Reviews / previews
One of the greatest
pleasures of the old
Amiga and Commodore
64 systems was a
bizarre little game called
Sentinel. Most of the
titles of its day were
simple arcade games,
but Sentinel came out of
left field to deliver an
inventive and stressful
gameplay experience.
Primitive graphics and
sound notwithstanding,
the elegant Sentinel
offered the addictive
challenge of making
your way to the top of a
chessboard landscape,
evading the rotating
gaze of the robotic
Sentinel that stood
watch at the highest peak of the terrain. The object was to absorb the energy
of trees and spend it judiciously to create boulders and robot shells that
helped you make your way to the Sentinel's position, where you finally had to
absorb the menacing Sentinel itself and advance to the next level. There were
10,000 levels in all, and it was a uniquely challenging task to see your way to
the end-what with that Sentinel sucking the juice out of you if his gaze ever
found you, forcing you to seek a frenzied escape in what felt like the grip of a
slow-motion tractor beam.
It was great, simple fun. But Sentinel Returns? What was there to return to? I
mean, in all honesty, there wasn't much to the original. (If you're reading this,
Geoff Crammond, I mean that in the best possible way. You designed a great
game, and part of what made it so great was that there was almost nothing to
it.)
But Psygnosis tapped British developer Hookstone to bring Sentinel into the
modern 3D era. The idea, I suppose, was to infuse the classic gameplay with
a graphically rich modern sensibility. The unimaginative chessboards of
Sentinel have been overhauled, and now the game takes place in big,
forbidding, cavernous landscapes to the paranoid strains of a John Carpenter
(Halloween) soundtrack.
But Sentinel Returns is no more
involving than the original, which
worked so well because it was a
product of more primitive times.
Playing Sentinel Returns is a lot like
playing Computer Battleship-mostly
you're just thinking about how much
fun it would be to crack open an old
Battleship set and plug the little red
pegs into the little gray plastic ships.
For those totally unfamiliar with Sentinel, the game is basically just Capture
the Flag, but the flag is actively trying to spot and destroy you. Taking out the
rotating Sentinel requires stacking boulders to gain height on the landscape,
building robot shells to occupy, and then moving to a higher position-until
you're finally in a position to take the Sentinel.
That's all there is to it. Psygnosis
has added a four-way multiplayer
option for a scramble to take the
Sentinel first, which includes the
ability to warp your opponents back
down to a lower height if you catch
them vulnerable. Who cares? It may
be the most uninteresting multiplayer
match yet devised for the PC, and
smacks of a marketing decision ("It's
gotta have multiplayer, people!").
There's nothing to sustain interest in this game after even five or six levels,
much less the 600 that are required to beat the game. Sentinel should've
remained a fond memory from a time when elegant simplicity could elevate a
game beyond the constraints of limited technology. We have the technology
now. Let's make some new games with it.-- Daniel Morris / GamePro
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