ZX Computing


Aftershock
By Interceptor Micros
Spectrum 48K/128K

 
Published in ZX Computing #32

Aftershock

Interceptor have been quiet for over a year now, not counting the launch of their Players budget label. Aftershock sees the return of their familiar adventure author, David Banner, and artist, Terry Greer, who together created such minor classics as Forest At The World's End.

The scenario is reasonably original. Ground tremors alert a city, built on a geological fault, than an earthquake is imminent. Just as the city's population has been evacuated, the massive quake hits. This completely disables the already fragile cooling system of the local nuclear reactor, so it begins to overheat. You - a nuclear scientist, no less - must stop it doing so.

The game starts in your office, atop a blazing skyscraper. If you can escape - the stairwell is destroyed by fire and the lift inoperative - you face a virtually deserted, demolished city. The tube station is flooded, the zoo runs wild, looters and soldiers roam dangerously. The imaginary city becomes pleasingly realistic due to the minor details the author has put in, such as a statue at one point, and place names. Some buildings still stand and have to be investigated, including the long-deserted former home of a millionaire. Then there are the minor technical problems too, like how to defuse a reactor...

After Shock

Much to my delight, David Banner has listened to the criticisms of his previous games, so making Aftershock his best yet. First thing you notice is the text. Previously there was hardly any, at best single sentences. He has now swung to the other extreme, with lengthy and evocative descriptions on a par with the best mainstream games around. If there is fault to be found, it is his tendency to go over the top.

The excellent text is complemented by Terry Greer's stunning graphics. His work is unsurpassed on the Spectrum and, whilst this is not his best ever, each picture is a joy to behold. Eagerness to see the next micro masterpiece adds incentive to play. They are not numerous however.

Sadly, there are faults. Partly, I would guess, because the text and graphics took up so much memory, the game has an extremely fussy vocabulary. However, not only is there a lack of synonyms (no GET!), you are requried to enter ridiculously specific commands such as BRACE STAIRS WITH BEAM (?!); it must be those exact words! Unnecessarily poor programming. Also, EXAMINE is generally unresponsive.

Another possible flaw: some adventurers will find this too easy, if they are able to think of the right word combinations. There's not that much to do, though there's a good deal to see. Perhaps the author should have had less locations, and more problems with a larger vocabulary? The best solution would be more memory: I suspect Interceptor could produce an absolute classic on the +2.

Generally, Aftershock is a welcome improvement technically on previous Interceptor adventures; whilst being as fun to play as its predecessors. Nothing special though, and reduced one in raing for being £3 too expensive (at £10 it's competing with Level 9!).