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80 Days archived preview

Frogwares promises one of the wildest groups of characters ever in a game, as you would expect from a game based on Verne's novel. Of course, you really can't go on an epic "around the world by any means" adventure without a nemesis, can you? In 80 Days, that role is filled ably by Steward Fix, son of the original Inspector Fix, who hunted Fogg relentlessly in the book. Not only is our new villain an international detective, but he suffers from an odd syndrome that manifests itself as a hatred of all things Fogg – a rather twisted version of the dreaded Foggophobia malady. Since Oliver is replicating Fogg's route and methods, Steward becomes fix-ated (yes, I like bad puns) on Oliver, and the chase is on.

Then there are the "Guild for the Promotion of the Kilt" members (GPKs). Not only are they on a mission to make everything plaid, they also serve as in-game helpers for Oliver, who becomes an honorary member early in the game. Run into a brother kilt waver and he may hand over a tip or clue to aid you in your missions. An elephant named Kiouni, John Bunsby (a depressed lothario), cowboys, Indians, Samurai, grave diggers, and even the famed Count Dracula all figure among a long list of characters Oliver meets in his travels.

And Oliver will travel by any method he can find. Planes, trains and automobiles are a big yawn next to the crazy contraptions you will use to get around this game. Getting these gizmos to run will be but one of the many challenges facing the player in this game. How about a large wheel you ride inside, or steam engine-powered, adult-sized trike? Throw in the big boys like an airship and steamboat and you have every conveyance you could imagine, and probably some you couldn't.

Not content to rest on the laurels of wide-open environments and organic gameplay, Frogwares decided to commission some lyrically re-worked classic tunes and professional vocalists. We aren't talking opera here, though. This is a wacky world, a motley crew, a mad mad mad race — wait, wrong story. But the musical selections match the game's quirky mood and are re-worded to suit the action or environment unique to that level. I won't give away ALL the surprises, but to give you an idea, if you were on an airship famed for the romances that start up on its flights, you would of course have a song that smacks of a "Love Boat" now, wouldn't you? I know, it sounds wild, but that is exactly what Frogwares has in mind: to create a crazy, fun game that is all about a high adventure you've never seen before.

With an eye on a broad appeal to a diverse group of players, Frogwares made a solid design decision. They created two difficulty settings that distinguish between the casual gamers or what Frogwares designates as "tourists", and the bolder players prepared for the "raiders" setting.

Tourists are those who prefer to take their time, stroll through the story, see interesting people and places, and master some innovative challenges. By choosing this setting you can rest easy, game-grazers, as you'll be off the clock. You will start out with enough money to complete the game (barring too many errors), while the timer, point system, and physical challenges such as feeding your characters are non-existent.



Raiders will find the race is on, and you'll have only so much time. Well, 80 days in the plot, and 40 hours or so in real-time play mode. You will tire without sleep, faint without food, and if you run short of funds, you'd better avoid the local police or lose time sitting in jail. Many things will eat up that precious clock, so think fast and move smartly. You will also have to eat and run, as you can't stockpile resources. No bottomless pants for this hero.

Another difference is that side missions are optional to a tourist, but may be required to finish the game in raider mode. At this point, the choice between difficulty levels must be made at the start of a new game and is fixed throughout. However, Frogwares is considering the option of allowing players to switch back and forth freely within the game.

Now, about those controls. Take your hand off the mouse and step away quietly. Yes, it may be time for some of you to give up your mouse as the primary means of your character control. You'll have to if you want to play this game. Not that the mouse is dead. You use it to access, manage, and use your inventory and shift your perspective. However, moving Oliver through the gameworld will be done through the keyboard. The default key configuration is intuitive and standard for hybrid or action games, but may take some getting used to for the uninitiated. They are fully customizable, however, so players can group them any way they prefer.

You will have to attentively check each area, but any interactive items you can use, affect, or acquire will glow an incandescent green when you near them. The game also features a built-in nudge factor or goals reminder. A box in the upper left corner will indicate new goals or missions as they turn up within the game.

Given the vast, complex nature of some of the environments, it would be very easy to get lost without a guide, and Frogwares supplies one that is extremely helpful and well designed. There is a small navigational inset map that stays in the top left hand corner of your screen. When you have a new mission or task, your goal appears as a green arrow on this map. Your position is always marked as a yellow triangle. As you travel toward one of the arrows and come within range of that objective, the directional arrow becomes a green square. Functioning like an in-game GPS device, this means you never have to figure out where you are going, as you always have this handy frame of reference. Glancing up to verify I was headed in the right direction toward one of those arrows became automatic, and I lost any feeling of being disoriented, or pulled out of the experience by having to stop and select an offscreen map from a menu. You can also stop and explore optional areas without concern that you will lose your way or forget the location of your original objective. It is a feature more games should have, and it greatly enhances the feeling of seamless gameplay in this one.

Between the controversial shift to 3D, the offbeat storyline, characters, and music, Frogwares has guaranteed that 80 Days will be anything but conventional. But the same innovation and quirky charm that makes it so different may be just the secret to its ultimate success. To borrow an old expression, 80 Days is so crazy, it just might work! With the amazing graphics, characters, and ambitious design already in evidence, I can't wait to catch the wild ride promised by Frogwares and 80 Days when it releases in the fall 2005.



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80 Days

Developer: Frogwares
Releases: December 12, 2005
Tri-Synergy
Control: Direct control (keyboard)
Perspective: Third-Person
Platform: PC
Theme: Fantasy, Historical, Science Fiction

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