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Review by: Jim Richmond
Published: November 5, 2004
Fans of adventure games are a hearty lot. They withstand the slings and arrows of high-profile cancellations and bear the scars from a long list of disappointing offerings, yet they always come back for more. With Atlantis: Evolution, developer Atlantis Interactive hopes to salve the pains of this intrepid group by immersing them in a tour of the titular fabled sunken city. Come with us and we’ll tell you if the trip is worthwhile.
In Atlantis: Evolution you play Curtis Hewitt, a young adventurer and photojournalist coming back by ship from a photography trip to Patagonia. During the voyage, a wild storm kicks up and sinks Curtis’ ship. He escapes certain death on a lifeboat only to find himself sucked into a swirling vortex that pulls him into the heart of Atlantis, a city that is as foreign for its technology as it is for its devout worship of a family of vengeful gods. You must guide Curtis in his efforts to discover the truth behind the cruelty of the Atlantian gods and find a way to get him back to the world he calls home.
Using simple tools like rocks and a rope, Curtis has to solve the puzzles put in front of him. Some tools can be combined with others to create something new. Early in the game, Curtis ends up in the dark belly of an Atlantian prison ship and must combine match es and a lantern to produce a lit lantern so he can see his way around the hold he’s stuck in. All the items you carry are stored in inventory slots for quick access and drag-and-drop combination.
Along the way Curtis will run into a wide array of people, some that want to help and others who would rather hinder. Conversation icons are displayed for topics that can be discussed and other topics are added as Curtis interacts with other people and items. One character in particular takes an interest in Curtis’ quest and even tags along for certain legs of the trip. Miranda is a member of the Old People, those who were in Atlantis before the Atlantians came along. Miranda befriends Curtis and helps open up dialog strings with others that might be hostile or suspicious of Curtis if he were traveling alone. Miranda even offers solicited suggestions in a few places, indicating what the next step might be when Curtis seems like he might be floundering.
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