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The Daedalus Encounter
Developer(s)Mechadeus (DOS)
Lifelike Productions (3DO)
Publisher(s)Virgin Interactive Entertainment(DOS)
Panasonic(3DO)
Director(s)Mark Giambruno
Scott Ewers
Producer(s)Anne Sandkuhler
Designer(s)Scott Baker
Programmer(s)Britton Peddie
Steve Goeckler
Drew Vinciguerra
Artist(s)Laura Hainke
Andrew Murdock
Eric Chadwick
Writer(s)Mark Giambruno
Ned Miller
Composer(s)Her House Productions
Platform(s)MS-DOS, 3DO, Mac
ReleaseApril 1995[1]
Genre(s)Interactive movie, puzzle adventure
Mode(s)Single-player

The Daedalus Encounter is a 1995 interactive moviepuzzle adventure game developed by Mechadeus and published by Virgin Interactive for MS-DOS. The game was ported to the 3DO by Lifelike Productions and published by Panasonic. The premise of the game is that there are three space marines who have fought as part of an interstellar war. One of them, Casey, has been brought back to life by his partners after a space accident and he is now a brain grafted in a life-support system. In order to save themselves, the three characters and the player solve all sorts of puzzles.

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Plot[edit]

The game follows a trio of space marines who fought in an interstellar war: Casey O'Bannon (the player character), Ariel Matheson (Tia Carrere) and Zack Smith (Christian Bocher). On a routine patrol, their ship is attacked by enemy fighters, and Casey is critically injured by a hunk of space debris. Casey's body is irreparably damaged, and by the time he wakes up from his comatose state, the war has ended, Ariel and Zack have embarked on a new career scavenging equipment from ships wrecked in the war, and he is now only a brain grafted in a life support system on their spaceship, the Artemis. So that Casey can take part in their ventures, Ariel and Zack have put him in control of a small flying probe. During a salvage mission, the trio crash into and are stranded on a derelict alien spacecraft, which is on a collision course with the star. It is up to Casey to help his partners and explore the mystery of the Daedalus spaceship.

During the exploration of the alien ship, Ari and Zack enter a Central Hub containing six doors in the shape of hexagons. They explore areas of the ship behind each door but do not find any navigational controls. However, Casey figures out how to manipulate a device in the room, activating an elevator which takes Ari, Zack and Casey up and out of the Central Hub.

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The alien ship approaches the Sun and temperature inside starts to rapidly increase. The elevator brings Ari, Zack and Casey into a control room where the device (which the orbs were inserted into) vanishes, revealing a fish-shaped shell. Ari and Zack notice a live alien and Casey goes over to communicate with it.

Depending on the player's actions, the game proceeds to one of three endings:

  • The alien ship reaches the Sun and the Artemis burns and explodes in the heat.
  • The alien doesn't respond to Casey and Zack shoots it with his laser gun. The alien knocks Zack aside and attacks Ari. Ari kills the alien and the shell hatches into the Queen alien. Ari kills it and Casey changes the course of the ship, steering it away from the Sun. Ari assumes that Zack is dead and cries over his body, telling Casey that he was wrong about there being no such thing as a hopeless situation.
  • The alien responds to Casey and as the alien ship reaches the star, a force field appears around the Artemis and protects it from the intense heat. The fish-shaped shell turns out to be an egg, which hatches into a giant red alien Queen. The live alien, Ari, Zack and Casey bow to it. In a voice over, Ari explains that the force field created by the creatures which called themselves 'Seddy' protected them and the ship from the intense heat. The Krin either fled or were destroyed and the new Queen possessed 'race memory' and being able to speak and know; she helped Casey’s translation abilities, answered many of Ari’s and Zack’s questions and repaired the Artemis. Zack receives a transmission from the Daedalus, wishing them a safe voyage. Zack tells Casey that he was right about there being 'no such thing as a hopeless situation' and tries to convince Ari to join him on the mattress in the station room. Ari says nothing, and Zack murmurs, 'Or not,' as the Artemis speeds off into outer space.

Gameplay[edit]

Casey can interact with the world through a small remote-controlled flying probe, which is launched from the ship shortly after the start of the game. In this new form, Casey possesses the limited ability to interact with his environment, his only way to communicate being through a yes/no interface and by emitting light pulses.

