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Fortuitously, Sanity takes place
in the near future--2028 CE, to be exact. And as all SF fans know, stories
set in the near future usually have something to do with some sort of
catastrophe and its tragic aftereffects for humankind. Sanity gets a few
originality points in respect to this last idea, for the catastrophe
players face in the game is actually the result of an initially positive
event. See, a few years earlier, genius geneticist Dr. Joan Aiken
discovers a strange, possibly other-worldly (!) artifact that bears a
recipe for a mysterious (!) serum that allows human beings to tap into the
legendary unused (!) 10% of their brains. As a result, people administered
the serum develop incredible psionic (!) powers.
When players begin the game in
2028, they discover that Cain and Abel, once
inseparable psionics working for the government, have gone their
separate ways. The other psionics either work as agents for the
government-sponsored Department of National Psionic Control (DNPC) or they
freelance as super villains who try to take over the world. In a tidy
twist to the Old Testament tale, Cain seems to be the do-gooder and
continues to work for the DNPC, while Abel roams the world honing his
psionic powers for evil purposes. But Cain is still a loose cannon, and as
the battle between good and bad psionics heats up, players
learn that Cain is capable of mass destruction.
The graphics are arguably better
than those in most isometric games, even Diablo II, but not nearly
as nice as, say, the graphics in Dungeon Keeper II. A significant
detraction to the graphics, by the way, is the cruddy load screens, which
are crude and ugly (sort of like the structure of this sentence). Oh, and
the loads take a long, long time. If you find yourself reloading games a
lot, then make sure you have a crossword puzzle or your checkbook at hand.
Along with the negligible camera control, another significant pleasure suck in Sanity is level design. Players will spend a lot of time hanging around the same levels, usually retrieving necessary itemskeys, documents, weaponsand making contact with the locals. The levels are pretty large, usually constructed as mazes with lots of impassable walls and barriers that direct how and where Cain travels, and are typically pretty. However, once players start criss-crossing and backtracking through a level, the environments lose their expansiveness and become boring. And while players can initiate conversations between Cain and plenty of NPCs, the puzzles Cain must solve all fit into the square peg/square hole variety. As for NPCs, only a few populate the world of Sanity; they all look alike, and they are recycled endlessly. This sameness isnt really an obstacle to game play as friendly NPCs can be distinguished from their villainous counterparts by means of colored coronas of light that swirl around their feet. Good and neutral guys get blue swirls, bad red. Pretty ingenious system, really, but come on, a few more NPCs doesnt seem like too much to ask for, especially in a game that otherwise offers responsive (though limited) game play, respectable graphics, and a decent, comic book story.
All in all, Sanity: Aikens
Artifact is a pretty good game. Much about it could be better,
especially considering how much expense and time went into its story and
play design. The games outstanding element remains its Talent trading
subtext, a feature that deserves thorough exploration in the online
milieu. *As I finish up here, Florida has the last word in this years presidential election, and I have to take back that remark about a mediocre election. Still, the polls on Sanity retain their authority: there are better games out there, and there are worse. Sanity is the less worse choice for some pc gamers. |