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Neuromancer (DOS)By: The J Man
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William Gibson's sci-fi classic Neuromancer is generally credited with creating the "cyberpunk" genre. These are tales often seen in anime, where technology and biotechnology is absolutely everywhere, corporations rule the world, and poor, down-on-their-luck cybercriminals try to make big scores by risking their lives to hack dangerous corporate and government computers. It is obvious to say that the book influenced the game, and you play as a typical cyber anti-hero looking to make ends meet, but who will ultimately uncover something sinister going down deep in Chiba City's information matrix. The "hacking" game is one theme that never really took off with adventure gamers, which seems quite odd, as it is a natural inclusion to the sci-fi worlds many of these adventures looked to create. Certainly computers and technology played a major role in these games, but only a handful focused as completely on hacking as Neuromancer does. In fact, it's the majority of what you do in the game, and anything you'll do outside of computers only serves to further your later exploits in cyberspace.
The other major player in Neuromancer is the computer world. When you begin the game, you can only access public kiosks that act as combination of bulletin boards and ATMs. You've been making some friends though, so you'll quickly acquire a deck (the cyberpunk idea of a portable computer) which will allow you direct computer access. This text-based system is your first interface with cyberspace, and operates quite similarly to the early Internet. Through your inquiries in the real and virtual world, you will gather a long list of servers you can connect to. All servers then require a password that you are either given, find out on your own, or can crack if you have the needed software on your deck. From here you can access the services of the given server, which range from common message boards and corporate press releases, to private software download areas, to far more interesting abilities unique to the company or server you've accessed.
What makes all of this work is the connection between the real and virtual worlds. Many things you do in cyberspace do have an effect on the game's reality. Some of these just mean you'll read a humorous news story about yourself, but often it's the only way to open new areas. The reverse of this is also true. Cyberspace input jacks have a limited range, which means you'll have to be at a certain one in the real world to access its corresponding virtual grid. Also, cyberspace costs money, like a long-distance phone charge, at the rate of $1 a second. This means you'll have to work fast and keep your account heavily padded with real-world dollars. Neuromancer does a pretty decent job of letting you roam the city at your leisure, tapping servers and talking to the major faces in the information underground. Unfortunately, this is also its biggest problem - it shows ghosts of non-linearity here and there, making you pine for more freedom, but this ultimately only serves to highlight how linear your quest actually is. The coolest things you can do in cyberspace; arresting someone, for example, only have an effect when used on a certain person to further a certain point in the plot. You can write messages on the message board all day long, but they'll never be "accepted" and show up unless you send one to the right person, saying the right things. Getting income by tricking a company into putting you on their payroll is deliciously clever - it's too bad you'll never be able to do something similar on your own. You're also never told specifically what to do next, but you'll always have only three or so new servers to explore when a progress block comes along, and the answer will always conveniently lie in one, or a combination thereof.
Neuromancer's graphics are above average, sporting the sometimes odd pastels of EGA. I'm always impressed with what can be managed with only 16 colors, and Neuromancer's artists prove that nicely. You'll never question what anything on screen is, and with a few leaps of imagination, you can get right into the atmosphere of the world. The choice to go with a slightly anachronistic future city, where old brick buildings and worn wooden fences share the screen with floating robots and wall computers, is an interesting one. I was originally disappointed that the radical social problems cyberpunk wraps itself in were not mirrored by the usual radical Blade Runner style architecture. However, it almost lends a sense of believability to the tale, as if this world where new technology is incrementally bolted on is one we could plausably find ourselves in some day. Yet since the real world is basically just a place to buy cyber equipment, the look of it almost doesn't matter. Cyberspace itself is nothing fancy, just a 3-D grid with occasional polygon shapes, but is strange enough to get the point across. Sound consists of a reasonably good MIDI theme, and sparse beeps of the kiosks and strange "zowiee" style laser sounds during the cyber battles. Controls are appropriate, though limited. You can move your character across the screen, but this is only required to navigate to the different buildings. Once inside, all available options can be triggered from anywhere, and these are always your skills, inventory, talking, or using the ATM terminals if they're available. These can be selected and navigated through using either a keyboard or the mouse. Cyberspace is just a 3-D arena moved through with the arrow keys and controlled through menus. The only other point worth noting is that you will occasionally get a dialogue option to "ASK ABOUT ___." These are the areas where you are meant to use information found buried in the servers to ask about the proper topic or item. However, the text parser here is amazingly unforgiving, and you must hit the word exactly to have any effect. Overall, these are small complaints considering how good the game itself is. Though you'll wish you have more freedom in cyberspace, the plot-related things you can do keep your quest fresh and interesting. Though the scope of the game is somewhat small and definitely limited, it allows for a richer, less confusing, and very addictive experience. Bring a notepad - mine is currently filled with about two pages of server names and passwords, and the game doesn't store any info for you. It helps to have an interest in the concepts of hacking - changing the world through computer programs, breaking into places you shouldn't, uncovering info no one else is mean to see, etc - but Neuromancer is also a fair game in its own right. It's worth checking out if you're a fan of cyberpunk, adventure games, or ideally, both. -reviewed 2/18/04 - game copyright 1989 Interplay
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