Sadly, you don't get to choose your character. You play as the fellow in the centre.
Before I can ask 'What's the big plan, here?', the plane gets shot down. We're on our own, armed only with a machete and with no way to call for help. Bogus.
Little did I know that nothing gets past Ramses. There's dozens of bouncing scorpions all over the place.
These guys are difficult to hit, especially when they're close. Unlike Doom, the vertical auto-aim only covers the middle third of the screen. If the scorpions get within about three metres of me, they're too low on screen for me to shoot. PowerSlave doesn't use the PS controller's analogue sticks, so to look up and down, you have to hold Triangle and press up and down on the D-Pad. It's easier to back away, if you're sure you're not gonna fall off something.
Turns out he's not responsible for the monsters and he doesn't mind me swiping his magic revolver. He's decided that the best course of action if I want to defeat the monster armies is for me to head through the central part of Karnak in search of the first of six artifacts imbued with the powers of the Gods. He also refills my health bar. Neat.
If you're not interested, you can press X to skip this scene. Also neat.
Activating the camel lets me save the game and takes me to the world map.
World maps are usually a good sign, but they're not a definitive sign of a good game. Donkey Kong Country has a world map, and it is good. Donk also has a world map, and it is not very good.
Deep within the Sanctuary lies the Sandals of Inkumpet, which turn the hero's already formidable jump into a ridiculous twenty foot leap. After bagging the sneakers, I'm whisked away to Ramses, who suggests I head North out of Karnak to find another artifact.
On the world map, I'm free to go to any of the places I've discovered. As long as I reach an exit camel (including the one at the start of the level which we arrived on), I can save the game and keep all the weapons and artifacts I've found so far. Every time I re-enter a level, I have to collect all the door keys again, but they're no big deal.
I didn't mention it before because I wasn't sure if the world map was going to be a cruel joke like those from Grandia 1 and 2, where you're given a choice between staying in your current town or advancing to the next town with no way back.
Sobek Pass on the map is beeping, which I'm hoping means there's some kind of secret to be found there.
Believe it or not, these jumps are quite easy to make with a PlayStation controller. The speed the player character runs is incredibly fast and you can see exactly where your feet are if you turn on the automap.
I make my way back to the starting camel and save my game. Falling in the lava or getting hit by a fireball trap would mean I'd have to repeat the level and find the piece again.
Hold the phone... this came out before Turok: Dinosaur Hunter!
There's no checkpoints of any kind within the level. You'll either make it to a camel and keep the things you've found, or die trying.
To be fair, this one isn't as difficult as it looks. That platform on the left moves up and down, and to a small secret room with a full ammo powerup in it. If you try to jump to it from here, you'll probably take a lot of falling damage. With some trial and error, I found that you can simply leap the entire slime pool if you take a run up. Touching the slime is instant death.
So much fun! Lets take a break.
This game has defied almost all the assumptions I had about PlayStation games. I assumed that first person shooters on the PS would be ugly, slow and completely impossible to control.
As you can see from the screenshots, the graphics are bright, clear and easy enough to 'read'. It's not encased in the gloomy fog of Turok. The frame rate is smooth. The player slides around the levels like a caffienated rabbit, but that only adds to the fun. Exploring previous levels with the new equipment hasn't got old yet. Even with the PS pad, which I usually consider to be an awful pad, the game responds both predictably and consistently. You can skip the cutscenes and you can freely reconfigure the buttons.
It absolutely and completely destroys Killing Time in every way.
This game has single-handedly made the concept of first person shooters on the PlayStation a credible one. I liked this game so much, I didn't mind when I fell into the lava a couple of times, or misjudged the slime pit in the mines, or got hit by an instant death fireball. I didn't even mind replaying the game and retaking all the screenshots when my capture stuff didn't work as well as I wanted. Go PowerSlave!
I wish the PC version guns also ran on blue magic spheres. This is an awesome game!
ReplyDelete