Magnetic
Scrolls has gone up in the world, as I discovered after
plodding all the way to the top of the building. With
more staff, and more computers, their previous offices
became too small for comfort and efficiency, so they
hired bigger premises upstairs.
Equipped
with running water ("The bloody landlord went on
holiday for a month the day it started raining!"
fumed Anita Sinclair as we carefully skirted round the
bowl on the floor catching the drips), the new offices
are extremely spacious, and people no longer have to
work in cramped conditions.
One
thing that hasn't changed is the coffee. It's obligatory
- the visitor, as well as the staff, is never without
one. I'll swear that it is the stuff that all Magnetic
Scrolls games are made of - perhaps one day they will
get around to administering it intravenously.
Anita
plonked two steaming mugs of the stuff on the desk as
I sat down with Rob Steggles to have a first look at
his new game.
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Rob,
you may remember, was the author of The Pawn, but a
story further removed from the land of Kerovnia is difficult
to imagine. This time, Rob has spun a tale of deceit
and intrigue, in the more mundane setting of a broker's
office in the City.
But
what goes on there is not so mundane. "There's
no way anyone will be able to play through this and
complete it on the first time round," explained
Rob.
This
is because you discover different information according
to which way you play things. The more you learn, the
better idea you get of how to play it the next time
around.
Rob
is very pleased with his creation, which posed more
problems than usual for Hugh the parser. But he agrees
that it may not be everybody's cup of tea. Time will
tell. Meanwhile, let's have a look at the game itself
. . .
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There
is something quite different about Corruption from all
previous Magnetic Scrolls' adventures. It is not humorous
(although it is not without humour) and it is set in
the real world of high finance. But its main difference
stems from the fact that it is a mystery story, and
to complete it you must observe and interact with many
of the characters in it, rather than solving object-manipulation
puzzles.
Newly
promoted to the management of Rogers and Rogers, you
arrive at your office prompt at nine o'clock on a Monday
morning, to be greeted by your senior partner, David
Rogers.
Somewhat miffed by the shabbiness of your new office,
you start to settle in by finding your way about the
place.
In
an adjoining office sits Margaret, your secretary, at
her typewriter.
Along
the corridor is the office of William Hughes, the firm's
lawyer, whilst your partner's office is downstairs,
directly below your own.
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The
toilets in the place hardly comply with the Shops and
Offices acts, and the sale of the ancient brass fittings
might well pay for a complete refurbishment.
With
your promotion came a BMW. It's a fine sight, down there
in the basement car park - but not as fine as the Porsche
parked next to it. Still, after a few years in this
job, maybe?
Back
at your desk with little to do on your first day, you
are idly thinking of the celebratory lunch you have
booked with your wife at the nearby Le Monaco, when
out of the blue, a hand is clapped on your shoulder
and you're nicked! Before you've had time to think,
you're up on a charge of insider dealing, with an incredible
amount of evidence against you, and you're set for a
longish stretch.
Knowing
(of course) that you didn't do it, you restart the game,
and set about discovering how you are being framed,
in order to prevent it.
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