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Neuromancer

 
Games: Neuromancer
  • Platform: IBM PC Compatible
  • Release Date: 1988
  • Genre: Adventure
  • Style: Third-Person Graphic Adventure
  • Similar Games: Shadowrun (Sega Genesis), Circuit's Edge (IBM PC Compatible)

Game Description

You wake up face down, staring at the dirty floor of a seedy bar. Ratz, the bartender, demands that you pay for the synth spaghetti you ate the night before but you don't have enough money. You log in at a computer terminal to get some and, as you do, you peruse the news and your bulletin board messages. But, something seems odd.

News about a cyber cowboy's disappearance is circulating. There are other things of note, too. Someone's got your cyberdeck; you need to get it back. Another someone needs to tell you something and it seems fairly urgent -- but he can't tell you on the bulletin board.

Welcome to Neuromancer, a futuristic cyberpunk game where you must uncover the reason behind why cyber cowboys are disappearing or being killed. It's an adventure game with RPG elements based on author William Gibson's novel of the same name. Your goal is to explore the environment, get money so you can buy programs for your cyberdeck and hack your way around the matrix to find out just what's going on.

The game's plot unfolds through bulletin board messages your character retrieves from a computer terminal. You then post your own messages by typing in the appropriate address and message text. Combat occurs in cyberspace and you must run programs to defeat the computer security measures encountered. Interaction is accomplished by choosing from a list of dialogue responses when talking to the characters in the game.
~ Kyle Knight, All Game Guide

Roots & Influences

Neuromancer is based on author William Gibson's book of the same name.
~ Kyle Knight, All Game Guide

Review: Overall

Neuromancer may very well be the first cyberpunk videogame. The idea of cyberpunk itself is not common among games as of this writing, and author William Gibson is one of the most influential people shaping the genre. This particular title is based on Gibson's novel of the same name.

Neuromancer succeeds in bringing the idea of a cyberpunk future to life on your PC screen. The concept of cyberpunk is, in a lot of ways, an inevitable reaction to the development and popularization of the science fiction genre. Whereas science fiction looks to a distant future where mankind makes stunning technological advances that immeasurably improve the standard of life, cyberpunk is more interested in examining the near future and technology that's just a few short development steps away.

A cyberpunk world is a dark and gritty environment where technology has thoroughly permeated everyday life, but not always in a positive way. Because technology is advancing so rapidly and can do so much, human life and humanity is generally cheapened to the point where cyberpunk citizens can replace parts of their own bodies with cybernetic replacements for cosmetic reasons.

Neuromancer portrays this sort of world exceptionally well and, as you play, you'll be thoroughly engrossed with its vision of a dark future. As you begin exploring, one of the first actions you can take is to sell parts of your body for cash. You can even sell your heart and walk out richer (but with a cheap plastic replacement)!

The world is so thorough it may actually put off some gamers. Neuromancer requires that you have a pen and paper by your side to write down all the notes and clues encountered. This will please adventure or RPG gamers who are used to having to "work" to beat games, but casual gamers looking for a bit of light fun will find the amount of information provided to be overwhelming.

Actual gameplay is quite decent. Neuromancer combines the best aspects of RPG and adventure in that it gives you a lot of places to explore and things to do but also fleshes out your character with details and allows you to advance his attributes. The plot unfolds through messages left to you on bulletin boards and, as a cyber cowboy (hacker), much of what you do revolves around getting into the matrix (Internet-like) and hacking your way through. Combat is handled in a unique way in that you run programs to disable computer security measures.

Neuromancer is decent in the sound and graphics departments, too. Although limited by the capabilities of the internal PC speaker, the game nonetheless manages to deliver a few slightly catchy and convincingly cyberpunk tunes. The gritty and detailed graphics enhance the cyberpunk environment and the game also makes exceptional use of coloring. In some of the locations, more colors are displayed on screen at one time than many of the games released in this timeframe (c.1988).

The only real complaint about the game's graphics is that most of the colors used are too bright, almost fluorescent looking. The color choice actually makes the world look a bit too cheerful and takes some of the edge off the atmosphere. Despite this and a few minor flaws, the game delivers on solid adventuring and RPG gameplay in an engrossing cyberpunk environment.

