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MOONING IN 3-DA Review of Under a Killing Moonby Grant McCardell
Under A Killing Moon is, without a doubt, the best adventure game
yet made for the PC. Comprising four CD ROMs (2 GB!), this game
is not a mere combination of digitized video clips strung together
by a weak interface as are so many current interactive movies.
Instead, Under A Killing Moon plays much more like a traditional
graphic adventure game: you explore different locations, find
items, talk to characters, etc. in a fully interactive manner.
The locales are not digitized video, but are rendered scenes with
all the richness of either The Seventh Guest or Myst.
As a software designer with some knowledge of this subject, I can say that this sort of rendering has not been thought remotely possible to achieve in real-time. Even using Pentium processor speeds, detailed 3-D raytraced scenes can take hours if not days to render. Access has seemingly achieved the impossible. I can only guess at how this has been accomplished: the scenes seem to be rendered by a skillful combination of texture mapped ray-casting, some actual simplified ray-tracing, textured polygon rendering, and scaled sprite superposition of pre-rendered objects. The net effect is nothing short of amazing, and I would not be surprised if Access has developed some patentable rendering algorithms here. Before you run out to buy this game, however, you should be warned that the hardware recommendations are rather advanced. The listed REQUIRED HARDWARE is not so extreme: a 25MHz 386 with a single speed CD ROM, 4 Mb RAM, an SVGA video card, and a sound card. I suspect, however, that playing this game on such a machine would be like trying to play Microsoft's Flight Sim 5 on a 286 (at least as regards moving around in the 3-D environment -- more on this later). The RECOMMENDED HARDWARE is more intimidating: a 66Mhz 486DX or BETTER (i.e. Pentium), a Double speed CD ROM, 16 Mb of RAM, a local bus SVGA card, and a 16 Bit Sound card. This review is based on game play on a 66MHz Pentium with a 64 Bit PCI local Bus ATI Video Card (which has excellent DOS video speed), 16 Mb of RAM, a 2X CD ROM and an SB16 sound card hooked into professional audio equipment. Even with this equipment, the frame rate is still jerky when displaying the movement aspects of the game in full 640x480 resolution. Fortunately, Access does allow you to tailor the size of the movement screen to the capabilities of your hardware. For those of you who are wary of these hardware recommendations, Access does offer a CD demo of the game, available for $3-$4, that includes a $5 mail in rebate voucher if you decide to buy the full game. The demo allows you to experience the interactive 3-D movement from one scene and includes all the configuration options of the full game, so you'll know exactly how the game will run on your machine. If you then buy the game you'll even make a $1-$2 profit with the voucher!
Installation of the game is straightforward and uses the most flexible and user friendly engine I have yet seen outside of some Windows applications. The save/restore game functions are equally admirable: games are saved based upon player name and then displayed with information telling you the time and location in the game where it was saved, as well as an outside world time/date stamp. The game is also fully reconfigurable while playing: during game play one can change the resolution of various windows, set music and sound options, reconfigure mouse input, etc. The game even lets you use different CD ROM drives (or a multidisk changer) for the four CDs. This will allow you to play the game without having to swap CDs. (Just in case you happen to have four SCSI CD ROMs hooked up to your machine!) If, however, you only have one CD ROM player you needn't worry about buying three more, as CD disk swapping is fairly minimal.
The game uses separate first-person interfaces for movement and
for object/person interaction. Switching between the two is
accomplished easily by right double-clicking the mouse or by
pressing the spacebar. In the movement portion, you walk around
and turn by pushing the mouse around, You look up and down, etc.
by using the keyboard.
All screens are 640 x 480 SVGA. You can, however, reduce the
display of the movement screen to be less than full screen,
allowing a faster frame rate. (You can also reduce the amount of
detail shown to increase the frame rate.) Some actions and events
lead to cut scenes.
The game's sound is also excellent. This is not surprising considering Access offered digitized speech in games several years ago even if you didn't have a sound card (RealSound.) All conversations, descriptions, etc. feature crystal clear 16 bit digitized speech. The music is also quite good. It is mostly mood type music that changes in accordance with the plot line. The FM synthesis of the MIDI music is particularly good, benefiting in part to the contributions of the Fat Man, whose previous credits include the music for The Seventh Guest.
The game's story line is well and logically thought out. You
play the game as Tex Murphy, a film noire style PI. (The same
character was featured previously in Access's Martian
Memorandum.) Instead of the 1940's, however, the game takes
place in 21st century San Francisco.
In conclusion, Under A Killing Moon has set new game standards that will be difficult to match. If your hardware is up to it, this game will leave you breathless; if not, maybe it's time for that new machine. This game may well be the game to get for 1996, and it's still only 1995.
Gamer's Zone Scorecard
System Requirements:
n/a
Breakdown:Fun Factor 5 Graphics 5 Sound 5 Interface 5 Replayability 5 Overall Score:
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