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Review
Final
Destination: The Secret of Larson’s Folly
Review
by Ryan Casey
March 16, 2005 |
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What began as the last
Mug Software title and the first entry in the Just Adventure
Independent
Developer’s
section to be published as freeware by the game’s developer,
is now Got
Game Entertainment’s
latest release, with plans for a sequel already underway. Once again, Jonathan
Cooper alone has shown us that hard work and perseverance can pull through in
his second effort to create an adventure game, his first being The
Key in 2002. Ever since then (although I heard some griping
about the workload),
Cooper has been hard at work on Final Destination and
teamed with Cyragon Interactive last
year to finish it. As I will mention,
both games
have a lot in common.
Final Destination is a
futuristic science-fiction game about war, power sources, and planets.
In 2818, an interplanetary civil war
broke out, destroying the galaxy. From the aftermath emerged Larson’s
Folly, a unique civilization that thrived on their own power plant
and other handmade intricacies. Three hundred years later, you’ve
crossed the galaxy to find them – only to discover that the
planet was destroyed in a stellar shockwave. Their journals and damaged
machinery reveal the only clues you have to the outcome of the disaster.
Did some survive, or are they all buried under the dust that used
to be their home?
Unfortunately, the plot
is furthered only by the puzzles, because there aren’t any characters to interact with except Charlie,
the intelligent but damaged machine. The only way to solve the puzzles,
however, is to read – and there is a lot to read on Larson’s
Folly. Most of your time spent with this game will be reading, and
some of it is difficult to decipher. Within gibberish computer language
you can find the code to that locked door, but deciphering the code
must be done with the help of another panel, which you must find
by name. It’s all very confusing, and everything depends on
total precision. Because there are three difficulty levels you can
choose when beginning a new game, no matter how experienced a gamer
you may be, I don’t suggest choosing the hardest level if you
don’t like to read in an adventure, especially because you
won’t get some of the extra hints hidden within the text. There
is a walkthrough that comes with the game, however, that is built
into the main menu. It gives you a hint on the puzzle you are currently
working on or will encounter next, but does not go any further than
that. It is a thoughtful addition to the game and frustrated players
who don’t have the patience to read (or missed some of the
vital clues from previous readings) will appreciate it.
The puzzles come one after
the other, mostly consisting of entering coordinates or pushing
buttons or adjusting settings on panels and
computers. They’re hard, and don’t think you’ll
get through this game without taking some detailed notes, but you
get a great sense of accomplishment when you finish them. That said,
the ending will satisfy all of your hard work and may even bring
a tear or two.
It is interesting to read
the Status Log on Cooper’s website
and read about the trials and tribulations he encountered in creating
this game. One such example is the time it took to render the graphics,
but anyone can see the time was well-spent. Graphics are spectacular,
considering they were the effort of 1-2 people, and this is demonstrated
even more so when, about halfway through the game, the color scheme
changes due to the solution of a puzzle. I cannot say the same for
the movies, though. They are grainy; even the rolling credits are
slightly blurred. It is sometimes hard to tell what is going on unless
you have read the panel that informs you. Nevertheless, they get
the job done, but not with quite the polish as everything else. Interface
is also a bit hard to get used to, what with you being able to turn
only 90 degrees in either direction besides taking one step ahead.
It may take more steps that you think to be able to get ahead to
a certain doorway so you can turn and enter into the next room. Plus,
there is no ‘inactive’ cursor – it’s just
your regular mouse pointer.
The background music is
kept to a minimum, but the song that plays on the main menu is
beautiful. There are plenty of sound effects
when you toy with the different equipment Larson’s Folly has
to offer, although some of them are annoying in the same way that
you might cringe at the sound of a Windows error message.
Probably the most generous
aspect of the game is the bonus material. Jonathan Cooper is also
the co-author of a series of e-books in the
Starman Series and from the main
menu you can access a full-length version of one of the books! (Yes,
more reading!) I am not a fan of science fiction, but those who are – you
are in for a treat! And if you like what you read, there are plenty
more additions to the series available via a link at Jonathan’s
website.
Overall, this is a splendid
effort marred by only a few minor things. You should definitely
buy this game, not only to support Jonathan
but also GGE in hopes that they will
continue to publish many more Indy games (especially ones of this
quality) in the future.
You can download a demo of Final Destination here: http://www.justadventure.com/IndependentDevs/MugSoftware
Final Grade: B+
(find out more about our
grading system)
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