ENIGMA FORCE 

 Beyond 

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 "W arning. Orbit decaying rapidly."
"Oh no!"
"Helm still not responding."
"Where's Zoff?"
Meanwhile... An escape pod blasts off from the ship...
"ROM parity error. Support systems failing. Locate and neutralise Zoff."
"Hold on!"
KERR-ASHHH!!!!

Yes, they're back - the Enigma Team, the intergalactic good guys (and gal) who didn't so much marry the micro game and movie as combine the computer adventure with the comic book. Can't you just see them in the poorly printed pages of Marvel? Here they are again, along with arch enemy and all round baddy, General Zoff. (No Jemimah - that's not a Bulgarian insult. "Why don't you Z... off!")

While escorting said dictator to face the emperor's wrath (and a long term in imperial chokey), he lets go a mighty psionic blast. Which just goes to show, they should never have let him near the pickled eggs. As the ship circles out of control, he ejects. And when the team wakes up they find their numbers reduced to five. So, as they say in all the best comics, roll call. There's Zark, Sevrina, Syylk and Maul plus... you as the team leader. Will those four, under your command, be able to recapture Zoff?

The action takes place in the subterranean complex beneath the capital of Syylk's home world. However that old platitude "There's no place like home" is less than apt as the planet is wracked by warfare. In the good corner, the home team are the insectoid inhabitants, while their opponents are reptiles, loyal to Zoff. It's into this battlezone that the ship has crashed and the first task may well be to locate the chief insect, Big Bluebottle, and make friends.

Meanwhile Zoff will be making for an escape craft and safety, and that's hidden in the reptiloid zone (Didntcha just know it!). But first he'll need his passport to freedom - the Zoffcard (don't leave home without it.) And as if that wasn't enough the arrival of republican destructor tugs is imminent, all ready to eliminate the planet once and for all, so there's no hanging around to admire the view.

The most obvious difference between this and its predecessor, Shadowfire, is that now the action is happening right there before your very eyes - and in the glories of wide screen too! The icons are still there for you to pass on your commands, but now when you tell Syylk to go left, you'll actually see him do it in full animation. The subterranean chambers are effectively done and there's a reasonable sense of frenzied action in the battle scenes. Best though is the opening music, the Enigma Team theme, and the spot effects.

As before there's a lot of strategy involved to use each character to your best advantage. And not only have they got minds of their own, not placing themselves in positions of obvious danger, but they also have individual characteristics which shape their behaviour. There's a lot to find and use properly if you're to recapture Zoff. And if you try to do anything without making a map then you deserve to get as lost as you undoubtedly will!

Speaking personally, I must confess that my reaction to the game wasn't overwhelming but there's no denying that the Enigma Team is a great concept and there's certainly nothing wrong with the program. I'm sure that fans of Shadowfire will soon become absorbed.

Graphics    GRAPHICS

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Playability    PLAYABILITY

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Addictiveness    ADDICTIVENESS

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Overall Score    OVERALL SCORE

 Overall Stars

Reviewed by

Rachael Smith

in

YOUR SINCLAIR - ISSUE 4 - APR 86

zxline

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