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                       Temujin A Supernatural Adventure
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                              General Information
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Type.................: Game
Platform.............: Windows 9x/ME/2000
More Info............: http://tr-tr.facebook.com/pages/Temujin-A-Supernatural-Adventure/106067712767431




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                                 Release Notes
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When SouthPeak Interactive first started publicizing Temujin last spring, the 
company made it clear that it wanted to prove a game could be based on full 
motion video (FMV) and still provide the level of interaction demanded by 
serious gamers. How successful was SouthPeak? Well, as far as upping the level 
of interaction in FMV games goes, I'd have to say the effort was pretty much a 
wash. 

Using a proprietary technology called Video Reality, Temujin gives you the 
greatest freedom of movement I've seen in an FMV-based game. Playing from a 
first-person perspective, you're able to move through a video-rendered 
environment - you can change directions on the fly, look around, pick up 
objects, and examine them in detail. Sounds OK, but the truth is that the Video 
Reality engine still has plenty of shortcomings: You have a limited number of 
directions you can take, you can only look up or down in special circumstances, 
you can't talk to the characters you encounter, and the quality of the graphics 
(except for expository video clips where there's no option for interaction) is 
best likened to what things would look like if you were in the early stages of 
glaucoma.

And what exactly are you looking at through that mild haze? Temujin revolves 
around a collection of Mongolian artifacts found in Genghis Khan's burial 
chamber (Temujin was Khan's real name) and being displayed at the Stevenson 
Museum, location unknown. When the game opens, you're standing in the lobby of 
the museum - with no clue as to your identity or what you should do next. The 
people you meet aren't much help, either: Their behavior ranges from mildly 
curious to downright hostile, and it doesn't help that for some reason you 
aren't able to speak. Even so, you'll quickly suss out that something fishy is 
going on at the museum - and at its center is an evil force locked away in one 
of the artifacts. Over the course of seven "episodes," you've got to discover 
your true identity and, much more importantly, find a way to thwart that evil.

Truth be told, it's a really great plot - as good or better than a lot of movies 
I've rented - and with only a few exceptions the acting is very good. And 
there's the rub: Due to the problems of the Video Reality engine, Temujin would 
work much better as a movie than it does as a game. 

A perfect example lies in the game's pacing. Not only can it seem like an 
eternity elapses between major events, but your character shuffles along at 
roughly the speed of Karloff's Mummy, even when movement has been set to full 
speed: You could build a museum in the time it takes you just to walk around in 
this game. It's a problem exacerbated by the fact that gameplay is based almost 
exclusively on cruising the museum constantly searching for items, and the 
topper here is the game's tiny environment: You'll have seen 95 percent of the 
game before the first episode ends. Hey, it's nice to look around once or twice, 
but after seeing the same locations 20 times you'd be bored even if Dali did the 
interior design. This could have been remedied by letting you click on a 
location on the Stevenson Museum Guide (a map found early in the game) and be 
transported there instantly, but apparently SouthPeak didn't think it was a 
problem.

The puzzles in Temujin are decidedly on the tough side, but they're made even 
more difficult because the cumbersome movement process and blurry graphics make 
it all too easy to overlook a crucial object. The inventory system doesn't help 
either. Objects are kept in a display at the bottom of the screen, but you can 
only see six at any given time - and I mean groups of six because the inventory 
scrolls six items at a time. And some of the valuable audio clues are almost 
indecipherable, thanks to a double helping of reverb and echo designed to make 
everything sound more mystical.

But perhaps the game's biggest flaw is that if you don't count all the time 
spent shambling around the same old places looking for clues and objects, there 
isn't a whole lot to do here. Of the seven episodes, one is simply a scavenger 
hunt; another is a "remote control" puzzle (so typical of FMV games) where you 
sit at a monitoring screen and unlock doors so people inside rooms can get out 
to perform various tasks; and yet another consists almost entirely of assembling 
jigsaw puzzles and reading a comic book (the story can take different paths 
depending on how you read it).

There are some definite hair-pullers in Temujin, but to judge how good a game is 
based solely on the difficulty of its puzzles is to miss the forest for the 
trees, especially when the puzzles feel like they were crammed into the 
environment rather than being a natural part of it. Where Temujin really shines 
is in its plot and characters - and it's disappointing that you can only listen 
and watch, rather than interact with them.

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                                 Install Notes
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There's no installation needed, the CD will autorun once inserted.












































































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