GAME REVIEW:  OBITUS from Psygnosis
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OBITUS obitus, where art thou Obitus??

Sorry, I couldn't help myself..  well, Psygnosis have been around since the
Amiga was a baby and have always released quality software which have
stunned Amigans out there for the same amount of time.  They do this via
their excellent graphics/sound and introduction sequences to the games.
And it's obvious that they've seen no reason why to break the record now.

A distant clap of thunder is heard as lightning strikes the tree tops...
in a matter of seconds two birds come flying out of an old tower ruin, and
the lightning strikes the rubble, recreating the tower in an instant.
All this is over in a matter of seconds..  and those who decidith to dwell
within the tower walls shalt have no wound brought upon they by any mortal.

The tower I speak of here is the one in the introduction sequence, and
indeed I have described the introduction sequence as it is to you.  Soon
after the credits begint to roll and with a press of the fire button you're
into the game.

Now firstly I'd better outline what the game is like...  well, it's an
Adventure..  now don't boo and hiss at me like that, it's not just ANY old
adventure where you type GO NORTH and if by magic  (on an Atari ST it IS
magic)  you go to the room north of your location...  oh no, it's nothing
like that.
It's more GRAPHICALLY and SOUND orientated, as well as having suffice arcade
qualities mixed in to keep the most anti-adventurist person playing.
The screen layout changes a little from place to place.  When you first
play you are greeted with two screens.  A view screen, and an action screen.
The ACTION screen contains three different parts.  An ACTION part, an OBJECT
part, a directional part and a sort of REQUESTER part.

The Action Part:  To the leftmost of the action part is your strength level.
When your fatigue is great this goes down by the second or it is reduced by
every enemy blow.  It can be increased by eating eadible substances.
It also contains all the actions you can perform in the game.
These are as follows:
EAT  SLEEP  USE
PICK DISK   DROP
TALK PAUSE  INFO

EAT: This can only be performed on objects with a nutritional value.
Depending on the nutrition the object contains (eg. Vials have more than
apples) it increases your energy level by different amounts.
 
SLEEP: Lets you go to sleep.  This is good to reduce your fatigue and, in
turn, reduce the risk of loosing strength due to a high level of fatigue.
Sleeping for too long without eating CAN reduce your strength due to
starvation.

USE: An obvious one, this USES the object.  By selecting USE and then
pointing on something in the View screen (see below) it may do something.
For example by selecting the LATERN (if you have it) whilst in the dark
regions of a mine and selecting use and pressing anywhere in the View screen
it USES the lantern and, in turn, lights up the screen for you.  The lantern
will then burn for some time before going at, at which at the end of this
time you'll have to find/light another.

PICK: Provided you have enough room, you can pick up any object on the
screen.  Simply select PICK and then click on the appropriate object on the
screen and you will have it added to your inventory.  Objects can often be
found lying around or left by an enemy when killed.

DISK: Used to save/restore your game.  When selected a different screen
comes up asking you to insert your save game disk.  This may be any disk
and not necessarily pre-formatted.  There are 8 saved game positions on this
screen, and once you select OK the program will attempt to get a catalog of
the disk.  If you have have previously saved a game on this disk then the
game names (these come up as OBITUS 1 through to 8) and it will indicate
with a small box which game you last saved.  If the disk has NOT previously
been saved to by the program then the boxes will not change.  Now you may
elect to LOAD, SAVE or QUIT.  When you select SAVE your game will be saved
to the next vacant save game spot.  If there are none available then it will
begin to overwrite the previous ones beggining at 1 and going through to 8.
If you decide to LOAD then you are asked to click on the box of the game
you wish to load.  The LAST SAVED box is a good idea as it indicates, next
to the box of the last saved game, which spot was the one last written
to, and thus you can recall the latest game you have saved with ease.
If you QUIT then you are returned back to the action/view screen.

