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Prisoner of War
Review by Old
Rooster
January 2003
Prisoner of War attempts to build a stealth-adventure upon
the kind of sneak/evade components found in such games as Thief
and Metal Gear Solid. Although the setting and gameplay
premise may be appealing, the title is unfortunately brought down
by some rough edges and, perhaps, being too much of a good thing.
Let's set the game up, both as to location and play design.
"You're Captain Lewis Stone, shot down over wartime Germany.
You must fulfill your mission to destroy the enemy's devastating
new super-weapon, despite imprisonment at Stalag Luft. Stealth and
cunning are the only available 'weapons' through your multiple prison
camp internment."
"Now, We Have Just Three Rules in this CampReport
to Roll Call, Don't Go Near the Perimeter Fences, and Obey All Rules!"
Camp Kommandant
Except for cutscenes and involvement in the progressive storyline
indicated above, all of your time and efforts are spent in various
prison environments, the most famous and interesting of which is
Colditz Castle. And, speaking of time, there is a prominent clock
displayed in the upper left corner of your screen, which informs
of the next objective and where you should be at a particular point
in the day. The rest of the interface is logically and clearly presented,
including a small map and indicator of nearby guards.
Resembling very much my life with Frau Wife, "Home Kommandant,"
our Captain Stone's daily routine looks like thismorning roll
call, meager breakfast, morning exercise, a bit of lunch, limited
afternoon free time, what one may call dinner, evening muster, lights
out. Deviating substantially from this structure, as indicated in
the Kommandant's "three rules," can lead to a stay in
the sick bay or, worse yet, solitary confinement. You can't be killed,
only delayed in mission accomplishment. Sometimes being caught can
be serious, however, as you stand to lose all of the goodies (inventory)
you have painstakingly acquired.
Prisoner of War has our hero engaged in many conversations
with prison guards and other inmates. The goals typically are to
acquire information about items (disguises, crowbar, etc.) needed
to accomplish particular objectives. The overall mission is to escape
each camp, moving along the story path, culminating in Colditz.
There is an open-endedness, sometimes too much so, in this regard.
In that sense, it resembles some of the more ambiguous adventure
games we so often enjoy. While sneaking about the camps, Stone needs
to avoid the purview of roving guards, displayed via a cone on the
map. Attention and alarms may be drawn to him by "sighting"
even a small portion of his body within the cone, or even his making
too much noise. There sometimes is an inconsistency (A.I. problem)
in this regard.
Ambient sounds and background music are very nicely doneperhaps
the strongest part of the game. Voice acting, though, is uneven,
sometimes a caricature of Hogan's Heroes' cast members, producing
groans and a smile, although this isn't intended to be a funny game.
Unfortunately, graphics, even at 1024x768 resolution, are as bland
and flat as the camps themselves. Which brings us to ...
"Sorry, I Don't Like Your Rules" Captain Stone
In the first couple of hours, I was really excited about POW,
sensing that it was a very creative approach to contemporary
adventuringno shooting, hitting, killing; just conversations,
inventory collection, puzzle-solving. The environment is "alive,"
populated with interesting characters, both prisoners and guards,
who seem to have agendas of their own, and most of whom can be conversed
with. However, although receiving "points" for originality
of design and intent, some important gameplay and technical areas
left me disappointed. I finished POW only because I was doing
a review and am not giving the title a permanent place in my library.
Prisoner of War is a multiplatform release, with the bias
clearly toward the console. The dreaded camera and control issues
rear their heads, much as with so many third-person games, particularly
those that are console-ported and/or created with the console in
mind. For example, there are two hint buttons displayed onscreen
that are easily confused with action buttons and clearly designed
for the Xbox. Camera following is sometimes awkward, often failing
to reveal what you would like to view; as is the sometimes imprecise
movement of Stone. I guess we're getting rather used to this port
phenomenon, but I still resent the failure of developers to fully
employ the flexibility of the PC (mouse, keyboard) in most games
of this type.
Saving a game follows common console guidelines, as well. To accomplish
this critical step, you must return to the bed in your barracks,
sometimes a harrowing trip. Given the trial-and-error nature of
the game, this presents a serious impediment to the gradual progress
we enjoy with "save anywhere" approaches. One has to repeat
enough as it is, given the difficulty of POW, without having
to add territory to it by going back to the barracks!
Finally, those mechanical components could be overlooked somewhat
if gameplay was more involving and interesting. However, the "FedEx"
running about for inventory items and other "keys" to
progress in the game becomes soon redundant and boring, as well
as frustrating. I really wanted this almost unique game to be a
hit, but I'm afraid it falls substantially short. As mentioned earlier,
the first couple of hours are novel and motivating, but the next
twenty, through four major missions, are much less involving, leading,
I'm sorry to say, to an overall rating of "not very good."
Rent this if you own a console, and buy it from the bargain bin,
preferably with a return privilege, if you own a PC.
What I Liked About Prisoner of War
- Attempt by developer to be innovative
- Interesting setting
- Potentially involving overall storyline
- Thoughtful gameplay without weapons
- Good use of ambient sounds and music
- Conversations with NPCs
- Ambiguity and multiple ways to solve problems
What I Didn't Like About Prisoner of War
- Awkward control and camera
- Flat, colorless graphics
- Console-type save game mechanism
- Subpar voice acting
- High level of difficulty
- Overall timed nature of the game
- Tension/frustration with having to meet the camp schedule or
lose items
- Uneven A.I. that is hard to accurately predict
- Ambiguity and multiple ways to solve problems

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The Verdict
The Lowdown
Developer: Wide
Games
Publisher: Codemasters
Release Date: September 2002
Available for: 
Four Fat Chicks Links
Player
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Screenshots



System Requirements
Windows 95/98/ME/XP
Pentium II 450
128 MB RAM
8X CD-ROM
16 MB 3D DirectX 8.0 compatible video card
DirectX 8.0 compatible sound card
Where to Find It
Gogamer
(PC) 27.90
Gogamer
(Xbox) 44.90

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