-
- It's annoying that the monsters are totally silent, but this is due to
- lack of Chip RAM on my machine. If you have 1MB or 2MB Chip RAM, an extra
- 410KB of sound effects are heard, including (according to the manual),
- monster noises, thunder in the distance and a much wider variety of weapon
- noises. Even on my machine, the weapons sound good, but, for example, a
- mini-gun sounds exactly the same as a light assault rifle. More bizarrely,
- a huge metallic cyborg makes exactly the same, rather effeminate, grunt of
- pain when hit as a female character does.
-
- Even more annoying is the fact that this game absolutely will not
- run from the hard disk on a 512K Chip RAM machine - even with buckets of
- Fast RAM. Counterbalancing that is the knowledge that this game is pushing
- my Amiga to the limits, graphically and sonically, so I shouldn't complain.
- Running from floppy is surprisingly good - DMA have put a lot of work into
- making this as painless as possible, and there are no disk accesses during a
- site mission. With 1.5MB of RAM, it is also possible to save and restore
- the game position to and from RAM, and this works extremely quickly and well.
- Overall, I would say that the game works quickly enough from floppy to
- satisfy most users. The sites take several hours each to complete, and if
- you can RAMsave, you won't have any disk accesses during this time. Another
- nice touch is that the loading screens tell you which disk the game will
- require next, and since it takes several seconds to decompress loaded data,
- there's usually plenty of time to change disks, without hitting the dreaded
- "Cannot find Disk number X" syndrome.
-
- This game has had a long gestation period since the release of the
- remarkable playable demo (still available from Aminet ftp sites) many,
- many months ago. At least part of the delay has to be due to the fact that
- Scott Johnston, the main Hired Guns author for DMA, specifically asked for
- feedback from people who played the demo disk. Would that more games writers
- would do the same. As I recall from discussions on Usenet, people that
- played the demo wanted:
-
- Step sideways while facing forwards, as in Dungeon Master (IMPLEMENTED)
- Move using cursor keys as well as mouse (NOT IMPLEMENTED)
- Serial link for multi-player games (NOT IMPLEMENTED)
-
- Although having no cursor key movement is disappointing (except for
- 3rd and 4th players during 3/4-player games), the mouse movement system is
- intuitive and good, although the difference between side-stepping and
- turning left or right is rather fine, and has caused me a few problems in
- the heat of battle.
-
- I haven't tried it, but the game does support a Sega Megadrive
- joypad. This needs slight modifications (swap two wires over), but the
- three extra buttons are assigned specific functions, which sounds as if it
- might be a good way to play the game.
-
- The gameplay itself has a strong strategic element to it - rather
- like a cross between Dungeon Master and Laser Squad, with the atmosphere of
- "Aliens". Although exploration and puzzle-solving are featured heavily, the
- puzzles are not as tough as those in Dungeon Master, and the combat side of
- the game is very much to the fore. With a vast array of weapons and psionic
- devices to counter the speed and ferocity of the monsters, careful planning
- and tactics can save the day. The monsters are MUCH tougher than you may be
- used to from fantasy RPGs, and in many cases, if they're close enough to
- melee, you're probably dead! Judicious use of RAMsave is the order of the
- day, and if you find yourself getting ripped to pieces within seconds of
- engagement, back off and think carefully. There is probably a tactical way
- of killing the enemy that you haven't thought of.
-
- The monsters are well-drawn and animated, and range from cute little
- puppies (yes, really!) through enormous regenerating worms, up to
- devastating walking battle-robots, similar to ED-209 in "RoboCop". The
- weapons, fortunately, range up to the suitably devastating as well.
-
-
-
- DOCUMENTATION
-
- Four rather thin, A5-sized manuals:
-
- o Amiga installation and game controls.
-
- o Hired Guns game manual - listing the various short missions,
- details of the campaign, and details of equipment and
- weapons.
-
- o Luyten System manual - some rather irrelevant details on the
- solar system, details on some of the bio-weapons and a
- weapons and vehicles glossary.
-
- o Countdown To Graveyard - introductory novella and details of
- the twelve characters, from which you choose a team of four.
-
-
- LIKES AND DISLIKES
-
- Good - atmosphere, graphics, sound, gameplay, copy protection.
- Bad - no HD install on my machine, control system not perfect.
-
-
- COMPARISON TO OTHER SIMILAR PRODUCTS
-
- As an RPG, it lacks the strong puzzle element of something as
- difficult as "Chaos Strikes Back", but more than compensates for this by
- adding a brutal mix of armed combat and strategy. The graphics are better
- than any I have ever seen in an RPG - including "Black Crypt". The sound is
- without compare.
-
-
- BUGS
-
- The look-up table didn't give me the correct number on one occasion:
- I had to reset and reload the entire game to load a game position. Luckily,
- it wasn't a save after a major triumph.
-
- A game-save refused to restore correctly - it led the software to
- prompt me for "Gamedisk #0". Since this doesn't actually exist, I reckon
- that the save/restore mechanism isn't entirely debugged yet. I've not yet
- had a problem with RAMsaves, however, so perhaps the safest thing to do is
- to make two separate floppy saves for crucial positions.
-
- If you die underwater, complete with swirling "underwater" noises,
- when you reload the game, the water noises continue aboveground! This sound
- bug is probably related to the one which occasionally switches on the "door
- opening" sound for long periods of time. Annoying but not serious.
-
- Sending objects down unaccompanied on lifts can lead to interesting
- effects - attempts to pick them up on the delivered lift platform can lead to
- either the object disappearing, being transformed into another item, or, as
- reported on the Net, spectacular visual crashes, swiftly followed by Gurus.
- Psi-Amps, in particular, can often transform into another type - this can
- actually be quite fun.
-
-
- VENDOR SUPPORT
-
- There is a Psygnosis "Hired Guns Competition and Helpline" - the game
- comes with a card (in the UK) giving the phone numbers and cost (exorbitant)
- per minute.
-
-
- WARRANTY
-
- Comes with a standard Psygnosis registration card - no warranty
- detailed, but I assume normal conditions apply: i.e., send back faulty master
- disks for replacement at a small cost.
-
-
- CONCLUSIONS
-
- Overall, I find "Hired Guns" compulsive and atmospheric. The short
- missions are ideal for a quick blast with a friend or two, and the full
- campaign will keep you going for a long time. The graphics and sound are
- fabulous, and it almost makes me rush out and buy an A1200 to hear what the
- full sound effects are like. I'd give the game a solid 8 out of 10, and it
- would probably get a 9 if I was running it from hard disk on a machine with
- more Chip RAM. I highly recommend that if you're not sure, and you have ftp
- access, you download the demo and give it a try, and if you can't ftp, that
- you get the demo from a PD library.
-
- Bill Bennett
- CRC Growth Factors Group
- warda@vax.oxford.ac.uk
-
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
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