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archived preview: 80 Days
 

"What do you know about adventure games? Old fashioned pixel hunting, confined game areas, brainstorm puzzles... things change and change is good! Time to break the rules and set up new standards for an adventure game!"

With this provocative statement, Frogwares boldly announced its shift to real-time 3D. While this may not be breaking rules or setting new standards for gaming in general, it is still an unusual design choice for adventure games. In the few instances where 3D has been used, the results have been erratic and often poorly received. Will Frogwares realize the potential of 3D, deliver on their ambitious claims, and still preserve the elements that make adventure games unique? The answers will come with their next project, 80 Days, inspired by the similarly named Jules Verne novel, Around the World in 80 Days. When Frogwares graciously offered us an extended demo version of the game, we leapt at the chance for an exclusive hands-on look at this ambitious project.

To some, the phrase "3D" conjures up visions of unrelenting action or [shudder] timed challenges and scary controls. That can be true of some games, but it can also mean complete freedom to explore every inch of a location, and a whole different level of immersion. It also allows for realistic in-game physics, where your character reacts believably within the environment, and the environment reacts back. Finally, throw in the thrill of real-time events, like day/night cycles and dynamic weather effects and you've got a world where the sun sinks below the horizon as the moon rises, rain appears and tapers off, and snow drifts by, slowly increasing to a "virtual" blizzard.

Technical advantages aside, the best incentive for a developer to embrace 3D game design is that when done right, 3D worlds can be so much fun to explore, with new opportunities for gameplay, and physical interactivity at its best. With 80 Days, Frogwares says their goal is to create an accessible world inspired by Jules Verne and his imaginative inventions, all wrapped up in a fantastic adventure in a slightly warped classic tale.

Verne's original story stars Phileas Fogg, who bet his fellow club members that he could travel around the world in 80 days or less. Unfortunately, Fogg was hardly a hero, and other than his passion for a lovely Indian princess, he was all scientist and no flair. Frogwares loved the premise, but added their own plot twists and a new hero to the mix.



It's the year 1899 when we meet Oliver Lavisheart. Eager to flee a pre-arranged marriage, he gladly accepts a proposition from his beloved, though eccentric, uncle Matthew. What is that challenge? He must travel the world, locate the patents to four unbelievable inventions his uncle created, and return home with the proof. Oh, and all within... (no surprise) 80 days. During his quest, our hero will discover much about his uncle's adventurous life and hidden talents, as well as family secrets and the true nature of this incredible bet. Token plot credit is paid to Fogg, as every city bears his mark. The full game will include stops in Cairo, San Francisco, Bombay and Yokohama.

Taking control of Oliver, you'll start out with a pocket full of change, but money never seems to go as far as you want. Along the way, you will need to enlist the aid of strangers, make new friends, and confound dedicated foes. To win allies, your best bet (aside from the occasional bribe) is to do them little favors. As the game progresses, the challenges you face become as varied as the environments. In the preview version, the first challenge is to sneak off an island where you are stuck until customs clears you. To do so, you must locate an item to help you get a boat and into the docks. Once there, you have no entry papers, so you have an immediate problem with the patrolling cops in and around the docks. You can use stealth to sneak your way around them or bribe your way past any that catch you. There were no standalone puzzles in this level, but Frogwares assures us that traditional puzzling makes an appearance along the way, as well. In general, however, the challenges will emerge naturally from the story, and include such diverse tasks as rescuing a lovely but addled Bollywood actress, making Scottish plaid the coolest thing worldwide, dodging the nefarious plans of an obsessed nemesis, stealing, and even getting the best deal from a "snakes are us" peddler. In each of the key locales, you will have a main mission, assorted side tasks, and a contact to locate, who will give you help in your quest.

The skeptics in the crowd may still grumble, "Okay, what about graphics? All those beautiful pre-rendered scenes will disappear! And people! What about the characters and their expressions?" Not a problem, as Frogwares delivers an impressive looking gameworld. 80 Days offers camera angles from first and third-person views, and fluid, easy 360 degree movement. In a hurry? Don't be, because the seven main levels of the game are vast. Each level will feature at least ten primary structures/locales to explore, plus many secondary places just to walk around. In Cairo, there is a port island, docks, a hotel, an upper city level with twisting walkways and stairs, an underground area, and the list continues. These cities were painstakingly researched to include their own unique landmarks and flavor. As an example of this devotion to detail, Frogwares used local photographers to take hundreds of shots of the real life counterparts to make the in-game modeling authentic.

Fortunately, the game worlds are as attractive and dynamic as they are accurate. From the buildings, minerets, and sand-colored adobe brick, the Cairo landscapes range from vibrant colors to desert browns and arid look you'd expect of such a locale. Trees sway slightly as you pass and striped awnings flap in the breeze, while colorfully attired people stroll by, engaged in business all their own, rather than stand idly in place indefinitely. Unfortunately, our preview version didn't include ambient sounds or voices, but Frogwares assures us they recognize the importance of getting this aspect right.

Reveling in the scenic good looks is great, but wait until you see the characters. Oliver looks every inch the dashing hero. With his lifelike hair, wide smile, jaunty western attire, and rolling gait, here's a good guy worthy of such a grand adventure. The other characters look equally impressive and have distinct looks and mannerisms that suit their own styles and personalities. Rather than a generic look altered only cosmetically, these variations go a long way to creating a real sense of the game's diverse population.


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Where to Buy [affiliate links]
80 Days is available for direct download from GOG
Legal & full downloads - available internationally
Burn a backup copy or download again

80 Days is available at Amazon


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