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The Lawnmower ManBy: The J Man
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Remember virtual reality? What pretty reasonably looked like the future of modern computing ended up being little more than a 90s fad. But what a fad it was. I remember playing at a mall kiosk, goggles, gloves and all. I bought a book/CD combo filled with examples of up-and-coming virtual reality engines. You'd load the demos up on the computer and could manuver a lanky polygon man around a flat-shaded virtual office park (looking laughable by today's standards), turning on lights, monitors, and the like. A local electronics store had a shelf dedicated to VHS compilations of "computer art" (Pixar's lamp and ball project almost always headlined). Cyber Michael Douglas floated along in VR looking for files to implicate real-world Demi Moore. Even Homer Simpson took a 3D spin inside a computer, for no real reason other than it was neat. The Lawnmower Man is one of those cautionary tales, where something new, unknown, and thus defenseless is presented as the terrifying undoing of society (Well it COULD happen! Who really knows?!). The console port cash-ins came through on time, and that should have marked the end of it. Except that multimedia applications were starting to come around, drive speeds could pull data off a disk at a reasonable clip, and processor power was starting to be able to begin to fake what Silicon Graphics supercomputers were promising on the silver screen. In that soup was born this game.
Well, that's the theory anyway. Naturally, the Sega CD couldn't possibly generate these worlds in real time, so you're just looking at another FMV game, this time comprised of pre-rendered computer graphics. If you were really fascinated by digital art, and the possibilites of VR itself, I can see the draw. Unfortunately, the whole experience fails to be either impressive or interactive. Due to the usual compression, the video won't match even one of those VHS demo reels, and the limits of FMV gameplay actually make it more annoying than just watching such a tape. The entire show is a series of minigames with simplified interaction. There is no interface, so you must rely on a narrator's voice to tell you when and what buttons to push. Most every sequence breaks out into similar timing challenges, and if you don't hit the right button at just the right time, the sequence restarts. Meanwhile, very poorly captured (and monochrome, for whatever reason) video clips from the movie play between levels as you "access CyberJobe's memory banks." These don't serve a plot purpose, since the game takes place after the film, so they're pretty much reminders of "hey, remember that part in the movie when..." or perhaps, lame attempts to make a confused player think that SCI created them. Often, you'll get a video clip of the excellent Angel Studios renders of a VR sequence from the film before you play through a two-dollar version of that same sequence.
The story goes that there exists an epic 2-disc version for the PC, with cleaner renders and more colors. I'd like to see it for academia's sake, but it won't help this version. Adding to the usual compression, and the artifacts and softness it brings, is a strongly reduced set of colors. I first thought your cyber avatar was chromed silver to make him resemble the T-1000. In reality, I suspect it's to keep him easy to render in the computer, and less of a strain on the compression when put to video. The lack of detail and similar blue, metallic colors will continue throughout the entire game. It makes for some pretty boring landscapes, and despite the sacrifices, the video still chops considerably. Also, for whatever reason, random digital noise or scratches have been added to all the VR video to give it that "film look." I don't know who decided to use a print that had been scrubbed on the linoleum under someone's refrigerator, and then given to a cat as a toy, as the sterling example of a "film look." Why intentionally deface good video? Take your wannabe dirty print elsewhere.
The game certainly has an undeserved level of mystique because of its recall, but hopefully this review will save just one young, bright-eyed child from a $10 second-hand purchase on Ebay. The movie's goofy and senseless, but I'd still rather see it again than try to suffer through another minute of this trash. The funny part is, the SNES version is actually a better representation of the VR parts of the film. If SCI had spent less time on trying to match the visuals of the film (an impossible task for the time) and more time on giving you something to interact with for greater than 2% of the time (when you press that "jump now" button), then they might have had a real game instead of this collection of plodding crap-a-mation. -reviewed 7/31/06 - game copyright 1993 Sales Curve International
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