★ AMSTRAD CPC ★ GAMESLIST ★ CASTLE MASTER 1 (c) DOMARK/INCENTIVE SOFTWARE ★ |
AMSTAR&CPC | Amstrad Action | Amstrad Sinclair Ocio |
Who would be silly enough to wander around a spook-filled castle armed only with a catapult? "Anyone whose twin has been kidnapped" would be the easy answer, and that's the task that awaits you in Castle Master, the latest Freescape thriller by Incentive. A very dodgy legend has it (I call 13 pages of the worst poetry since Pam Ayers pretty dodgy) that an evil magician called Magister hangs out in Castle Eternity. There he sits, plotting the downfall of mankind and gloating over his good fortune at the introduction of the poll tax... This, however, isn't enough to keep him quiet and he's spirited away your twin (you can play either the brother or sister and they have different skills) to one of the towers, and if they are going to see another sunrise, you'd better get into rescue mode -like now! The only weapons you've got when you arrive at the dark and dangerous castle are your wits and a few rocks. Which is OK, because everybody knows even the biggest, meanest ghosts in the world flee in terror at the first sign of pebbles! (OK, maybe not) Undeterred, you prepare for the adventure that's about to begin. A quick stroll around the castle serves to remind you of two things. Firstly how smart the world of Freescape is, with all its smooth-moving 3D landscapes and buildings, and secondly how darned sly those Incentive bods are. Round the back you can find a large boulder that apparently does nowt (don't believe it, though) and the wizard's hut, which is conveniently locked. So it's back to the drawbridge and time to bung a brick up at that funny white box to the left. Switching to aim mode, just line that cursor up and throw. Boff! Mind you're not standing too close to that thar' drawbridge when it comes down, or you'll find your knight/knight-ess a tad shorter than they were a few seconds before. Flat and dead is a better description. Remember that this is Freescape, the land where the scenery hurts. A quick scurry into the courtyard, and you know the games afoot..
There are buildings to explore and towers to climb in the bid to find your sibling. There's one major improvement, though, that experienced Freescapers have been crying out for. Now you can touch tilings! Before, there were only two ways to do things, shoot 'em or step on 'em. In CM you actually get to 'action' things, but only, of course, when you are within arm's reach. So if you accidentally brush against a door for which you've got a key, but didn't want to open it immediately, then nothing happens until you 'action' the door and bring the key into play. A big part of CM are the spirits. These little devils have a nasty habit of generating strength throughout the game. If you don't top enough of them then their combined power will tip the spirit level (groan!) in their favour and it's goodnight ladies. These ghosts pop up in many of the castle's rooms and so be quick on the draw with that catapult if you want to keep the strength up to a reasonable level. The main objects of your search (apart from your Bro'/Sis') are keys and potions. Keys allow you to enter locked areas and potions give you fun abilities such as 'stone travel'- which allows you to catapult yourself about the place through windows and the like. Keys are always specific for certain doors and that nice, if sometimes evil, magician has labelled them all for you so you know which keys do what. He's also left little messages telling you exactly what each room is, which doesn't give the game away but it does help in the mapping. The Freescape is better this time than ever before. It's faster, smoother and less glitchy, making it easier to spot those objects that are only just in view. The sound effects are then normal rudimentary selves, just bleeps and bangs, but you don't really need them, because it's a graphical feast for the eyes first and foremost. The game plays like a real adventure - but none of this text-only nonsense. Actions have visible results and this makes it more immediate and more dangerous. Saving the game everytime something is achieved is a must if you want to avoid going out of your tree with frustration. Initially, there doesn't seem to be as much to do here as in Total Eclipse, but the whole style of the game is different, with four separate towers that are only occasionally linked. It's also the least friendly Freescape game to date, which may put off the unititated as they spend seeming hours wandering the maze-like catacombs. Veterans of Driller and beyond will simply take it as a personal challenge, laid down by the boys and girls from Aldermaston. A classic exercise in Freescape, it's not as breathtaking as the previous outings simply because it's now been seen before. But until Bloodwych makes it out' of the gates of Castle Mirrorsoft, it the park to itself in the 3D adventure stakes. Incentive has continued to hone its very special style, creating 'total'games that require thought, luck and good joystick control to see you through. With a manual that gives instructions, hints and tips through its epic poem, the game's a complete package. Hours of intense gaming are guaranteed, but for the frustration that always accompanies such games it's hard to say it's fun! Well, it's fun when you've beaten the Castle, but an irritating compulsion until then. Remember keep your guard up and spirits down, or there'll be trouble! TW, AA |
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Page créée en 107 millisecondes et consultée 5351 fois L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko. |