Mini-review of The Pandora Directive Introduction: I was going to write up a complete review of The Pandora Directive, but I found myself cutting and pasting great amounts of text directly from my review of Under A Killing Moon (UAKM). The Pandora Directive is another Tex Murphy detective story, and has many,many similarites to UAKM. The same game engine is used, and many of the same actors appear in both games. Instead of my normal review, I am going to discuss the relevant (to me) differences between The Pandora Directive and UAKM. Quickly, then, here is how the two games differ: Graphics (quality, animations, cut scenes): Same as UAKM; same game engine, mostly the same actors. In other words, very good. Sound (music, voices, special effects) Same as UAKM (good acting, voices, and music throughout). Story and characters: This is one place where the Pandora Directive adds a new twist to the detective game. PD has multiple story lines that can be played, each with different endings and different character changes and conversations throughout. Depending on your actions, Tex Murphy can become anything from a complete "Mr. Nice Guy" to a complete "Mr. Sleaze Bag". In theory, this makes for good replayability, since you can play the game multiple times, each time making different choices as you go. I say "in theory", and will discuss this at more length at the end of this review. Puzzles (difficulty, uniqueness, suitability, ugliness, linearity): Much like UAKM, The Pandora Directive had a wide range of puzzles to solve, with quite a nice variety of type and difficulty. As in UAKM, there were some conversation trees which could get you killed if you made the wrong choices, and sometimes those choices weren't exactly obvious. Several puzzles consisted of saving your game and making random guesses until you got it right. Definitely poor puzzle design there. And now to my favourite beef -- timed sequences. There were multiple places within the game where saving and dying was required because of time limits (many more than in UAKM). For that matter, the game had two difficulty levels. I tried playing the higher level of difficulty, and gave up almost immediately. Stupid designers thought that adding a time limit to almost every puzzle was a nice way to add difficulty. Sigh; will they never learn? Controls (user interface, save/restore, sound/video adjustments): Same as UAKM, perhaps with a bit more hand/eye coordination required to perform some of the trickier "driving" tasks. Bugs or problems: The game crashed and hung multiple times throughout. I had serious problems getting past some points in the game. 2-D bitmaps in a 3-D environment caused some strange visual effects. Pros: Great (mostly) acting and voices Great makeup Great story Great (and memorable) characters Unique and funny method for making dialog choices Enjoyable puzzles Fun hunting under desks and inside drawers Cons: Crashed and hung repeatedly. Timed sequences. Many interaction modes, quite complex game control Not-quite 3-D graphics weirdness Puzzles that couldn't be solved without dying first Conclusion: Well, since I enjoyed UAKM so much, I should have enjoyed Pandora Directive almost as much. However, this wasn't even close to true; neither my wife nor myself enjoyed this game. It wasn't a stinker by any stretch of the imagination, but it just wasn't "fun" like UAKM. I have spent some time thinking about why, and I find the conclusion to be an interesting insight into what makes a game "good" or "bad" for me. There were a few items which reduced my enjoyment somewhat, but on reflection, I don't think they were the major problem. The extra timed sequences were really annoying, but I tend to just grit my teeth and get through them. Irritating, but not a fatal flaw, since they didn't colour the entire game. The game crashing and hanging all the time definitely didn't help, but again, I don't think that was the major problem. The primary reason I didn't like this game was the multiple paths you could take throughout the game. It sounded like a wonderful idea, but it totally ruined the immersive effect of the game. Every single time I had a conversational or action choice, I immediately started worrying about what effect this would have on my character. In other words, I wasn't playing Tex Murphy any more, I was playing Murray Peterson worrying about what this choice would do to the Tex Murphy character, and to the game path. Instead of choosing the most amusing conversational response, I would choose the "good" or "bad" option, depending on which game path I wanted to travel. For me, a good game is one that immerses me in its world, and Pandora Directive just couldn't do that because I always had to back out of the game and decide if I wanted Tex to be good or bad. I would have far preferred it if they had made this an option I set at the beginning of the game; that way I wouldn't have ever had to yank myself back into the "real" world to make some sort of moral or ethical decision on behalf of the game character. So, Pandora Directive doesn't make it into my best games list, but it's not a stinker in any sense of the word. It's a good game that just didn't get me immersed in its world.