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Nibiru

Score: 58%
ESRB: Teen
Publisher: The Adventure Company
Developer: Future Games
Media: CD/2
Players: 1
Genre: Adventure

Graphics & Sound:

At first glance Nibiru looks great thanks mostly in part to its finely detailed pre-rendered backgrounds. But when things start moving, the illusion of reality vanishes. Characters look like they have wooden boards strapped to them and nobody moves faster than a casual walk, regardless of the intensity of the situation. The graphics also play a negative role in the gameplay. Everything looks so static, including the interactive objects, that things kind of blend in together, making it extremely frustrating when trying to locate tiny items hidden amongst clutter.

The sound, unlike the graphics, makes no allusions. Simply put, it is abysmal. The voice acting is as emotional as the characters' movements. The content is equally bad, as the main character seems to love to talk about the mundane. There is nothing interesting involved with the dialogue at all, as most of what you will hear will involve things like 'this is a couch', or 'these are lights'. Conversations are long and drawn out, and you can't easily skip them.


Gameplay:

The story: secret Nazi uber science experiments and an archaeologist who gets caught up in the middle of it all. Hmmm...sound familiar? If you were expecting Indiana Jones, you would be sorely mistaken. The plot in Nibiru is as thick as grapefruit juice and tastes about the same going down. As you control Martin Holan, the main character, you feel like you are leading around Dan Quayle on a series of idiotic mishaps. There are no emotional or even visual traits that Martin ever conveys (even though he wears a familiar brown leather jacket no matter what climate he is in).

Bad stories can be easily forgotten if the gameplay is good, even in adventure games. This is not the case in Nibiru. Adventure games are a dying breed and this one does nothing to alleviate that trend. No innovation has taken place here, and it seems that all the old rules from the classics have been ignored. There are a handful of puzzles that will satisfy; the rest of the game is easily forgotten.

The bulk of the game involves a haphazard search for items that are either blatantly apparent as to what they will be used for, or else trying to figure out the most illogical combinations of items to solve obscure puzzles. The basic formula of adventure games has been stripped down to something even less, as you will find puzzles with their solutions literally sitting right in front of them. Keys to a lock anyone? Oh! Here they are, right in front of the locked door. Amazing!

Then there are the puzzles that require a significant amount of demented thought. Some puzzles are solved simply by talking to people over and over again, leaving the player in a state of bewilderment as they scour the area for any sign of clues when the solution is simply in exhausting the dialogue. Other puzzles require looking at items multiple times. The worst are those that don't even make any physical sense, like using a magnet to pull a key out of a drain.

The areas that you can explore are limited to about three or four screens at a time. The limitations on the exploration in this game are severe, and you are sometimes kept in a certain area by Martin's apparent omnipotence that you have not picked up all of the necessary items yet. Worse, the interactive objects in each area are on triggers, meaning that if you have thoroughly explored one area and a certain event happens elsewhere, that area may now have more interactive objects that were not there previously.


Difficulty:

The balance in difficulty in this game sporadically shifts from one side of the spectrum to the other. Nibiru could be finished with your eyes closed if it wasn't for the handful of good puzzles or the occasionally random, asinine puzzle that makes you want to rip your hair out. Most puzzles in the game are mundane and can be figured out before they are fully presented to you. Others, which can only be solved by walking around an area for long enough or looking at multiple objects multiple times, take a whole lot of thought and are usually solved out of frustrated acts of mindless clicking.

Game Mechanics:

Nibiru's controls are simple enough that anyone can grasp the mechanics of the game within the first few minutes of play. There is a simple inventory at the bottom of the screen that contains a visual representation of every item you have collected. The two mouse buttons let you perform multiple actions. The left mouse button moves you and interacts with objects and people. The right mouse button examines objects to see if anything more can be done with them.

Though the setup is simple, the game utilizes these controls in a haphazard manner. There is ambiguity between the interaction of the left mouse button and the examination of the right. Sometimes you will use an object when you click it with the right mouse button, and other times you can do the same type of action with the left. These inconsistencies make for confusion when you have to solve a puzzle that requires you to examine items that you have already picked up, despite having examined them while they were still in the world.

The interactivity between you and your environment is also fickle. Interactive objects in the environment are on event triggers. This means that you can thoroughly search a room, go somewhere else and further the plot, come back to the same room and find that an arbitrary item can now be interacted with. These are items like grates, an object you would never have thought to look at twice having already seen that it cannot be interacted with. There is nothing more confusing than having simple items like this be on an interactive toggle. This situation leads to frustrating solutions to easy puzzles.

Nibiru could have been a routine adventure game, but instead falls short of the mark due to some subtle, yet major flaws in the system. The small amount of interesting puzzles in the game are not enough to bring the rest out of the dregs. Adventure fans have yet another title that will bring a tear to their eye.


-Snow Chainz, GameVortex Communications
AKA Andrew Horwitz

Minimum System Requirements:



Windows 98/ME/XP, 800MHz Processor, 128MB RAM, 32MB Video Card, 2.5GB Free Hard Disk Space, 32X CD-ROM or 16X DVD-ROM
 

Test System:



2.4GHz Processor, 1GB RAM, 256 MB Video Card, 160GB Hard Drive

Sony PlayStation 2 Sly Cooper 3: Honor Among Thieves Sony PlayStation 2 Capcom Classics Collection

 
Game Vortex :: PSIllustrated