DROP: This lets you drop the current object.  Useful if all your inventory
spots are full and you wish to discard an object you no longer need/want.

TALK: You run into many characters along the way.  By selecting this icon
and then clicking on the View screen on a friendly character the Action
screen is removed and a scroll comes up showing what this person says.
Often they give you valuable information and sometimes valuable objects.
The good thing is you do not have to continually type in things like
SAY "WHERE IS THE CASTLE?" as in some adventures, because the characters
will simply tell you what you NEED to know when you select them while on
the TALK icon, so it is simply a matter of finding them.

PAUSE: This pauses the game.  The screen is turned into a shade of greys
such as in an old photo, and may be resumed by clicking the left mouse
button again.

INFO: This brings up the INFORMATION screen, and replaces the VIEW/ACTION
screen until Quit is selected.
It brings up the 25 inventory spots and gives an enlarged picture of the
currently selected object and some information about it.
You may click on any one of the 25 inventory boxes to select the object
in it as your current object, and this is sometimes handy to save you
from cycling through 25 objects to get to object 25 if you are currently
on object 1.
The information given about the object is as follows:
    QUANTITY  -  How many of this particular object you have.  When you
                 get weapons such as arrows it's a good idea to keep a track
                 of this number as you may easily run out of a particular
                 weapon right in the middle of killing someone/something.
    VALUE     -  How much the object is worth individually.
OVERALL VALUE -  How much the gross value (quantity * value) is worth.
    MYSTIC    -  How magical the object is.  Some weapons such as GREEN FIRE
                 hold a great magical value and should be saved for tricky
                 opponents.
    NUTRITION -  How nutritional the object is.  Different foods/vials/
                 potions carry different nutritional values.



The Object Part:  It's a small window and simply shows a picture of the
object you currently have as the selected one.  You may hold up to 25
objects, and these are cycled through forward/backward by using two arrows
beside the small window.
Any instruction apart from DISK/PAUSE can be performed upon this object.
It's a good idea to have this window selected on a weapon when wandering
around as you can never be too sure when you might run into an opponent.

The Directional Part:  It is a small compass containing the directions
N, NE, E, SE, S, SW, W, NW.  The direction is highlited if you are currently
facing that way.  By clicking the mouse inside the box surrounding the
letter "N" (for North) it will force your character to attempt to move
FORWARD.  In other words, if you are facing EAST and you may walk that way
then you simply press the mouse button over the "N" box and it will move
your character Forward.  You can also move your character forward by pushing
the joystick forward (joystick plugged in Port 2).
Therefor, by pressing on the "S" icon it will move your character BACKWARD.
You may also pull backward on the joystick for the same effect.
By clicking the mouse button on the icon marked "E" it will turn your
character CLOCKWISE.  Example: If you are facing North then clicking on this
will make your character turn Clockwise to face Nort-East.  Clicking it
again will make him face East.  Again, South-East, and so on.  You may also
push the joystick to the Right for the same effect.
So, clicking on the icon marked "W" will move your Character Anti-Clockwise.
Example: You're facing North and you click on this, then you will turn your
character to face North-West, and if you click on it again you will face
West.  Pushing the joystick Left will also turn the character
Anti-Clockwise.
There are no icons surrounding the NE,SE,SW or NW directions but simply
arrows which highlight accordingly to show if you are facing in that
direction.
Now the actual MOVING forward/backward is the hard part to explain.  Let me
see. In a Text Adventure if you enter "GO NORTH" or "NORTH" you are
immediately moved to the location NORTH of your position, provided you can
go that way.  Now obviously this doesn't mean you take a single step to the 
North, but in fact you take many steps North, perhaps 10 or more, to get to
the location North of where you are.  In OBITUS, the same effect is given by
rotating your character to face "N" (North. The N will be highlighted)
and seeing if you can go that way, and if so then pressing on the "N" icon
will move you forward.  But only a single step.  So, to move forward to
the next LOCATION you must click the "N" icon several times.  Or, you may
simply hold the left mouse button over it and your character will continue
to walk that way until you release the button.  You may stop walking in
between locations at any time you wish and perform any of the functions
possible EXCEPT rotating direction.  The COMPASS will highlight when you
are at a location, so you may rotate your character whenver the compass is
highlighted.
It's very tricky to explain actually.  So, all in all, you have a compass
which allows you to move forward/backward provided you can go in those
directions, and it will let you ROTATE around to face different directions
once you are at a location.  This having to hold move between locations
manually can be a little awkward at first, but you will get use to it very
quickly.  Often there are enemies standing in between locations, and so you
must dispose of them before being able to completely move on to the next
location, or there may be objects lying in between locations.  And indeed it
adds an effect of realism to the game, much unlike the old way of 'jumping'
from location to location like you're playing leap frog.

