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The New Adventures of the Time Machine

Game Description

The future has always been a most intriguing concept for humankind. Time has been something of a non-compromised stability and humans have absolutely no control over it. No control, that is, until today: January 1st, 1893.

Brendan Wales, after years of research and hard work, is preparing to make a fantastic journey. Excitement thickens the air surrounding him as he steps into his time machine. The machine is guided by the Chronohedron which is separated from the rest of the machine and located in the rear, surrounded by a glass cage. The crystals it contains represent the past, present and future.

Suddenly, an object of unknown origins appears in front of Wales. It's made of copper, quartz and shells with the words "The Nautilus Guides the Time Traveler" engraved on its side. He decides to take the object with him, unaware of the possible alterations it can inflict on his machine.

The time machine disappears and Wales travels forward in time about 800,000 years. He lands in a strange city and suddenly the Chronohedron disappears! Brendan Wales, once thriving in his own excitement upon his new discovery, now finds himself alone, nearly a million years in the future with nothing but the strange object that appeared before him moments before he left.

This stranger in a strange land must now find his way home. To do that he'll have to talk to people in the city and track down a way to ensure his return. His wits and the Nautilus are his only hope for survival. The New Adventures of the Time Machine explores a mystery world of the future where magic exists in a single player interactive environment.

Understanding the sand people of this land involves learning several useful terms such as Adhamid, Chronomancy, Effahid, Jad Garrul, Khronos, Wave and Shekandar (lords of the wave). Each has a specific meaning within the new culture Wales has entered.

For example, Adhamid is the term used to designate an adult; Effahid the term for a child. Chronomancy is the magic based on the perception and manipulation of time while Jad Garrul is the supernatural power of the magicians that allows them to alter the flow of time.

Khronos is the god of time, creator of the world of sand and master of the memory of mankind. The Wave (Breath Of Chronos) is a divine force that sweeps across the World of Sand and carries away the memories of its inhabitants. During the Wave, the bodies of men are transformed by becoming older or younger.

The Shekandar are the elected monks of Khronos and the Wave does not affect them. It is their duty to master the mysteries of the World of Sand and guide mankind through time.

Once you discover your magical abilities, you can find crystals during the adventure that hold unique spells. Most of these spells can be learned in the Chronomantic Spheres where Lemurs, imprisoned spirits, teach the secrets of magic. The first three you're able to use are the hourglass ointment that heals chronomatic wounds, warp, which renders you invisible, and de-harmonizer, a powerful surge of energy popular among aggressive Chronomancers.

As the game progresses, you can learn nine spells. You'll have to keep tabs on your Jad Garrul points since they constitute your magic power - if they run out, so does your magic.

It's over 800,000 years in the future and you have but one simple goal: find your way home. Brendan Wales got more than he bargained for in the creation of his time machine. Now he must cast all machinery aside, and you must help him become a Chronomancer and return to his world. Where's H. G. Wells when you need him?
~ Nick Woods, All Game Guide

Roots & Influences

DreamCatcher continues their publishing trend of adventure games focused on mysterious past artifacts and historical locations with a twist -- this time into the future as well. Dedicated to author Herbert George Wells, The New Adventures of the Time Machine is based in part on the ideas and concepts of his book The Time Machine.
~ Michael L. House, All Game Guide

Review: Overall

DreamCatcher is well known for fantasy games that, essentially, create entirely new worlds. Beyond Atlantis takes you through the mysteries of ancient civilizations (though entirely fictional) and The Sacred Amulet brings the legend of the Aztecs to a whole new level.

The New Adventures of the Time Machine follows the same idea of originality but gameplay is totally different. The main character's perspective is reminiscent of Martian Gothic in that he's moved with arrow keys and the camera angles change automatically.

The game fiddles with the past as well as the incredibly distant future and begins with your character, Brendan Wales, in London during the year 1893. The opening movie looks fantastic with lifelike snow and buildings painting an old-era

English atmosphere.

The concept is original -- the entire perspective of a new future must be seen through the eyes of a man from the year 1893. Oddly enough, the future, as depicted and portrayed in the game, is actually closer to the distant past of ancient civilizations. In The New Adventures of the Time Machine, nobody gets killed.

Over 800,000 years into the future, humanity is evolving into a race where people never die and are constantly rejuvenated by a Wave, the Breath of Khronos, that erases everyone's memory. Much of the beginning of the game is spent talking with various people of the city and trying to get a grip on some sort of reality.

When you speak with the Shekandar monks and go into the Chronomantic Sphere, you discover your abilities as a magician -- the game really begins at this point. The game is more about solving puzzles than performing actions but your magic powers can make enemies disappear (remember, no one dies in this future world -- they just disappear, only to reappear later).

The perspective of the game can often be disorienting. Just as in Martian Gothic, the camera angle switches as your character walks to new areas. But, in The New Adventures of the Time Machine, the angles switch so much as to be really confusing. It switches from normal angles and gives you perspectives from various places in your surroundings; often you have to remember certain landmarks in order to figure out your location. It's annoying and requires you to remember details of your surroundings.

When compared to the aforementioned other releases of DreamCatcher, The New Adventures of the Time Machine is much more attuned to gamers who enjoy action. It's no Heavy Metal F.A.K.K. 2 but the magic abilities added to the role playing-like atmosphere is a nice touch. The game, however, doesn't offer much in the way of interaction with your surroundings.