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In order to save themselves, the trio must explore the huge alien ship and solve a large number of mind puzzles, such as connecting colored laser beams with mirrors, unlock a door with rotating shapes, playing an advanced form of connect the dots with a computer interface, and one combat sequence, battling aliens called Krin. The puzzles are mixed with acting sequences from Carrere and Bocher, whose interaction with the player creates some lighthearted comedy. Numerous alternate scenes and clips were filmed and edited into gameplay. The alternate scenes appear depending on the player’s choice of gameplay.

Production and release[edit]

The Daedalus Encounter was developed by Mechadeus and published by Virgin Interactive. The live-action segments were filmed on location on Cinerent Stage A in San Francisco.[2] The game was released for MS-DOS and 3DO. In the MS-DOS version, the video is in a window inside of an organic interface, but the player can hit the spacebar to play the video in full-screen mode. In the 3DO version, the video is full-screen. The game was also part of the multimedia package that was included with the Macintosh Performa at the time.[3]

A special DVD-ROM version would be released for some early OEM DVD-ROM kits.[4]

Reception[edit]

Reception
Review scores
PublicationScore
Next Generation (PC, 3DO)[8][9]
PC Gamer (UK)79% (PC)[5]
MacUser[6]
Maximum (3DO)[7]
PC GamesA-[10]

Reviewing the PC version, Scott Wolf of PC Gamer called it 'a sincere attempt to make a program that works both as an interactive movie and game.' Wolf praised it for its 'smooth, beautiful video; variety of gameplay; and plenty of puzzles,' but criticized 'excessive sit 'n watch segments, and some really dumb dialog.' He opined, 'Ultimately, though, The Daedalus Encounter will still prove too shallow for hardcore gamers whose natural distrust of video may never dissipate, while casual gamers may appreciate the fine cinematics but find the puzzles too frustrating.'[5]Entertainment Weekly gave the game a B+ and stated, 'It seems that most CD-ROM producers still haven't figured out how to combine compelling interactive elements with slick movie-style visuals and storytelling.', citing a lengthy cinematic scene that culminates with an extremely short and basic gameplay sequence. However, they appended that 'the game's high-tech scenery and foreboding scenario are engrossing enough to lead you through stretches during which you have nothing to do but watch.' Like Wolf, they noted some 'flubbed dialogue and inane plot developments', as well as awkward shifts in point of view.[11] Adrian Carmody of Quandary gave it 2​12 stars out of 5, and called it a big improvement over Critical Path, with better acting and 'more intelligent gameplay.' He recommended it to players who enjoyed Entombed, due to the similar gameplay element where every door is locked with a puzzle. He praised the hint system and ability to adjust the difficulty at any point, saying it lets the challenge accommodate each player. He described the graphics as 'superb', praised the acting, and said the dialogue 'is clear and neither tacky nor simplistic.' One drawback he noted is how the save feature does not identify save points.[12]Next Generation stated, 'Don't let the 'interactive movie' hype thrown you: The Daedalus Encounter is a keeper.'[8]

Reviewing the 3DO version, Air Hendrix of GamePro called the game 'a dazzling outer-space voyage fraught with puzzles, gorgeous graphics, more puzzles, a fascinating story line, and even more puzzles.' He identified the high quality of the FMV, the compelling science fiction sounds and visuals, and the story line as high points, but opined that the interactivity is too infrequent to maintain most players' interest, particularly as the story sequences later become focused more on exploration than on plot development. He concluded the game to be 'definitely worth a look.'[13]Maximum commented that 'As far as gameplay goes, Daedalus is nothing more than an exercise in following instructions from your compatriots and completing tasks in a set order. But mentions must go to the quality of the FMV footage, by far the most superior effort of any format, and some of the trickier puzzles.'[7] A critic for Next Generation likewise considered the FMV footage to be the highlight for its high video quality, stereo surround sound, and strong production values, remarking that 'think of 7th Guest with a solid story and decent acting and you get the idea.' While he criticized that the interaction is too infrequent and the puzzles suffer from too wide a range of challenge, he concluded, 'We almost hate to admit it, but here's an FMV title that works.'[9]

The editors of MacUser named The Daedalus Encounter one of the top 50 CD-ROMs of 1995.[6]