Neuromancer is required playing for all gamers who consider themselves fans of cyberpunk and will be a thoroughly enjoyable experience for just about anyone willing to invest the amount of effort the game requires.
~ Kyle Knight, All Game Guide

Review: Enjoyment

The game has a compelling storyline with immersive and interesting environments.
~ Kyle Knight, All Game Guide

Review: Graphics

The game makes great use of colors while, at the same time, managing to make the graphics look gritty to fit the cyberpunk environment.
~ Kyle Knight, All Game Guide

Review: Sound

It manages to deliver some cyberpunk style tunes that are quite catchy despite the limitations of the internal PC speaker.
~ Kyle Knight, All Game Guide

Review: Replay Value

The story is basically linear but there are a lot of places to explore and things to do.
~ Kyle Knight, All Game Guide

Review: Documentation

The manual is nicely laid out and covers gameplay adequately.
~ Kyle Knight, All Game Guide
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Wikipedia: Neuromancer (video game)
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Neuromancer
Neuromancer1988.jpg
Developer(s) Interplay Productions
Publisher(s) Mediagenic
Designer(s) Bruce Balfour, Michael Stackpole, Brian Fargo, Troy A. Miles
Platform(s) Amiga, Apple II, Apple IIgs, Commodore 64, DOS
Release date(s) 1988
Genre(s) Adventure Game
Mode(s) Single player
Media Floppy disk
Input methods Keyboard, Joystick, Mouse

Neuromancer is a computer adventure game created by Interplay Productions in 1988 and distributed by Mediagenic (a brand name that Activision was also known by). It was designed by Bruce Balfour, Michael Stackpole, Brian Fargo, and by Troy A. Miles, who was also responsible for the programming.

It is based loosely on the William Gibson novel of the same name, Neuromancer, and takes place in both the "real world" and the extensively realized and detailed world of cyberspace. It is also noted for having a soundtrack based on the Devo song "Some Things Never Change". The gaming rights at the time were owned by Timothy Leary, who brought the project to Interplay to develop.

Contents

Gameplay

Taking place in the year 2058 in Chiba City, Japan, the plot centered around the protagonist attempting to discover the truth behind the mysterious disappearances of his friends as well as other, less friendly cyberspace cowboys. Unfortunately, the player's character has fallen on hard times and has had to pawn his cyberspace deck. He awakes in a plate of Ratz' famous spaghetti, and the first order of business is to find some way to retrieve his old deck from the nearby pawnshop.

The gameplay was split between a traditional adventure setting, where a player could interact with 'real world' inhabitants within Chiba City, and a 3D grid representation of cyberspace once he'd managed to regain access. Different 'real world' locations led to different grid sectors, thus developing the plot and enriching the immersion. Cyberspace combat was also simulated in the game as the player attempted to breach ICE (Intrusion Countermeasure Electronics) to gain entry to database nodes and potentially face the formidable AIs (Artificial Intelligences) that hide behind them. 'Combat' with ICE consisted of the ICE and the player doing damage to each other (the former through a built-in attack form, the latter based on what programs the player ran; some programs did one-time damage, some did damage over time for a while, some had other affects such as slowing down the ICE) until either the ICE 'cracked' or the player was kicked out of cyberspace. Combat with AIs was similar, except that AIs were damaged primarily with skills rather than programs; were invulnerable until hit at least once with a specific skill or program; and the result of 'losing' was character death. Neuromancer was somewhat forgiving of even 'death', as a deceased character would be reanimated for the price of whatever money was in his credit chip at the time of death.

Skills and abilities can be purchased as "skill chips" that can be used in a brain jack implanted in the protagonist's head, giving him an edge in a variety of situations. Skills could also increase with successful completion of a difficult task.

The game also used a code wheel as a form of copy protection. The code wheel was necessary to access the PAX terminals in the game at certain points and without it, the player hits a dead-end in the plot.

Novel

The game is loosely based on the events of the novel, Neuromancer, making use of the locations and several of the characters from the book to tell its story as well as the technology. Fans familiar with the book will recognize many of the locations that are represented in the game along with the people, items, and the nuances of cyberspace that were described by William Gibson's work.

Reception

Computer Gaming World gave Neuromancer a very favorable review, citing the game's pacing and wit, as well as the use of Gibson's setting. Combat was also praised, as was the reward of information for winning combat. The only complaints CGW had about the game were the predetermined responses in conversation, and the excessive use of disk swapping.[1] In 1996, the magazine rated the game as one of the 150 Best Games of All Time.[2]

Related topics

References

  1. ^ Seacat, Douglas (March 1989), "Cyberspace Rider", Computer Gaming World: 40, 51 
  2. ^ Computer Gaming World, November 1996

External links


 
 
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Cyberspace (in accounting)
cyberpunk (technology)
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