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Review
The
Journeyman Project: Turbo!
Developer:
Presto Studios
Publisher: Sanctuary Woods
Release Date: 1994
Platform:
Review by Ray Ivey
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This nifty little game
took me by surprise. The first game in the now three-titled Journeyman
Project series was first released way
back in the sepia-toned year of 1993, and has since been spruced
up in this newer, “Turbo” version.
The premise of all the
Journeyman games is simple and compelling: A wacky, brilliant scientist
has at last developed a usable, reliable
method of time travel. His method involved the wearing of a special
suit, like a very very high tech space suit, that whisks you back
and forth through time. The only problem is, some mysterious person
is using new time machine technology to travel into the past and
mess things up by committing evil deeds, such as assassinations or
acts of war. Naturally, it’s up to YOU, Special Agent Gage
Blackwood of the supersecret Temporal Security Agency, to repair
the damage!
I’m not going to
belabor the graphics (which are pretty good) or the story (which
is pretty darn good) or the music (which pretty
darn excellent) or the puzzles (which are, I admit, pretty darn easy).
What I want to talk about is the gameplay, and the feeling I got
during the short but pleasant experience of playing Journeyman
Project Turbo. What impressed me is how the game took two characteristics
that are frequently criticized in adventure games and used them to
distinct and unexpected advantage.
THE BUTTERFLY EFFECT
First is the “loneliness” complaint. Adventure gamers
endlessly carp about empty, MYSTical worlds that many adventure games
feature. Journeyman accomplishes the rather remarkable feat of having
virtually no character interaction even though it takes place in
four highly populated environments. It pulls this off due to a clever
conceit of the game: during your time travels as an agent from the
future, you are allowed absolutely no contact with any other human
being –you know, the Butterfly Effect, and all that. Therefore,
in the game you’re constantly creeping through hallways, listening
behind doors, all the while hearing echoes of speeches, applause,
and intercom broadcasts. This was actually very fun – it made
me feel like a kid trying to sneak through a house unobserved.
5, 4, 3, 2 . . .
The next “forbidden” element is that dreaded boogeyman
of adventure games, the “timed” puzzle. Much of what
you have to accomplish in this game is indeed timed. Now, everyone
just calm down and take a deep breath! Don’t hang up on me
here. Believe it or not, in this game the timed element actually
works, adding a hushed urgency to the proceedings.
The net effect of the
above two gaming elements is that playing this game is a very giddy
experience: I really felt like I was sneaking
around, stealthily trying to put things right, and to get them put
right before my time runs out. I kept thinking, “Man, I sure
don’t know what I’m doing . . . okay, I’ll try
THIS . . . okay, maybe THIS . . . ooh, don’t go through THAT
door, there’s PEOPLE there . . . eek, only thirty more seconds
. . . maybe THIS will do it!?”
On the down side, I’m not crazy about the playing screen in
this game. It’s a precursor to a type of screen that I’ve
grown to hate in science fiction games like Rama and Dark
Side of the Moon: A cluttered area with interface, inventory, personal digital
device (or equivalent), etc., etc., and, finally, almost as an afterthought,
a small viewing screen. Whoever came up with this idea needs to be
forced to play a few games in this format. I want a game to fill
my screen! I don’t want to play a game through a small porthole,
and what’s more I’ve never met a gamer who DID want to.
The Journeyman Project is lean and mean, short and sweet, and it
was very worth my time. I certainly look forward to playing the next
two titles in the series.
Note: How bad does it SUCK that the wonderful Presto Studios is,
as of September 2002, out of business . . .
PROS: It’s lean
and mean, cleverly written and has several unique gameplay highlights.
CONS: Small view screen, may be too short and too easy for some
adventurers.
CONCLUSION: A lean and mean little hip-pocket treat.
Final Grade: A
System Requirements:
IBM PC or 100% Compatibles
33MHz 386DX or faster Microsoft Windows 3.1 or later 4MB RAM Super
VGA Color Monitor (256 colors) Sound Blaster or compatible sound
card CD-ROM Drive Mouse Macintosh or 100% compatibles Macintosh.
This
review is copyright Ray Ivey and Just Adventure and
may not be republished elsewhere without the express written consent
of the author. Republication of said review must also contain a link
back to Just Adventure.
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