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References[edit]

  1. ^Rigdon, Joan (June 18, 1995). 'THE FUTURE IS LATE IN HIGH-TECH GAMES'. Deseret News. Retrieved February 15, 2020.
  2. ^'Game Credits for The Daedalus Encounter'. MobyGames. Retrieved 2008-02-16.
  3. ^'The Daedalus Encounter'. Oldgames.sk. Retrieved 2010-02-10.
  4. ^Brown, Michael (April 18, 1997). 'Hi-Val introduces wireless DVD system'. CNET Gamecenter. Archived from the original on December 16, 2000. Retrieved December 5, 2019.
  5. ^ ab'PC Gamer Online'. Future plc. 2000-01-17. Archived from the original on January 17, 2000. Retrieved 2014-01-19.
  6. ^ abEchler, Nikki; Olson, Rebecca (October 1995). 'Top Spins: 50 New CD-ROMs'. MacUser. Archived from the original on July 26, 2001.CS1 maint: multiple names: authors list (link)
  7. ^ ab'Maximum Reviews: Daedalus Encounter'. Maximum: The Video Game Magazine. No. 1. Emap International Limited. October 1995. p. 159.
  8. ^ ab'Finals'. Next Generation. No. 8. Imagine Media. August 1995. p. 72.
  9. ^ ab'Moving'. Next Generation. No. 11. Imagine Media. November 1995. p. 175.
  10. ^Meyer, Bill (July 1995). 'The Daedalus Enconter'. PC Games. Archived from the original on October 18, 1996.
  11. ^'CROSSED IN SPACE'. Entertainment Weekly. 1995-04-21. Retrieved 2008-02-13.
  12. ^Adrian Carmody (August 1995). 'The Daedalus Encounter Review'. Quandary. Archived from the original on June 12, 2008. Retrieved 2008-02-16.
  13. ^'ProReview: The Daedalus Encounter'. GamePro. No. 86. IDG. November 1995. p. 98.

External links[edit]

  • The Daedalus Encounter at the Internet Movie Database
  • The Daedalus Encounter at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=The_Daedalus_Encounter&oldid=944970220'
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Burn: Cycle is one of those bizarre interactive movies that were briefly all the rage back when the power of CD technology was unleashed upon the world. Like other such titles as Lawnmower Man and Johnny Mnemonic, it's not entirely successful in terms of actually being enjoyable or having any long term appeal, but it remains a fascinating curio that bears all the hallmarks of that distinctive period in gaming. The cyberpunk plot here is similar to the aforementioned Johnny Mnemonic, and sees you in the role of data hacker who has just managed a major theft but who has ended up infected with a virus. You thus have two hours to find a cure but also have to contend with the guys you just stole from, who are understandably annoyed. This all turns into a typical mix of action sequences and puzzles, all told via live action cut scenes and cutting edge 3D graphics, and which feels like a sort of actioned-up Myst, with several mini-games to play through. Burn: Cycle is very much a product of its time, and in terms of visuals at least, it's a good showcase for what CD technology was initially capable of. As such, it stands as good record of the period, and despite that familiar graininess, the production values shine through. The story, while unoriginal, does at least keep you hooked, with a decent script, memorable characters and solid acting (which is unusual for this sort of thing). However, in terms of gameplay, this is pretty poor stuff, with the usual mix of uninteresting mini-games and action sequences which are only briefly entertaining. Play it for its historical significance but don't expect to find a good game here.

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Burn: Cycle is a mid 90sCD-i title that encompasses puzzle play and 3D graphics with live action footage, and it considered more of an interactive movie. The live actors that are in the game do their job very convincingly, there are a lot of puzzles involved that are original and challenging, but not too hard. The very important thing is that you have 2 hours to complete the game or you lose. Fortunately, you can get extensions of time freeze if you need it badly. The game is pretty original and interesting for a sci fi game and has very convincing and detailed 3D graphics, with also a great camera view . The music and sound effects of the game are also of high quality and very appropriate for the game at hand. All in all, we get a good game with an extremely interesting plot (similar to Neuromancer sci-fi game) which will give you the urge to continue playing and see what's next. Also, the fact that the game is time limited gives you extra challenge. Recommended!

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