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Sign of the Sun
Review by Lakerz
October 2003
I learned about Sign of the Sun a few years back while surfing
the web and was intrigued because I couldn't find a review for it.
Developed by Project 2 Interactive, which is better known for producing
adventure titles (Liath and Reah), I knew I wouldn't
be content until I hunted down a copy. Living in the USA, this was
easier said than done, as SOS was never distributed here.
I finally tracked it down, but was it worth the search?
Sign of the Sun casts the player as James Mariner, mankind's
hopeful savior. Nuclear disaster has ravaged the earth to the point
where its solar orbit is off kilter. With temperatures rising and
radiation becoming threatening, Earth's population is desperate
for an answer. A metal ore called Morium is discovered, which looks
to be a promising breakthrough for protection against the heat and
radiation. The only drawback is the testing required to be sure
of Morium's qualities would take too long on Earth. The leaders
decide that the only way to do this testing quickly is to venture
off into space and take the measurements on the sun. Thus, James
Mariner blasts off in the Firefly, an experimental craft, and deploys
a Morium probe within the sun's corona as the ultimate test of the
ore's viability. Things, of course, don't go as planned, and when
the game starts, James finds himself on land, but where?
My copy of SOS came on one CD-ROM and may be played in English,
Dutch, French, Spanish, or Italian. The box also contains an oversized
manual with instructions translated into those languages. Sign
of the Sun is a DOS game, so I turned to my trusty Pentium 1
Win95 box with DOS 6.22 for installation. I also was successful
in installing the game on a Win98 computer. The installation was
painless although time-consumingit took around 30 minutes
to copy files. Once I set up my sound card, I was primed for liftoff!
After the intro ended however, I was quickly grounded by the clunky
control scheme. SOS is a keyboard-controlled game, with the
arrow keys moving the character around the screen and other number
pad keys tied to different actions. Sign of the Sun offers
the opportunity to map the various character actions to any key,
but I stuck with the defaults. Luckily, a mouse can also be used
to control the game. A left-click on the screen and the character
walks to that spot. Left-clicking on objects will pick them up or
operate them if possible, while a right-click will show a description.
Even using the mouse, though, you must position the character near
an item to interact with it. The only part of the game where the
mouse can't be used is for combat. What, you say? Combat? Unfortunately,
yes.
In a lamentable design move, combat plays an important role in
SOS. It appears the Firons (your primary foe) are not very
peace-loving, as they follow you throughout the game either trying
to capture you or kill you. Using your fists, feet, and the occasional
weapon to defend yourself is necessary to make any progress. To
make matters worse, positioning the character to score a hit on
an enemy was a constant source of frustration to me. Many times
I thought I had it perfect only to see my fist go right through
the enemy. Of course, enemies had no such problem smacking me around
whenever they wanted! A health meter of sorts (shown by a hand with
a colored dot in the middle) gives a vague clue to how the character
is feeling, as does an occasional "I don't feel too well"
voice line from James Mariner. Too many hits and you crumple to
the ground, game over. Thus, saving early and saving often is advisable.
The main menu for saving/loading/options is accessible with one
press of the Esc key. Sign of the Sun allows 10 save slots,
which, given the aforementioned combat problems, were not enough
for me.
I found SOS underwhelming graphically. The details in the
screens are bland, the colors not varied enough. SOS is a
sizable game (over 150 screens, according to the back of the box),
so there is quite a bit of variety in locations. It's just that
within each location, there is a "sameness" to the screens
that nagged at me, with very few exceptions. There were plenty of
adventure games released during the mid-90s that were more impressive
in the graphics department.
As far as the music, well ... there isn't much. The only moments
during the game when music plays are during the opening and ending
cutscenes, and that music is forgettable. Sound effects work well
and add to the atmosphere of the game world, but the voice acting
is a mess. I literally cringed every time a conversation started
because every voice actor thought his or hers was the most important
voice role in the game and therefore overacted to the fullest extent.
At least Project 2 Interactive had the foresight to let the player
skip over dialogue with a press of the space bar. Luckily, the protagonist's
voice is bearable, as is the voice of a computer A.I., Pam, with
whom you are in constant contact.
The puzzles are predominantly inventory-based. I'd classify the
adventure part of SOS as semi-easy overall; I breezed through
the first two-thirds of the game without breaking a sweat. There
are a few tricky puzzles near the end (at least to me). Unlike other
adventure games, SOS doesn't burden you with a zillion inventory
items to puzzle over. Only at the end of the game did I have a large
enough inventory that I had to scroll through more than one screen
to see it all. Inventory items that are no longer needed are usually
discarded. The one aspect that made a few of the puzzles needlessly
difficult was the fact that I had to position the character just
right to use an inventory item on something. A half-inch off and
no luck. Frustrating, to say the least!
I really wanted to like Sign of the Sun, but there were
just too many elements that went wrong. From the long load times
to the mostly bland graphics and bad voice acting and the clunky
controls, I had a hard time getting immersed in the game's world.
Add in all of the frustrating combat, and I was almost relieved
to see the end cutscene even though it didn't tie up the story well.
In fact, the story throughout the game was confusing. I never really
knew all that was going on, instead just moving from scene to scene.
This is one of those games that is thoroughly mediocre in every
way. SOS indeed. 
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The Verdict
The Lowdown
Developer: Project 2 Interactive
Producer: ICE
Release Date: 1997
Available for: 
Four Fat Chicks Links
Player
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System Requirements
486 DX 66 (P120 or higher recommended)
4X CD drive (8X recommended)
16 MB RAM
1 MB video card
Soundblaster compatible sound card
120 MB disk space
Where to Find It

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