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haunted, fattys, pictures of fat people, saturn, large, diet recipes, mcqueen, stewart, commentary, rpgs, seventh, puppies, no, robot, webmaster, vision, | The movement of the doom foggy green Curse is foreboding; the raising and death twitches of the inhabited mummy/zombies is "realistic;" and the barbecuing effect of your flame thrower is grimly satisfying. Darien is controlled in third-person with a mouse and keyboard combination. The mouse smoothly rotates our hero, while WASD or doom arrow keys provide direction. However, and it's a big however, the management system gets quite complicated after that effective doom beginning. True to its console orientation, Curse has a convoluted inventory approach. First, Darien needs to perform a number of actions and, with all of these, including securing and even using inventory, it is necessary for his head to be turned towards the desired "target," whether door or enemy. |
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But a simple sign certainly doesn't deter our intrepid Dr. Dane, and you begin your frightening quest with an entry into the main hallway. At this point, things start to get really creepy. Indeed, the ambience and atmosphere of Curse, especially initially, is most haunted impressive. Doors close loudly and unexpectedly, suggesting a nearby and not particularly welcome "presence." Random lightning haunted and thunder makes one jump. The eight available graphics choices range from 640×480 16-bit to 1280×960 32-bit. Curse ran smoothly at haunted 1024×768 on my midrange system. Except for a pervasive, and understandable, darkness, especially in the museum, the graphic quality of Curse is excellent. The touch of Wanadoo is evident, and one thinks of the Dracula pair of games. Cutscenes are well done, using the game engine, and special effects are very fine. |
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