The 'request' part:  Well that's what I call it anyway!  Here it will flash
a small disk icon with the number of the disk it requires if it needs to
access another disk (OBITUS comes across 4 disks) if it is not inserted in
any of the available drives.  But it also has other uses such as containing
a small picture of a scroll if you happen to have a scroll as your current
object, indicating you may read it.

The VIEW Screen:  Aha, now after explaining all that to you  (thought I
might try and write a manual actually!)  I can get on with the actual game.
The View screem lies directly above the Action Screen and contains a small
piccie of your current location.  It is not like many other adventures where
when you move to another location a disk access is made to load a totally
different picture.  No, it's way different from that.  Ok, then how is it
you ask?  Here I go to try and explain something again!
When you start you are inside the tower.  You simply Pick up the key and use
it on the appropriate door (there are 4 doors) to open the door, and then
you press on the "N" Icon and it will tell you "You are leaving the
current Area, do you wish to do this?"  If you select no then you will not
move anywhere.  If you select YES, then you exit from the tower and into
the woods.  A short description of the woods is given on the View Screen
while the computer loads the data for the Woods.  (Users with insufficient
drives to hold all the disks will be requested in the request box to insert
the correct disk if needed)  Once loaded you are greeted with a picture of
some trees.  This, my fellow readers, is the woods.  (Maybe some of our
Greenpeace viewers may buy this game to see the last remaining trees of
Earth!)  Now in most adventures this is a single picture, and when you move
to another location you'll almost certainly get a nice different picture.
Well, in Obitus if you turn to face you will see the view scroll around to
face North, and if you can go that way you will see a sort of path leading
off and the trees on either side gradually getting smaller as they grow
futher from you, and it all gets gradually darker into complete darkness.
"So what, I can draw that" I hear you say...  ah, but the difference is
now when you push on the "N" icon to move forward the trees scroll towards
you beautifully and smoothly, like you really are walking down a trail
past some trees.  And out of the blackness you will see more trees come
gradually getting lighter and bigger such as in real life until you either
halt or come to an end in the next location.  It really is very well done
and thought out, and although you DO get the same old trees in every
location it doesn't really get boring.  It adds what I have been looking
for in adventures: REALISM.  Somehow typing in on the keyboard "GET THE
RED STONE" didn't make my day or even my cup of tea, but when I played
Obitus I felt more interactive with the game and definately more in control
of what I was doing.  It is somewhat like games such as DEJA VU and
SHADOWGATE, where you can actually interact with the screen, but indeed the
scrolling and walking adds that little extra touch.

