![]() |
![]() |
![]() |
||||||||||||||||||
|
|
||||||||||||||||||||
KGB (Conspiracy) (DOS)By: The J Man
|
||||||||||||||||||||
|
If you're no stranger to adventure games, then you're probably aware of a little subset of spy games that exist. Codename: Iceman or Spycraft come immediately to mind. This makes sense, as the adventure game offers a good opportunity for interactive globe-trotting, clever gagets, and quick-thinking espionage. You'll get most of that with Cryo's KGB - a unique and uniquely brilliant addition to this genre, though it's certainly a challenge. The real KGB was the organization acting as the Soviet Union's "sword and shield." It absorbed a large and varied collection of duties since its founding, all of which were related to the security of the USSR. Its most famous tasks were overseas espionage and counter-espionage; setting it as a direct adversary to America's CIA. Yet it was also responsible for some internal security as well, including monitoring other state departments, and policing of crime rings within its borders. I bring this up because the game will not be an expected cloak-and-dagger battle with the CIA or MI6. Instead, your interest will be the activities of your own Comrades, and your duties will encompass all the ones laid out above. The game begins on August 13th, 1991, but was written much later, and with full knowledge of the events to come. Your character doesn't have a clue that these are the last months of the USSR, but as this is history, that fact can't be too much of a spoiler. It makes for a neat retrospective story because you'll have the opportunity to influence the events of the coming August Coup, and the ending offers a pretty chilling glimpse of how those real events could have played out. However, the game's fictitious interpretation of the plans behind the Coup seems a little more based in science fiction that science fact, and its overall inclusion seems just a little bit tacked on. This game was released in 1992, so it's as if the writers started the story off in one direction in mid-1991, turned on their TVs toward the end of that year, and then rewrote Chapters 3 and 4 to accommodate the changed direction that pesky real-life history took.
There are, of course, some caveats. First, it's a good idea to have some working knowledge of Soviet society and "current" events. The game takes place in 1991 in Moscow and Leningrad. You're playing as a Russian interacting with other Russians. Change is in the air, and conflicts between hardliners and progressives play key roles. The game dates itself gloriously, but it still dates itself. You don't need a history degree or Soviet citizenship, but you will need to understand concepts of perestroika, glasnost, and basics of communist society and protocols, like the role of "The Party" in all state departments. It's a point to mention because, as the KGB and USSR themselves have been dissolved for over 15 years, future generations coming to this game won't automatically "know" these points from growing up with them on the news and in the culture. They're important to the game since they come up frequently in conversation, and you won't really understand the plot unless you understand what Russia was like at the time. It can also lead to a quick end to your game. If you're supposed to be parroting the Party line to a superior officer, but don't know what that line is, you'll have a hard time making progress. The game is also incredibly difficult, beyond the points mentioned above. You're given very few clues about your investigation and can't even rely on your strict orders to tell you how to get the job done. Death and other game over scenarios are frequent and often unexpected. Time elapses within the game. You almost always have to accomplish things within strict windows of time to be able to make a scheduled meeting or tail someone leaving their office. Notes are pretty much a requirement, as many times you will be asked to report details of your investigation or keep track of various people and their interconnections. The Sierra style of being able to miss an object or say the wrong thing and then get killed later even returns to a degree.
Most of the time, if you screwed up within a scene then you will know by the end of that scene. You'll either get a message that you "feel like you forgot something" or recieve an instant, nearly random death. At the very least, you won't make it to the next chapter unless you've done everything you're supposed to. This does serve to keep you from getting too far ahead without the needed information, but does little to tell you what you're actually supposed to do to pass the previous scene. You'll have to rely on heavy trial and error and a few "test" plays of each scene to help you with that. The clock also isn't true "real-time." It is not always running. Instead, your actions and movements will add time to the clock, while time itself freezes until you take your turn. You'll have countless moments where you've snuck into a room and you "hear someone coming," but they won't enter until after you make your next move. It doesn't give you time to try everything or make mistakes, but it does give you all the time you need to think and hide. The clock is mostly a tool to know when to be at a certain place, and to limit your moves inside a scene. Any time you have left over, like if you get to a meeting point early, can be bled off with a "wait" option.
The game is also full of adult scenes that it would probably be irresponsible of me not to mention. You won't see much visually, but graphic actions and graphic videos are fully described and are heaps of unpleasant. Drugs and drug use are rampant, along with prostitution, shootings, and even some artwork of uncensored, hand-drawn titties in certain apartments. I wouldn't be overly concerned about anything depicted in the game, and again you're not going to actually see anything gruesome, but I wouldn't let kids play it either. Though if your young kid actually understands peristroika, he deserves those titties. Controls are handled well. Right-clicking offers a menu of all your potential actions. You'll have quite a few beyond the staples, as well as a few spy-specific ones like "Hide" and "Fight." You won't get opportunities to have too much fun though, as most things out of character or otherwise unintended won't work and will simply give you chidings or "You can't do that"s in semi-Communist wording. Pixel-hunting is alleviated by having a small description of the object just under the game window, and by not breaking objects out too distinctly. If you search a closet, you'll automatically search everything in it. The pointer will also blink when over something plot-specific, or an object with items contained or hidden inside. Though you'll need to "Look" around to follow the story, the blink-o-cursor makes sure you can speed through the plot and its scenes with ease. The final point worth mentioning is the "Smart Pointer" option. By selecting this, the cursor automatically switches to the most obvious action as it moves over different objects - "Go" for a doorway, "Look" for a desk, "Talk" for a person, and so on. It does streamline the experience a bit, but you can't play through the entire game with this on. You'll also need to be careful that you don't "Talk" to an enemy you're following, for example.
You may also be asking what Donald "Hawkeye Pierce" Sutherland is doing playing a Russian, and my reply is his performance in Citizen X. He's not hampered by his faux accent, but he is woefully underused, perhaps even misused, in the CD version of this game. If you look at other reviews and comments, the most lasting impression of this game is its difficulty. This is unfortunate, as KGB is certainly not impossible and can certainly be defeated without a walkthrough. What is unfortunate is that you have to be willing to die frequently, or give up the first few attempts at each scene to "intelligence gathering" used to figure out what you're supposed to do in a later playthrough. You will not breeze through this entire game on the first try - no one will. It's not designed like that. You're literally overwhelmed with dialogue and action choices, but only certain ones are correct. Instead of feeling like you can do anything, you mostly have to sift through useless, red herring responses to find the single linear path. Anything you miss that doesn't get you promptly killed just means you'll be missing out on pieces of the puzzle, not heading off down a side path and changing the outcome. It is worth noting that Chapter 3 and 4 seem noticeably weaker and shorter than 1 and 2. The depth and multitude of options is reduced - most of Chapter 3 is spent waiting, and most of Chapter 4 is listening to characters talk. This supports my theory that the ending was rewritten once the Soviet Union collapsed, especially when you consider that what you spend most of your time investigating really has nothing to do with the master plan revealed at the end. You do, however, get a couple different endings based on your Chapter 4 actions. Still, KGB is a serious challenge and the kind of game that no one is likely to ever make again. It's certainly unique; there simply aren't that many games that take place in Soviet Russia, and despite the fact that it comes from outside French developers, it feels authentic. If you're willing to invest months of time in it (most of which will be spent in replays, as the actual game is rather short), you'll find an enjoyable spy adventure, with an interesting, if sometimes hard to believe, interpretation of the Soviet Union's final days. -reviewed 1/7/07 - game copyright 1992 Virgin Games
|
||||||||||||||||||||