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Police Quest: (DOS)
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Police Quest represents an interesting experiment in changing what adventure games were all about. Previously Sierra, and others, had focused on creating these interactive adventures out of cartoonish, comedic properties from the minds of some very creative writers and designers. Police Quest still attempted to be a fun adventure, but also wanted to nail down the "feel" of being a real-life knight in blue, from the daily grind to the difficult choices and situations you might be faced with. The results are an interesting hybrid of real police procedure, some easy-going humor, and a fairly interesting emprise. To achieve this, Sierra hired retired California Highway Patrolman Jim Walls as a consultant to maintain authenticity. It eventually worked out that Jim himself wrote the story for the first three Police Quests, basing them on situations he had encountered during his time in the department. For PQ1, this shows in two ways. First, the game captures a "grunt-level" view of the force well, at least in the eyes of a layperson. The game avoids any bombastic Miami Vice style scenes and instead derives its drama from the fear and uncertainty naturally inherent in attempting to arrest desperate, armed criminals. Second, Walls' inexperience as a storyteller shows with some juvenile writing and dialogue - but don't worry, he does get better later in the series. You play as veteran street cop Sonny Bonds in the growing town of Lytton, California. I suppose Lytton could be considered an allegory for the struggling expansion of many small towns of the 80s, as it comes off as the quintessential "small-town with big-city problems." For Bonds, this of course means drugs, and drug-related crime. In this particular episode, Bonds will, in less than 24 hours, run two traffic shifts, get transferred to Narcotics, take over an investigation, go undercover, and tangle with the largest drug baron in the state - The Death Angel. Looks like Jack Bauer has some competition.
A unique feature to Police Quest 1 is a driving interface, where you hit the mean streets of Lytton on patrol. When you climb in your car and press F4, or type "drive," the game switches to an overhead map of the city, with cars represented by moving colored dashes. The same control scheme from the scrolling sections is used here, with a direction key sending you off at a predetermined speed, and another tap of the same key to stop. Your car changes direction instantly, like a Tron lightcycle, which can frequently lead to crashes as you try to park, adjust to the proper side of the road, or slide up behind a car you intend to pull over. Three hotkeys determine your speed, with the fastest turning on your car's lights and blaring your PC-speaker siren. As you drive, the text parser is still available, so you can look around for landmarks and make calls to dispatch. This is sometimes helpful, as you will be directed to streets and locations that are not labeled on the in-game map. You will either have to follow the one included with the paper documentation, or learn the city and street layout yourself though frequent use of the "look" command. Most buildings are only there for show, but the ones you can stop at have clearly demarcated parking lots or parking areas. A basic traffic system is also in place, with a few stoplights planted around the city, and cars that will obey (or not obey) them. But before you get excited about watching for traffic violators and writing tickets, there is no randomization to the lawbreaking. You will make a few traffic stops for speeding and running red lights, but they will all be pre-scripted as part of the plot. Between these plot points are about five minutes of quiet driving "on patrol" before dispatch will send you off to a location, or you'll "happen" across a crime being committed. The map also serves to break up and segue your scrolling adventure sections, as to get anywhere, even when off duty, you have to drive there. It's an amusing minigame, but ultimately little more than a distraction. Almost 80% of the deaths I had in the entire game came from crashing at some point in the driving section, getting "game overs" for failing to stop at a red light, or attempting to make a legal right turn on red (the game's simulation of traffic law apparently isn't that complex). On the other hand, the traffic sections make an absolutely perfect break for a save. Since you have to drive between locations, points are not given on the driving section, and any mistake will end in instant death, creating a new save before getting behind the wheel makes great sense. It also prevents you from falling too far behind if you slip up elsewhere.
Walls was brought in to make the game authentic, which he makes a great effort to do in terms of police procedure. A few pages in the manual are dedicated to listing the steps for various traffic and felony stops, which you will then follow inside the game. Standardized radio codes are given, as well as a number of vehicle and felony statutes that are never attributed, but appear to be from actual (California, perhaps?) American state law. In game terms, it means that you will have enough procedure to remember, or read from and follow along, to get some realism across without being overburdened.
I watched a video of the "Making of Police Quest" where Ken Williams made the claim that this game was used as a training simulator in police stations. I can't see how. The story, in terms of realism, is a step above the complete fantasy of King's Quest, and an attempt at requiring procedure and showing the consequences of ignoring it is undeniably present. However, the game has about as much use in preparing you to be a policeman as The Oregon Trail has in preparing you to set off from Independence, Missouri in a wagon. If you're expecting a game that plays exactly like the other Sierra Quests, but with a little more grounding in reality, you've got the right idea. It's certainly a fun adventure, satisfying if you want to play as a street cop/temporary detective, and probably about as tedious (in terms of simulating procedure) as any casual gamer would want it to get. -reviewed 10/1/06 - game copyright 1987 Sierra
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