Well, there it is.  Obitus.  No it's not.  There's something I've forgotten.
That's right.  The Arcade-Type scenes.  No, Psygnosis weren't going to
tackle this project lying down!!
In between some AREAS (not locations but Areas such as where you travel
from the Woods to the Mine) there is a very long stretch of road.  Now
instead of making you hold down the NORTH (forward) icon all the way and
have to take out the enemies by the same way you do in the forest (that's
selecting a weapon such as Arrows or Knives, then clicking on the USE icon
and then moving along until you meet an unwanted character and pressing the
left mouse button over him and firing that weapon at him) they've decided to
go that little bit futher.  Those of you who remember Shadow Of The Beast,
well these sections of the game (there are several of them) are much like
that.  The View screen remains the same but the Action Screen is completely
scrubbed and a Weapon screen comes up, showing your available weapons and
how many of them you have left, and a red box around the one you currently
have selected.
Now you grab the joystick and go for a run!  Firing the weapon is easy
enough, it's simply a matter of pressing the fire button.  Enemies can also
be disposed of by simply touching them too.  To change weapons you must
pull back on the joystick and press fire.  Your man can run in either
of two directions: Left or Right.  If you get too badly wounded you can
always retreat back the way you came.  You can also jump (straight up in the
air or summersolt forward) and you can also duck down.
Running along is a nice effect with several planes of parallax scrolling
giving a smooth effect of moving.  There are many an array of enemy along
your path in the arcade scene.  These include goblins which hide behind
leaves and poke their ugly head and bow & arrow out at you as you
approach and fire at you, men with catapults who sit there and fire nice
big rocks at you, wizards who walk towards you and fire magical bolts of
fire and even little men hiding at the very top of the screen behind the
undergrowth which runs on top of the screen.  These little men wait for you
to approach and then drop boulders down at you.  Careful timing must be
taken to make it past them.
It can add a nice break from the wandering around inside a location and
can keep you interested.
All in all you must think this is a very good game, and yet the action
doesn't stop yet.  There is yet another type of arcade scene which is a mix
between both the normal and the arcade scene.
In this you control your man walking around using the joystick but the
Action screen remains.  So, in other words, you now see your man and you
can control him around using the joystick but still perform the same
functions such as pick up, eat, sleep etc. etc.  It is often easier to
control the game through the joystick but have someone on the mouse to
pick up/talk/select objects.

Well I'd better end my review there before I get too tedious, if I haven't
done that already.  But it is suffice to say in my closing words that this
game is VERY well thought out, and it includes some great ideas and
programming, excellent graphics and sound, but most of all it is FUN and
it includes playability and LASTABILITY.  Because of the way the graphics
are presented it has left the designers alot of memory to design huge
maps which will take you quite a while to find your way around.  It will
also take some thinking too.  You can't simply run around and beat up every
enemy you see, because it's just not possible to complete the game like
that.  It'll take some careful planning and mapping to find the correct
objects and tasks to complete, and I suggest have a save disk ready because
it's just not possible to finish this game off in one hit!!!

On my final note I should say that one of the most surprising things to me
is the fact that even though there is a load when you go to a different
Area, when you return to that Area and it re-loads any doors that you may
have opened will still be open and any enemies you may have killed will
still be dead, and any objects left will still be there.  Even when you
save the game it is all retained perfectly.

This is a definate good sign from Psygnosis, and I'll be looking forward to
more great releases from them in '91.

The Ratings:
GRAPHICS    97% -   Psygnosis have always lead in this department and have
                    never let down in any of their games.  They seem to
                    simply get better and better, and their opening
                    sequences have always been a treat to watch!
SOUND       65% -   Catchy title tune and opening sound effects which seem
                    to let down in the game.  Still, they ARE there so I
                    guess it's better than nothing, scarce as they are.
PLAYABILITY 95% -   It won't take you long to catch on to the adventure and
                    arcade system and when you do it'll become almost like
                    a second nature.  It really does combine very
                    effectively to provide a great environment to play in.
LASTABILITY 92% -   It'll keep you interested for a while and there's plenty
                    of mapping to do, and a certain need to see what this
                    potion does or what this gem does.
OVERALL     90% -   Another Psygnosis game to make the 90% mark, and it
                    deserves it.  Keep up the good work!

Reviewed for Newsflash by J. Webster.

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*** SPECIAL THANKS to ANGELS/DEFJAM. ***
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