Mini-review of Riddle of the Sphinx Introduction: I have a warning for you right up front - I enjoyed playing this game quite a bit, so please don't get too discouraged by all of the ranting that follows. In spite of this game's problems (and it has quite a few), it was still quite a bit of fun. Anyway, on to the review... Riddle of the Sphinx (hereafter known as ROTS), brings me back to the days of Myst in many respects. No character interaction at all, and many mechanical puzzles. If this sort of game turns you off, (and you hated Myst), then don't even bother reading any further. The game starts off as a bit of a puzzle hunt around the Sphinx and the great Pyramid. Up to this point in the game, there is a lot of realism to the entire setting, almost like one of the Cryo historical games. However, it isn't long before ROTS turns into an out and out fantasy. The authors quite happily ignore history and physics to make an Egypt designed for gamers. If the real pyramid had as many rooms and passageways as this game portrays, the entire thing would collapse into a pile of rubble. For that matter, I always wonder what the energy source is for moving those massive stone doors, or how torches can burn in sealed chamber. It doesn't really matter, since the end result is a pyramid of your wildest fantasies; enough secret passages and puzzles to satisfy even the most jaded adventurer. Like I said at the beginning, I found it a lot of fun. Graphics (quality, animations, cut scenes): The graphics are very high quality, with a gritty sense of realism throughout. ROTS is based on Quicktime, and its VR mode wasn't up to the standard of the rest of the game. Overall, the view was wonderful, and I *really* enjoyed the scenery throughout. Sound (music, voices, special effects) When I first started the game, the music was interrupted every time I moved. Once I found the tips and hint pages, I found the adjustment in the Quicktime control panel that solved the problem. I do wish that the game had made that adjustment for me as part of the install, since it did install its own version of Quicktime on my system. Story (plot, theme, depth): Pretty minimal at best. Your best friend is dying from "the curse" on a scroll he found, and sends for you to solve the mystery he uncovered. Enough story to get you into the game, but not one iota more. Characters (depth, development, interaction): None whatsoever, since there is no character interaction at all. Puzzles (difficulty, uniqueness, suitability, ugliness, linearity): I enjoyed the puzzles. They were mostly mechanical in nature, with a lot of hunting around for inventory items which contained clues to the puzzles, or were keys to locks, or mechanical bits needed to make a mechanism work. There were timed puzzles in a few locations, but the timing restraints were pretty lax. I had no problems getting through any of them. There were 2 mazes, both of which should have been easy, since the game even had maps of them for you. What made one of them miserable was a navigation system from hell. I cover this in the next section, but let's just say that the game controls made some easy jobs almost impossible. You die quite a bit in this game (unless you play it absolutely perfectly the first time. Take my advice, save a lot. Several inventory items were in such unlikely places that I never even tought to look there, and even after consulting the walkthrough, I had trouble finding them. The combination of unlikely location, lousy navigation controls, and a cursor that didn't change when it should, made it a necessity for me to consult the walkthrough. Controls (user interface, save/restore, sound/video adjustments): ROTS was node-based movement, with a navigation system designed and imported straight from hell. Here are some examples of why I found it so bad: Non-symmetric movements in many areas ; turn left and your view turns 90 degrees to the left. If you turn right to go back, you spin right more than 90 degrees. Same thing with forward and back in some places. Sometimes if you clicked to go forward, it would automatically turn you around the upcoming corner. Sometimes it would turn you 45 degrees around the corner. And sometimes, it would just leave you facing a blank wall. An up pointing cursor for going down stairs. There were either too many Quicktime VR nodes (where you can spin around and look up and down smoothly), or not enough. The game allowed you to disable the VR modes, but you really needed them to get your bearings at times. I don't know how many times I wanted to see something that was a few degrees out of my point of view, but I just couldn't do it at that node. The navigation was probably the most frustrating part of the entire game. They should have re-mapped the nodes and movements completely before releasing this game. While I am on navigation, there were some areas of the game which got really, really tedious. In one place, you must repeat an operation multiple times. Each operation required at least ten movements, each one with a transition, and some of them into and out of VR mode (which was slow). Sometimes it seemed like you had to keep moving forward forever, for no good purpose. The designers could have easily shortened a lot of operations in the game, and reduced player boredom considerably. They did include a "zap" mode to traverse areas quickly, but this was never available from within a VR node. The inventory management was a mixture of the useful and the bizarre, but bizarre won over. If you pick up an object, you had to click on a knapsack to add it to inventory. If you made the mistake of clicking on another object in the inventory bar, then the item you were holding was "magically" transported back to where you originally got it from. People must have complained bitterly about this, because the patch caused a Windows modal popup to come up and ask you if you really wanted to send this item back. I have no idea why they didn't just provide a little trash can for dumping unwanted inventory items into, and allow you to click wherever you wanted. The save game system several annoying features. When I started playing, I wanted to open up a saved (and named) game. Even though I had just started the game, it always asked me if I wanted to save before loading another game. The other annoyance was when you got killed in the game; you had to load a saved game (or quit), but they insisted on asking if you wanted to save first. Pretty stupid question when you are dead, and can't do anything. Bugs or problems: The patch didn't always give you the inventory pop-up in all cases. Towards the end of the game, there were a few items where it just went ahead and sent them back to where they came fromwithout asking. I declined to install the Quicktime browser plugins, and it appears that this was a mistake. Every time I started the game, I got a Quicktime popup indicating that some of it was out of date, and would I like to update. I *really* hate Quicktime (more reasons in a bit). The game install did not set the Quicktime defaults correctly (or at all). Instead, to prevent music interruptions when moving, you had to find the right web page and get the information on how to do it yourself. An inventory item literally disappeared on me, and no, I didn't do it myself. Another person on the csipga newsgroup also experienced this problem, forcing her to replay a good chunk of the game. I was lucky; the item I lost was only needed for the information it contained, so I could just refer back to an older saved game. Like I said, save your game frequently. The ending has a long monologue in a room with a a large amount of echo. My hearing isn't that good lately, and they didn't provide any option for subtitles. Install/uninstall: This is a new section I am going to add to my reviews, and it's all due to this game and Quicktime. The game installed just fine, and it appeared to uninstall too. However, I started digging around in my system, and found that it didn't exactly do a good job. The start menu was left in my Program menu, and there was a fair number of Omni Creative registry keys left hanging around. Even worse, it didn't uninstall Quicktime, nor did it even ask me if I wanted it uninstalled. I then went and uninstalled Quicktime, and found that it left over 30 files in my Windows and Windows/System directory. I am still digging out Quicktime keys from my registry, and it appears that there are literally hundreds of them scattered about in there. As far as I can tell, uninstalling Quicktime just removes surface evidence, and leaves everything else on your system. Nasty email to Apple will follow... Since they both left things around, both ROTS and Quicktime get bad marks for their uninstall operation. Pros: Beautiful graphics, and wonderful locations to see. This is the Egypt of your fantasies, and makes the temple in Indiana Jones look crude and simple. Enough secret passages, stone doors, and whatnot to satisfy even the most jaded adventurer. Enjoyable (and solvable) puzzles. Cons: Navigation system from hell Inventory system from hell Uninstall which doesn't do a full job At least one nasty bug (disappearing inventory item) Conclusion: ROTS had a lot of problems, and definitely should have been play tested more before release (or rewrite). In spite of all these problems, I still found myself enjoying the game a lot. If you want a comparison, think of it as Myst-like, with better graphics, more locations and puzzles, worse controls, and more bugs. I won't give it a "top ten" spot, but it is definitely a playable game (and it's pretty cheap too).