Mini-review of Mummy, Tomb of the Pharaoh Introduction: I played this game immediately after finishing Myst III, so some of my comments here could be due to "proximity effect". Mummy, Tomb of the Pharaoh is a game that feels profoundly unfinished in almost all respects. It has a pretty good set of actors, with some horrible ones thrown in. It has some fairly decent graphics, with many areas duplicated. It has some fairly good puzzles, with a zinger of a dead end at one point. It's extremely short. And so on, and so on. Basically, this game feels like one that was rushed to market about six months before it was finished; what you get isn't horrible, but it wasn't good enough or long enough. You will see what I mean when I go over the details. Graphics (quality, animations, cut scenes): The graphics engine was based on Quicktime (the 16 bit version). Compared to something really new (like Myst III), the graphics were fairly bland, but the main missing ingredient was any sense of artistry. The buildings are mostly empty, the mine shafts are all duplicates of each other, and the textures are painted on with a very broad brush. It feels like the budget was expended on the live actor filming, so the graphics had to be done with minimal expense. Movement was node-based, and cut scenes involving movement from one node to another didn't show any information, they were just video wipes of hatched lines. You didn't get a nice movie of a door opening -- all you got was a picture of a closed door followed by a picture of an open door. I don't know why they bothered making the transition speed configurable, since there wasn't anything to see. It's feels like they ran out of budget to do the transition movies, but they left the speed control in anyway. The FMV sequences involving live actors were done quite well, with no massive edge effects or lighting errors to draw attention to themselves. However, once sequence involving a ghost got downright silly at times. It's one thing to have a translucent ghost fade in and out while talking to you, but when they rise up out of the floor or from the walls, it's pretty silly. Sound (music, voices, special effects) The music was forgettable for the most part, but it didn't irritate me, so that's a plus. The sound effects were quite well done, complete with footsteps, creaky doors, grating stones, etc. The voice acting was mostly well done, except for a mummy whose "aargh" was ridiculously bad. Just to be nice, I'll forgive it and call it an intentional bit of game humour. The sound had one serious problem -- a complete insability to play multiple sounds at once. A speech would be completely interrupted when a background sound effect played, and then continued afterwards. Even worse, you usually had to wait for the CD drive to spin up while listening to silence, so the interruptions were very noticeable, and very irritating. Story (plot, theme, depth): The basic story is not that bad a premise for an adventure game. You play the character of a mining company troubleshooter sent out to Egypt when it appears that a box has been discovered, complete with an attached curse. The problem is that as soon as you get off the plane, the plot becomes too obvious almost immediately. Things get interesting again at the very end of the game, but it's too late to do much with the story at that point, so the ending comes across as being rather abrupt. Characters (depth, development, interaction): Malcolm McDowell plays the mine supervisor, and he does a great job of being an extremely irritating, hateful sort of person. However, it did get a bit irritating to have him continually walk on screen, spout out some diatribe at me, and then walk away. Most of the other actors all did a good job of their parts, but I certainly wouldn't call this game the apotheosis of full motion video games. Puzzles (difficulty, uniqueness, suitability, ugliness, linearity): The puzzles were fairly pedestrian throughout; explore everywhere and pick up everything, and when you need to do something, apply the correct inventory item to the task. There was no combining of inventory items, at least not directly inside your inventory. Some of the puzzles were not always obvious. As an example, at one point I picked something up and was killed for my troubles. It turned out that if I picked up all of the objects, I wouldn't get killed. This is not what I call an obvious way to lead me to the solution. Most of the puzzles at the end of the game were timed in nature. You were confronted by a situation, and were given enough time to select one inventory item and use it. Even worse, there wasn't any auto-restart when you were killed, you had to load a saved game every time. It was neither challenging, nor very interesting. There are several mazes (of a sort), but at least you got complete maps of the underground mine. For the remainder, I went to a hint site and printed out their maps. The mazes were pointless (like all mazes), and the mine itself consisted of six levels, of which four levels are completely unused in the game. The problem, of course, is that you have to explore those levels just to determine that they are of no use to you. There was one huge dead end in this game (which I ran into). I ended up in a series of rooms, with the way back permanently blocked, and the way forward would kill me. It turned out that I was missing a crucial piece of inventory which woud allow me to move forward, so I had to restore and replay a large chunk of the game. I'll put this comment under puzzles -- this game was one of the shortest ones I have ever played. My wife and I spent two short evenings playing it from start to finish. And that included exploring every shaft on every floor of the mine. Controls (user interface, save/restore, sound/video adjustments): The game cursor was a hadn which pointed in directions you could move, and changed to an moving "grabbing" hand when you moved it over a hot spot which could be manipulated or picked up. The node movements weren't symmetric; a step forward, followed by a step backwards didn't always bring you back to where you started. In some places, this became quite confusing. A hot spot didn't always cause the cursor to change. Many times, it would only indicate it as a hot spot if you were holding exactly the correct inventory item in your hand. The inventory management system was very poorly designed. There was a large unused section at the bottom of the screen, with the inventory backpack on the right hand side. Instead of displaying inventory along the great big space across the bottom of the screen, you only got a single item displayed at a time, and had to use scroll arrows to go through the inventory a single item at a time. When opening things with locks, the game would automatically bring up a key to apply to the lock. the problem was that it wasn't consistent. Some locks you had to cycle through inventory and bring up your key ring yourself. The lack of consistency got quite frustrating. Saving a game was easy, but when reloading a saved game, you only got an alphbetical list. This made it difficult when you wanted to load on based on time ordering. I prefer ordering by date for saved games in almost every case. For some reason, you could bring up inventory just by moving the cursor to the bottom right of the screen, but you had to hit the spacebar for saving or loading a game. Bugs or problems: The game would crash on startup, until I found a support FAQ that indicated that it was a Quicktime problem, and how to fix it by changing a setting in the qtw.ini file (optimize=BMP). I really hate quicktime (still). The game didn't remember my settings for transition speed. I had to remember to change the resolution to 640x480 before starting the game (it didn't do that for me). Sound track glitches as mentioned above. At least one major dead end in the game play. Inconsistent and non-symmetric node movements. Inconsistent user controls (spacebar vs cursor) Install/Uninstall: The game itself was a fairly minimal install (no registry keys). Quicktime was its usual horrendously intrusive install. The game had no uninstall facility at all. Quicktime had one, but it didn't remove much of anything. Pros: Cheap Not bad graphics (1996 vintage) Reasonable entertainment for several evenings Cons: At least one major dead end Long pauses on CD loading pictures/sound No real cut scenes when you move -- just wipes Sound effects interrupted voices Timed sequences (with no save allowed) Inconsistent inventory usage (keys for locks) Inconsistent node movements Bad inventory design Space bar needed to bring up save menu, just cursor for inventory Had to remember to change resolution before starting game No uninstall -- had to do it by hand The usual half-hearted uninstall effort by quicktime Quicktime 16-bit version crashed until optimize=BMP setting discovered Extremely short game Conclusion: As I said in the introduction, this game appears to be unfinished. If I had been told nothing about it, I would have assumed that I had been given a beta-test version of the game. There were just too many rough edges and gaps in almost every aspect of the game. So, what should I conclude about Mummy, Tomb of the Pharaoh? I will give it a minimal recommendation, provided that you can get it cheap. I bought my copy at Electronics Boutique for $20 Canadian, and that included a free copy of Frankenstein by the the same company (Interplay). At $10 a game, it's not a bad deal, and the game *is* playable in spite of all the deficiencies. I just hope Frankenstein turns out to be a more finished product than Mummy. /* -------------------------------------------------------------------- */