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| Issue 59 - December 23, 1999
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Review
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| Indiana Jones and the Infernal Machine page 3 of 4 |
| PC |
Indy seems disproportionately large, and often obstructs the clear view that you need as a third-person participant. The game camera is pretty scatty, too - it has an alarming habit of making Indy disappear when he has a wall behind him, which can be a real pain-in-the-behind when you're trying to line him up for a big jump. In fact, IJATIM is one big bloody mess of oversights and bodges. When creating a piece of entertainment software, it's pretty vital to offer an intuitive interface, wouldn't you say? You should fight for your character within a game, and not against him. And that's another thing...
Indy can't fight either. Run into an area with a few aggressors milling around, and the resultant exchange of pistol rounds is a truly pitiful. There's a smidgen of auto-aiming code but, again, Dr Jones is inept: the slightest incline or hint of scenery can fox his marksmanship skills. Typically, though, his assailants always know where he is. There's a kill-or-be-killed impetus that makes some battles mildly exciting. With the threat of a 20-second hiatus in the form of a reload if you die, it's hard not to be alert and at your most nimble of finger during combat. That said, these battles aren't really enjoyable per se. Tense, yes. Fun? No. And, again, you spend more time scrapping with the bovine inefficiency of Indy than you do with supernatural beasts or Communist gangs.
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