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» NINTENDO 64 » HARDWARE » PS2 » PSOne » XBOX » GAMECUBE » HANDHELDS » SEGA
Ben (Bellz) Howenstein August 9 , 2001 Review Feedback

Anachronox

 Software Specials
 
 Screenshots
 
Stats

Genre:
RPG

Release Date:
Available

Publisher:
Eidos

Developer:
Ion Storm

ESRB:
Teen

Requirements:
PII 266 MHz
Windows 95B/98/ME
64 MB RAM
12 MB 3D card with full OpenGL support
DirectX 7 (included)
4X CD-ROM drive

 
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As the development studio perhaps most (in)famous for including ex-id superstar John Romero, Ion Storm has put out a PC title that pays homage to a console genre. Though one of its biggest players put out one of it’s worst titles in Daikatana, no one can dispute the goodness of Warren Spector’s Deus Ex. Add now to that list Tom Hall’s Anachronox, billed as “an epic sci-fi RPG adventure,” and a title that seems rushed. The subsequent list of bugs, incompatibilities, no “official” Windows 2000 support, and gameplay quirks are attributable to this. More telling of the title is that despite the major glitches its qualities outshine some glaring technical issues and converge to produce an experience that’s well-worth having.

Anchored by a heavily modified version of the Quake II engine, Anachronox was in development for more than three years. And though a PC RPG that borrows heavily from its console brethren, namely those produced by Square, the core team numbered in the teens for most of the development period - something far from Square’s 100 plus person Final Fantasy crew. Considering the aesthetic detail and polish alone then, Anachronox is quite an accomplishment, and one mistake to avoid is assuming that the game closely resembles the look and feel of Quake II. The engine has been altered to allow for the fully functional third person perspective that the game plays from, and a smooth, free-roaming camera that is utilized to add a cinematic dimension to the many cut scenes. Tight indoor environments, populated cities, a museum with interactive displays, and a trash-ridden junkyard are examples of the remarkably diverse environments that are encountered over the game’s expansive and epic feeling story line. Within the game world there are entirely unique planets, on each of these a unique populace and buildings, and even dialogue clues about political and social systems. In Anachronox the player isn’t limited to a world, but journeys across a universe. From travel through hyperspace to exploring an underground electrical infrastructure, from the third person perspective to some quick camera cuts and stylized presentation of an exotic dancer doing her thing, this isn’t the Quake II engine that we’re accustomed to.

With all of the time spent and attention paid to creating an overwhelming visual experience, however, it’s a shame that some major technical and gameplay glitches often make Anachronox a lesson in frustration. As an example, there is a character in the game that the player is required to meet and gather information from. In order to find him, a sub-quest is initiated where an informant for this character must be stealthily followed. At the point where this informant enters into a new area and the player follows, the loading screen appears, then disappears with the game ending on a false pretense that the party has died. A perusal of the official Anachronox forum reveals that quite a few players have had this problem, and the only way around it is to bring up a debug mode and skip an entire chapter of the game. This is not a mild glitch, but a game breaker (and not the only one). Crashing at load screens and random times during play seems to happen more frequently for some than others, but seems an issue that anyone who plays the game for a decent amount of time will encounter. The best advice for now is to save, and save often. One patch has already been released, though the problems mentioned above were encountered after applying it as well. Here’s hoping that the demise of Ion Storm Dallas won’t prevent other patches from following, because on every other front the game is fundamentally solid.

Anachronox falls far from the realm of traditional PC RPG, though it doesn’t play exactly like a title from the console genre either. Combat is turn based with an active meter that fills before each character is allowed an action. The pacing and strategy of combat is very similar to the newer Final Fantasy installments and various clones in this way. But because the gameplay is much more exploration dependant, players spend comparatively less time actually engaged in combat. Also unlike most console RPGs, battles are not random but take place at set locations, with a limited number of enemies that can be completely cleared of an area so that exploration can take place unhindered. With every successful battle the three player characters that engaged in it receive an amount of experience points, and when enough have been acquired, a new level is reached and categorical affinities such as attack power (in this case called simply “beat”) and magic blocking are increased. Unlike a more combat-intensive system where random battles are the order, there is no need to worry about being at the correct levels to defeat the tougher enemies, as moving through the explorable areas requires unavoidable battles to be fought. In this way the sense of accomplishment and will to make party characters stronger by engaging in battle after battle is diminished. The many different and large areas to explore make up for this however, and the drive to play on stems from wanting to see what’s around the next corner, where the next weapon upgrade or “TACO” may lie. Having played through plenty of combat centered RPGs and a seemingly infinite number of individual random battles, Anachronox comes as something fresh, cutting out this mind-numbing quality that so many RPGs have and not killing the player’s sense of purpose with an impossibly illogical string of random battles. The above-average story line is allowed to progress fluidly, the stunning universe of Anachronox able to be fully explored and enjoyed without the nuisance of random, flow breaking battles.

There are plenty of action mini-games packed into the game, from Galaga inspired arcade machines that can be played for a “loonie”(Anachronox’s form of currency [Maybe Canada has taken over in this future? - EiC]) to a game that is initiated every time a unique character skill is used. Sly has a lock picking ability that, before being successfully employed, requires the player to figure out a certain number sequence within an allotted time. Grumpos can influence NPC characters with his “yammer” skill. In order to pull it off, a small game in which the correct arrow button must be rapidly pressed at the right time is initiated. This follows for each of the seven playable characters and their unique skills. None are very challenging however, and function well in breaking up the lengthy exploration sequences.

Attached to every planet and its various major areas are unique pieces of atmospheric music, some average, some better, and all appropriately complimentary. In Sundar Station’s red light district the music is pumping and electronic. On the monastically themed Hephaestus the tunes are melodic and drawn out, much like you’d expect from a place with a strong religious presence. Much of the music is actually pleasing, and all of it perfectly non-obtrusive so as to preserve the tension-free feeling of exploration. Where the action sequences are involved, the music often matches with an increased tempo. As all of the planets have much area to explore, it is well that tunes change when certain areas are entered; the auditory experience never grows monotonous.

Certainly consider the many glitches and possible headaches that the game can cause before considering a purchase. If they are overcome, Anachronox stands as a superb PC translation of the console-styled RPG. A massive, visually detailed universe is waiting to be explored, a decent sci-fi tale spun, a mediocre combat system engaged; this over the course of a lengthy single player only adventure. Here’s to Ion Storm’s latest offering in all of it’s bitter-sweet goodness.

Game Title Rating
Concept
A PC RPG influenced greatly by its console counterparts.
80
Gameplay
Slightly bland combat system with heavy exploration of engaging environments. Action sequences nicely break the typically slow pacing.
85


Graphics
Blocky characters, passable animation, and detailed, diverse environments.
85

Sound
Mostly good and unobtrusive music; appropriate sound effects.
85
Technical
Some major, game-breaking issues encountered here.
60
Overall
There is a lot to like, and some particularly rewarding moments. Past the technical issues and bland combat system is a universe that’s worth exploring.
79


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