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MicroCosmBy: The J Man
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In the far future, two mega-corporations battle for supremacy, and one game company needs a gimmick for their new game. Our buddies at Psygnosis, responsible for the quirky Sentient, came up with a solution. The mega-corporations would battle it out inside the body of one of their CEOs, and Psygnosis would create "Fantastic Voyage: The Game." The result is MicroCosm, a pretty standard track shooter that takes place zipping around inside the human body. And instead of fighting disease or cancer - because that would just be silly, right? - you fight thousands of little nanomachines plugging away at your CEO's brain. It seems like a terribly inefficient way to kill a man. There are little guard drones, some heavy "boss" drones, support structures, docking stations - it's a little mechanized army in there. It would seem, if you could get close enough to stick the dude with a needle, you should simply poison him and be done with it. But then, of course, you wouldn't have a game, or the "microcosm" of the title.
The PC version's manual speaks to a number of things that do not appear to be present in the Sega CD version; most notably, branching pathways and mid-level recharge stations. The PC manual also instructs you specifically not to shoot the President's white blood cells, but there's nothing but enemies in this version. I find it hard to believe that the two versions should be that different, but upon reflection, it probably makes sense. The PC talks about some kind of Fractal Engine technology, which I presume is what would give it the ability to preload sections of these background movies, and drop them if that path isn't taken. I would bet that the Sega CD simply didn't have the memory or resources to pull that off - I would, in fact, say that bet has Double Shock Power. Especially considering that another "branching path" game, Sewer Shark, had one "the game continues" path and three "instant, tasty death" paths. So to make it on the SCD, Psygnosis probably just picked one of the paths from the PC version and provided that stream of movies. I can further support this by the fact that you can SEE other tunnels going off in different directions; you just can't go down them. Mind you, this is all speculation. I'm sure I can prove it if I can ever get the fucking PC version to run, instead of crying about memory protection faults. Anyway, in the absence of the proper information, I cannot consider "How The Game Is Supposed To Be" and must review only on the merits of "How My Version Plays." And my version is pretty vanilla.
The visuals are only moderately impressive. I hate saying the same thing over and over about Sega CD video, but it's not my fault that they all have the same problems. The system is really just a Genesis that can read CDs too, and is not capable of displaying enough colors to show the detail that is in the source video. As is always the case, you get pixelated and watery video. Watery in the sense that all the colors start bleeding into each other, which they do, and which results in a handful of different shades of (specific color) for (specific level). Pink for veins, orange for the lungs, red for bone -- red for bone? Ah well, I'm no doctor. Sound. I don't know how the hell they got Rick Wakeman to score and record the audio (I mean, it couldn't have had anything to do with money...), but they did. "Yes," (har har) that Rick Wakeman. So I hope you like progressive rock keyboards, because, shock of them all, that's what you get when you hire Wakeman. Don't expect any 20 minute epics here, though - each piece is about two minutes long, and uses synthesizers and Nu-future themes to the point that that Vangelis might as well be at the helm. It's not exactly "music to shoot robots by" in my opinion, but I believe this is the only video game to feature an all-prog soundtrack. I know at least one person who will cream his pants at that fact alone.
-reviewed 7/31/06 - game copyright 1993 Psygnosis
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