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As
mankind emerges into the new millennium,
unnecessary complexity and superficial detail seem
to be the order of the day. We surround ourselves
with electronic devices that we don't need,
luxuries that we can't afford, and responsibilities
that we don't want. As computer gaming
traditionally evolves alongside the society that
feeds it, it too has taken to be filled with
heightened complexity. While this occasionally
nurtures the industry and helps it to grow as a
whole, it also has been used by the less ambitious
to satisfy deadlines or to ride the coattails of a
burgeoning niche. With this in mind, it is
satisfying to find a title such as Silver that
professes to carry itself with alternating detail
and simplicity.
Set
in the classic fantasy era of swords and sorcery,
Infogrames' offering is a re-telling of the ancient
tale of an evil and oppressive emperor called
Silver, who quite naturally has plans to control
the world. However, in a mysterious step, he orders
his captains to travel the land of Jarrah to
capture all women of marrying age. This grievous
offense does not go unnoticed by the love-struck
male citizens of the land, least of all on the
small island of Verdante. The majority of the
enraged men form a motley group to chase after the
captured women and to combat the evil that is
Silver. A man by the name of David, however,
unaware of the group, decides to track down and
recover his fiancée Jennifer without any
extraneous help. After being taught a quick lesson
in combat by his beloved Granddad, he sets off with
his elder in tow to see to it that justice is met.
It is not long before David learns the true nature
of Silver's scheme, as well as the means to his
undoing. In order to acquire sufficient power to
defeat his dangerously potent enemy, David must
collect eight magical orbs that have been scattered
across the land and lost through the ages. In
typical RPG form, Silver requires the orbs for his
own purposes, and thus sends his vast army to put a
stop to David's righteous quest.
Whether
he's fighting back invaders in the tempestuous
coastal town of Rain or attempting to close a
portal to the underworld while fending off hordes
of murderous imps, David's journey exposes him to a
myriad of locales and personalities. In what would
seem to be a nod to its Japanimation influences,
towns and people are attributed simplistic yet
appropriate names. For example, the aforementioned
town of Rain is at all times subjected to rain
storms, the city of Winter is a constant maelstrom
of ice and cold, and your old grandfather is simply
called Granddad. Despite the basic appellations of
its inhabitants, the world of Jarrah is a diverse,
sprawling environment, complete with a broad range
of voice-acted characters with which David can talk
and even adventure with if they are so inclined. On
his path of vengeance and retribution, David will
have the opportunity to sign up Sekune, a
sharp-tongued archer, Vivienne, a capable and fiery
warrior, Jug, an axe-wielding mammoth of a man, and
Cagen, a martial arts-oriented monk, among others.
Each of these brings their own set of specialized
skills and abilities to the table, which can be
used to a certain degree for strategic planning. At
one moment, David may require the services of a
long-range defender such as Sekune, while at others
a close-up powerhouse like Jug might be of better
use. Any character may use any weapon available to
the group, although the disparity in their skills
will visibly affect their ability to inflict any
degree of noticeable damage with a weapon that does
not complement their abilities.
While
he will eventually require the skills of others to
survive, David's own skills are sufficiently
diverse that he can hold his own against the
throngs of Silver's minions. A game that seems to
pride itself on its supposed simplicity of use must
keep the basic elements as bare as possible, and
the character statistics comply to this mindset.
Each individual, controllable personality is graced
with the classic RPG stats of wisdom, strength,
constitution, and so on. There is, however, no
experience system, and characters only raise in
level after defeating a particularly tricky boss
monster in combat. Even though each character
within the party at the time of the creature's
defeat receives a boon to their vital statistics,
the player cannot decide where to allot the extra
points. Rather, the points' distribution are
pre-determined by the character's specialty, and so
Jug, being a staunch warrior, will receive a bonus
to his strength upon going up a level. This system
renders statistical management as simple as
possible, although it comes across as an
over-simplification.
The
inventory system is worth mentioning, as it is
somewhat unique. I say somewhat in that fans of
Planescape: Torment will feel that it is familiar.
All menus and lists that might be familiar to fans
of the genre are gone, replaced with an inventory
wheel of sorts. Navigating through this maze of
options will also land you the world map, through
which you can easily point-"n"-click your way to
any location that you've already visited in your
travels. Additionally, each and every character
function is available through this wheel, including
equipping weapons and armor, magic wands, spells
and so on. Just a few simple clicks, and in no time
your characters are fed, equipped and ready to go.
The problem is that calling up the inventory wheel
does not pause the game, which in turn encourages a
fevered rush to access your weaponry in the heat of
battle. While this might perhaps seem like
perfectly natural battlefield behavior, more often
than not your character ends up wielding a
completely different weapon than the one you had
intended, exponentially increasing your chances of
ending up as a greasy spot on a demon's
rug.
Rarely
within the confines of a fantasy game will one find
combat to be a simple extension of movement, but
this is indeed the case for Silver. Movement also
is a standard point-"n"-click affair, and battling
the enemy is not too much more complicated than
that. To perform combat maneuvers, one need only
hit CTRL while clicking on the enemy. Mildly
complex moves may be executed by CTRL-left clicking
while either jerking the mouse forward to lunge,
left or right to slash, and backwards to spin in
the opposite direction. A small degree of defense
is available as well, for CTRL-right clicking will
ready the character's shield if he is equipped with
one, and cause him to jump back if he's not. These
simple controls are useful at first, but rapidly
become repetitive and somewhat taxing on the wrist
as wave after countless wave of enemies assault you
throughout the game.
Considering
the astounding number of enemies that cross your
path and the frequency with which you must dispatch
them, a lack of variety in these encounters would
definitely prove to be a major stumbling block in
one's enjoyment of the game. Fortunately, the
assortment of villains is sufficiently varied to
sidestep this potential problem. Because the
journey through Silver takes David across all
manner of terrain and locales, he's constantly
coming across new and interesting creatures to
impale and mutilate. Fighting your way through the
forest will expose you to a race of bizarre plant
creatures and tree golems, while travelling through
the snowy hills of Winter will force you to do
battle with snow wolves and ice creatures. At the
end of every plot turning can be found a boss
creature that is considerably more difficult to
dispatch than the average grunt, as is necessary
for the "find the X number of items" type of plot.
These bosses are generally grandiose, ranging from
an Aqua Dragon, to a beefed-up Fire Sprite, to even
a Demon. Due to their usually considerable size,
they tend to be far more detailed and easier on the
eyes than the average monster.
Graphically,
Silver is strikingly similar to Final Fantasy 7.
Characters are made up of polygons and traipse
across hand-painted landscapes. Magical and combat
stylings are accomplished with various particle
effects, and many of the characters wield
outlandishly large weaponry. The noticeable
difference, however, is that unlike FF7, the
effects are constantly flashing themselves in your
face. Almost every new moment that passes brings
with it another spark of clashing swords, another
spell effect such as a fireball or lightning bolt,
and even the spray of blood gushing from the newly
hewn wound of a meddlesome imp. As fair as the
graphics occasionally are, however, they pale in
comparison to the splendor of the meticulously
painted and animated backdrops.
For
a game that professes to be an adventure-RPG,
Silver has a dishearteningly low level of both. Its
total lack of real conversation, side quests or any
kind of meaningful interaction with its world
detracts from its ability to make the player care
about the nefarious happenings that plague the
heroes' lives. As an added fault, immersion is
substituted with wave after endless wave of
creatures. Combine this with its quirky combat
system, and Silver becomes nothing more than a
repetitive action title with scant RPG elements.
And, really, how many times have we seen
that?
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