After you talk with the monks in the monastery and enter the Chronomantic Sphere to learn your first three spells, you must find a relic to gain access to a Tripadon (camel-like creature) in order to journey to the Shekendar monks in the middle of the desert. It's not easy to locate the relic and figure out how to acquire the beast; on the other hand, interaction with people and the surroundings is very easy.

Much like a poorly drawn cartoon, the objects and buildings you need to notice stick out like a sore thumb. These are the things with which you interact and you can talk to any of the people (although most have little to say). It's still not easy to discover what you're doing, though, because you're on a mysterious journey beset with wacky camera angles.

The New Adventures of the Time Machine attempts to throw some action into DreamCatcher's lineup of mystery games but doesn't succeed very well. Most of the surroundings (buildings, objects and so forth) are only there for visual aesthetics and the fact that you can't interact with them really takes away from what could have been a very good game.

The action and events in the game are very guided and, although not always apparent, most times it's certainly not too difficult to figure out that you must go to a specific location or pick up an item that looks entirely out of place in its immediate surroundings. The game has excellent visuals, a promising storyline, very good graphics and a good soundtrack. These aspects prove interesting in the short term but, after a while, the game gets tiresome from the long periods of time spent trying to determine exactly what actions need to be performed.
~ Nick Woods, All Game Guide

Review: Enjoyment

Although the mystery of Wale's predicament makes you want to discover the depths of the World of Sand, the game is slow moving. Since little to no instruction is given on where you should go, it takes a while to figure out how to get there. In fact, it's difficult enough just to find your way around what should be a small town.
~ Nick Woods, All Game Guide

Review: Graphics

The game includes some eye catching, original graphics with a good theme and image of a distant future. The camera's constant movements can be annoying at times but also very necessary for maneuvering in the environment.
~ Nick Woods, All Game Guide

Review: Sound

The original score of the game consists of very mysterious electronic music that has a Mid-East feel that complements the game's image. Character voices are done well and sound effects are decently detailed right down to the sound your feet make in the sand.
~ Nick Woods, All Game Guide

Review: Replay Value

Once you've solved the mystery and beaten the game, there is no good reason for a replay. The fun factor isn't strong enough to warrant repeating the same journey.
~ Nick Woods, All Game Guide

Review: Documentation

The manual is actually quite helpful as it explains the meanings of several terms in the new world and gives you tips on using magic.
~ Nick Woods, All Game Guide

Production Credits

CRYO INTERACTIVE Created by: Bruno Martin, Franck Signes; Produced by: Jean-Martial Lefranc, Philippe Ulrich; Production Director: Eric Mallet; Adventures & Legends Studio Direction: Stephane Ressot; Projects Managers: Philippe Remondiere, Laurent Rigal; Projects Managers Assistance: Helene Gripon; Artistic Director: Olivier Train; Technical Assistant: Pascal Garro; Dialogs: Yann Masson, Bruno Martin; Lead Programming: Alain Saffray; Game Engine: Vincent Beauvois, Alain Saffray; Programmers: Francois Francken, Guillaume Puzin, David Saulnier, Fabrice Bernard, Hubert Sarret, Sebastien Gervais, Alessandro Di Meco, Antoine Guillon, Jean-Pierre Dubois, Guillaume Decroix, Julien Olivier, Vincent Poulain; Trainee Programmers: Cedric Lugnier, Renaud Duyme, Toni Doublet, Julien Suquet, Mbaw Ndoye, Laurent Faure, Mathieu Chauvin; Graphic Design: Frederic Pinasseau, Stephane Levallois, Nicolas Hess, Jean-Jacques Chaubin; Computer Graphics: Herve Castaing, Pascal Garro, Sidonie Weber, Odile Saussard, Hiroji Yoshida, Hubert Szymczack, Lakow Cassety, David Le Corvec, Jean Frechina, Philippe Magnin-Robert; Animators: Maurice Changy, Antoine Tran; Special Effects: David Bercier; Train, Computer Graph: Clara Koechlin, Erwan Davisseau, Florent Goy, Yves Bosson; Music Composed and Performed: Olivier Louvel, Benoit De Mesmay, Thierry Prost, Gilles Sivilotto, Thierry Cote; Violoncelle: Julien Lefebvre; Sound Effects: Talk Over; Sound Engineers: Jean-Baptiste Merland, Alexandra Horodecki; Voix Francaises: Alan Wenger, Caroline Carr, Christian Fischer, Christine Guia, Dolly Vanden, Patrice Melennec, Pierre-Alain de Guarrigues, Jacques-Henri Fabre, Nathalie Kanoui, Yasmina Belferoum; Head of R&D: Pascal Urro; 3D Engine, R&D: Olivier Nemoz, Benoit Hozjan, Alexandre Macris; Head of Technical Direction: Philippe Aubessard; TD Programmers: Olivier Carado, Stephane Petit, Miguel Goncalves; QA Management: Jean-Luc Hadi; Tests: Franck Signes, Bruno Martin, Christophe Monnerot, Cedric Michea, Pascal Merchkoffer, David Chiquet, Slim Dicks, Regis Lenoir, Dragan Dajic; With: Laurent Baudet, Frederic Cornet, Eric Gandois, Frederic Brutin, Stephane Maruejouls, Marc Fauque, Stephan Droesch, Marie Deschamps; Thanks to: Kevin Team, Luc Lefebvre; Dedicated to: Herbert George Wells (1866-1946)
~ Michael L. House, All Game Guide


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