I played every Indiana Jones title made for pc and home consoles. Don`t you miss a fine 2D point-and-click adventure sometimes? Although there is adventuregamers.com and steam selling some of the finest selections of older adventure games, I miss the days when they came in approx. 28 floppy discs, a fine box and a manual.
Fate of Atlantis is special for me as it has a unique plot, and does not rely on a movie script. Even if you`re not familiar with the game, you`ve probably guessed that it`s about Indy`s search of the lost city. Sophia Hapgood, an old co-worker of Indy who gave up her archaeological career to become a psychic, joins him along the journey. As expected, Indy and Sophie are opposed by the Nazis who are seeking to use the power of Atlantis for warfare, and serve as the adventure's antagonists. The game came out in 1992, and 1993 again with voice acting. As usual, I had the previous version and wanted to kill myself when they released the new version. (That`s why I`ll wait for the newer version of iPad, so sneakily.)
There is no need for me to talk about the gameplay or the marvel of point-and-click adventures - your loss if you`ve missed them. But the limits, beautiful, tight limits of these games- that is something to talk about. Unlike new technological breakthrough games like GTA, where you can beat up senior citizens, kick pigeons and explode buildings, 2D adventures have a single route, a character.
If something happens, that`s because it is supposed to happen. It`s like reading a fine book, smooth and less plastic. You encounter less bugs, no physical weirdness, just plain game, where your character proudly says: "Can`t do that", when you try to open a jar with your whip. For a change though, Fate of Atlantis had an interesting twist. Depending on your selection in the first part of the game, you were allowed to pick one of three gameplay styles: Cooperatively with Sophia (easier), alone (you have to think a lot), or using your fists more than your wits (lots of button mashing).
The locations and the plot do not change much among the 3 selections, but the experience is slightly different, as your inventory options and conversations differ. I finished this game 3 times in my life, 1992, 1999 and 2010 (don`t judge me); and I liked the "wits" option the most (1999).
I miss the days where you could not find 323 ways to overcome an obstacle. When it comes to games, I like my limits. I love it when "There`s no room to maneuver..."