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review: Traitor's Gate 2: Cypher
Verdict
Possibly the worst adventure game of 2003, guaranteed to piss off both adventurers and twitchers. Let me start out by mentioning the strange decision to rename this game at the last minute. After months of advertising it as Cypher: The Sequel to Traitor’s Gate, The Adventure Company chose to release it as simply Traitor’s Gate 2. Presumably, this was to assure that buyers associated it with the previous game, a game which I enjoyed a lot. However, TG2 actually shares absolutely nothing with the first game except for the name of the character you control and the inclusion of a few high-tech gadgets for use at the end of the game. Rather than using the smooth-transition node-to-node movement that worked quite well in TG1, the designers have jumped on the 3D direct control bandwagon, with disastrous results. And whereas the first installment was a pure adventure game with no action elements, TG2 is most definitely an action-adventure hybrid, or at least an adventure game wrapped (badly) in action clothing. The result is a game that requires too much speed and dexterity in places for adventure game fans (or even for most computers, apparently), and has sloppy controls, ugly graphics and obscure puzzles that will drive action gamers nuts. As a final word on the subject, Traitor’s Gate refers to a specific location within the Tower of London, Raven’s pickup point in the first game. TG2 takes place half a world away in an ancient Babylonian temple. Calling this game Traitor’s Gate 2 makes about as much sense as calling Syberia something like Return to the Amerzone. More roadblocks await the now-beleaguered adventurer in the form of bugs. No, not The Mummy’s vicious scarab beetles, but the computer variety. There are the normal crash-to-desktop variety, except they are frequently severe enough to crash the whole system. I hit one that was bad enough to cause registry damage, necessitating a system restore. There are some (most common during the final section of the game during the “retinal scan” sequences) which will hang the player in the middle of a cutscene… with no apparent indication that this is what has happened, as Raven will continue to move his arms slightly and look around or scratch his head every so often. There are some where a game or a graphic event isn’t triggered properly. But the most common bug is walking/falling through solid objects. There are at least two stairways where it is easier to walk directly through the solid stone than it is to climb the stairs. It is extremely common to be running along a passageway and have the “solid” floor drop out from underneath you, putting you back at the beginning of the hallway. (This one actually came in handy. After getting trapped in the Lost Tomb room, I ran around until I hit one of these “bug holes” and appeared back outside the room to make my escape.) In the Pump Room I could walk through a solid wall to reappear on the opposite side of the room. Such unintentional pitfalls not only make navigation a chore, they make the temple near-impossible to map. There are two bugs that will render the game impossible to finish for many players. (WARNING: Possible spoilers ahead… as if it were possible to spoil this turkey.) I already mentioned the retinal scan bug. In the ending sequence, you have moved out of the temple and into the high-tech underground lair of the terrorists who are Raven’s target. To enter each room, you must use a device that provides a fake retinal pattern for a scanner. Every time you do this, there is a good chance of the game locking up, forcing you to reload from a previous save point. The better your graphics card, the better your chances of success here, but even a screamer is no guarantee that you will get through all the necessary doors. The other game-ending bug comes early on in the Water Elevator room. The player is supposed to activate an elevator platform, then turn 180 degrees and run to leap on the platform before it starts moving, or else run to a nearby lever and throw it to stop the platform before it gets out of reach. For many players on many computers, this task is simply impossible. I attempted both maneuvers over fifty times each. The lever would not move and my best effort got me less than halfway to the platform before Raven was frozen by the cutscene of the platform rising. I tried using a slowdown utility and steadily increased it until my CPU was running at 10% speed. No use. After hunting through several game forums, I discovered that only a VERY tiny minority of players had managed to actually get through this critical bug. Fortunately, one of them has posted a saved game at the Adventure Company forums, though using the save requires the player to go back later (after opening up an alternate means of moving between levels) and collect items that he should have gotten before he ever went up the elevator. I want to leave off talking about the navigation troubles now and say a few words about TG2’s puzzles. There were a couple of them I actually liked. There was also a near-impossible action sequence early on (the Sin room) which will defy even the most skilled action gamer. But most of the puzzles are either extremely easy but time-consuming and repetitive (the Chime room and the Boat room come to mind), or obscure, unclued, or even (in one notable instance) MISclued. Puzzle clues are provided both from the environment and in the half-burned journal of an archaeologist who was one of the temple’s discoverers. (Another spoiler coming.) Many players have found themselves stumped in the Pump room, where you must turn the right hands on a series of statues into various positions in order to start a waterwheel. The journal specifically says that two of the hands should be turned pointing “up.” In fact, those two statues must have their thumbs pointing down to solve the puzzle. The shame here is that this is one of the few puzzles for which the matching clue in the journal actually made sense… and they STILL got it wrong! The easy puzzles become tiresome almost immediately, and the tough ones are made excruciating because of the aforementioned difficulty of locating just what objects you can manipulate. But enough about what’s wrong with TG2, let’s look at the positive aspects. It is mercifully short, with most of the game time spent either retracing your steps because of game bugs or beating your head against the wall over some of the puzzles and action sequences. There is no story to distract your attention from your surroundings. It is varied enough to appeal to a variety of masochists, regardless of their gaming preferences. The uniform drabness of the scenery can be very soothing. The awkward controls allow you to exercise the fingers of both hands. And it gives those folks who didn’t like the first Traitor’s Gate the opportunity to feel smug. All for a mere $30. My advice: take that money and buy three copies of Sanitarium. Even if you never unwrap or give away the extra copies, it’s still a better bargain by a hundredfold.
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