Platform: DOS; Windows; Amiga; FMTowns; Macintosh
Review: One of the first adventure games to utilize the concept of plot branches, this Indy title presents an intriguing story while staying true to the canon’s charm and style. With the help of professor Sophia Hapgood, you take Indiana Jones on an adventure through Africa and Europe to locate the mythical sub-aquatic city.
The introduction is absolutely stunning, as you guide Indy through some silly hijinx at the university while opening credits roll. You really do feel like this could be a movie were it on the big screen. But what really grabbed me was the voice acting (on the CD version, which is a must have). Doug Lee, who plays Indy, does a marvelous job at capturing his quiet, yet cocky bravado. He doesn’t quite sound like Harrison Ford, but one couldn’t ask for a better job here. And Jane Jacobs, who plays Sophia, is also fabulous, eliciting a sexy and smart personality from her pixelated heroine.
Gameplay is fairly standard for a LucasArts game, intuitive with moderate difficulty. What raises the bar is the branch at the halfway mark, where you can decide upon three different paths to reach the ending (with two of them having Indy ditch Sophia!). And like the Last Crusade, aggression is an option for those truly wanting the game to match the intensity of the movies. The separate paths cross often, though puzzles are modified to fit the circumstances, and the endgame is the same no matter what. Still, when the gameplay is this engrossing, it takes few excuses to get me play it again, which I have done once already and hope to do so again.
While a couple sections drag on for a spell, I can really find nothing negative to say about Indiana Jones and the Fate of Atlantis. Sadly, it appears to be the last true adventure for this beloved character. But what a way to go.
Contemporary Rating: High. None of the frustrations of the prequel.
Cruelty Rating: Polite.
5 thoughts on “Indiana Jones and the Fate of Atlantis”
Screenshots using pixel-scalers? *clutches pearls* Have you no shame, sir?
I don’t know what you mean. I just grabbed these from MobyGames.
Well there’s your problem! The original game ran at a much lower resolution, but SCUMM lets you use scalers to increase the res to make it look better on newer systems. However, any gaming purist eschews such unnecessary modernity and plays at the original (i.e., proper) resolution.
Yeah, I tend not to mess with that. I usually don’t like when game companies update their games!
However, I’m not a purist when it comes to screen grabs.
Finished this one last week. I like how they handled the opening as it was amusing and engaging. The first half of the game dragged a little, but it got a lot more interesting after Algiers. I did like the separate path idea, and I went back an played the WITS after I did TEAM initially. I didn’t bother with FISTS and just looked up the differences.
I appreciate that they also worked in randomness into the game, but it made finding Plato’s dialogue quite annoying. If you are going to have several solutions, you can leave the unneeded inventory, but please remove the puzzle. I was able to unscrew the back of the book case and open it up, but it lead to a dead end in my game without sufficient explanation.
There we also a couple pixel alignment issues throughout the game. I thought I knew where to get the last robot piece, but when I clicked there, nothing happened. I looked up a hint and verified I was correct. When I went back I had to click about a quarter inch to the left/bottom of where the actual part was…a bare spot on the floor.
Very good game other than those minor issues though. My only other gripe is that they failed on the travel sequences. Since when does Indy not have connecting flights?