Zzap


Deja Vu

Publisher: Mindscape International Inc
Machine: Commodore 64/128

 
Published in Zzap #34

Deja Vu

The illusion of remembering scenes and events when they are experienced for the first time.

Reality shimmers into focus from behind a grey empty mist as consciousness slowly returns. Waking up in the lavatory of Joe's Bar with blood on your clothes and a searing headache are enough to make even the dumbest of us realise that things are not as they should be.

Unfortunately, you can't remember how you get here, why you're here, or even who you are.

Deja Vu

As your eyes begin to focus, you notice a coat and gun hanging on a peg in the corner of the latrine. A quick examination of such reveals several objects which may be of use to your later in the game - take them. While you're here take a quick look in the mirror. Recognise that face? You're not quite sure. Time to move on maybe. The immediate surroundings reveal a number of small clues including, on the landing wall, a poster of a once-famous boxer whose face is similar to that of the guy in the mirror, at least now you have an inkling as to what your vocation is... or was. But why are you in the state you are, and why can't you remember anything?

Manipulating a bottle or two reveals a secret elevator which opens many other rooms within Joes place, as well as a few clues and objects for you to ponder. The occasional dead body also has its uses, containing items of some importance (literally, you have to OPEN BODY to find them!).

Once the bar has been thoroughly explored, it's time to venture onto the streets. If you get troubled by the mugger, a quick smack in the trap puts an end to his kleptomanic intent. The news vendor has some information for you if you buy one of his papers. He gives you some information that you could probably well do without, although it does give you an aim in life - and that is to clear your name of murder.

Deja Vu

Deja Vu is an icon-driven adventure, but don't let this put you off - it works very well. The primary screen display is a graphical representation of the player's surroundings, with windows to one side depicting objects on the player's person, and within his vicinity.

Below this main area is the text window, which is filled with location descriptions, messages and results of actions taken by the player. The graphics are adequate, although nothing special, yet as they're such an intricate part of the game they serve their purpose very well - identifiable rather than artistic. A command box is at the very top of the screen, and includes all the actions open to the player at any particular time, such as EXAMINE, OPEN, OPERATE and SPEAK. The idea is to click the cursor on, for example, HIT on the commands box, and then click on the mugger within the location graphic - and voila, one not-so-cocky individual.

The cursor's position is controlled via the joystick. Similarly, items may be OPENED, EXAMINED, CONSUMED and so on. Objects found within the game which the player feels he could use in his inventory may be clicked on and literally dragged into his inventory window. Time may be saved in some instances by using the program's built-in logic.

Deja Vu

This works in such a way as to understand that a double click on a closed door means the player wants the door to be opened. This also works with examine and close.

Deja Vu can be a mite slow, due to the good old disk accessing, but overall it's a thoughtfully implemented, graphical adventure. It involves the player from the very start, and gradually makes it a necessity for him to solve the case and clear his name of murder.

The illusion of remembering scenes and events when they are experienced for the first time.