| Simon the Sorcerer
II: The Lion, the Wizard, and the Wardrobe
Review by Enigma
Simon the Sorcerer 2 is an inventive cartoon game focusing
on comedy. If you love its particular brand of humor, you'll probably
love the game. If not, you probably won't. I didn't, hence my
judgment of rotten egg, but read on and decide if Simon might
be for you.
I haven't played Simon 1. Did that leave me unprepared
for Simon's peculiar personality traits, or has his character
evolved from the first game? It doesn't matter. Simon 2 stands
on its own quite well.
The good news is that Simon 2 offers intricate inventory
puzzles, pretty good voice acting, imaginative gameplay, and splashy
cartoon art in bright colors. The game comes on only one CD, but
the complexity of the puzzles leads to lengthy gameplay, unless
your own mind is as outlandish as that of the designers' and you
can zip along with ease.
Now for the bad news. Simon, our hero, is not a likeable sort
of guy. He's intentionally rude and insufferably conceited. He's
supposed to be funny, of course. Many players will find him funny
and enjoy the game. If you don't, well, Simon is our hero and
dominates the game. You'll just have to put up with him.
Simon 2 owes much to the early Monkey Island games
both in the navigation system, which resembles the LucasArts SCUMM
system, and in the wackiness of its puzzles. It's a British game,
replete with British slang that may leave some American players
a bit lost. I caught a distinct flavor of Monty Python, especially
in the falsetto voices of the washerwomen around the fountain
in the first chapter of the game.
I personally love the Monkey Island games, and I love
Monty Python. So, does it sound good? Not unless you tend
to giggle at the name of a minor character, "Snot,"
or unless you guffaw when you learn that "Mucusade"
is the name of the substance you're trying to acquire throughout
most of the game, or unless you spontaneously snicker at any mention
of the number "69." Players will encounter several mild
sexual references of the sort that delights boys who know about
sex but haven't yet experienced it. Mostly, however, Simon gets
his jollies from degrading nearly every character he meets. That
sort of adolescent stuff is the unrelenting flavor of the humor.
It is pervasive. It is inescapable. It overwhelms every other
aspect of the game. The developers clearly intended the game for
teens.
The Story
We begin by meeting Runt, a farmboy who aspires to become a wizard.
He's seduced to the dark side by the ghost of Sordid, the evil
wizard whom Simon killed in the first game. Sordid wants to come
back to life and get revenge on Simon. He sets up residence in
the Valley of Doom, to whence he attempts to kidnap Simon by trapping
him in a "wardrobe" (British for "armoire")
that will transport Simon to his castle. The plot goes awry when
Calypso, a good wizard, diverts the wardrobe containing the unsuspecting
Simon. After this long opening sequence, Simon begins insulting
virtually every character he meets in his search for the aforementioned
Mucusade that will power up the wardrobe and return him to his
own world. Along the way he must win a wizard's contest, break
into the royal treasury, and escape when he's kidnaped by pirates.
Eventually we meet the lion, although you may have forgotten the
subtitle of the game long before that cuddly beast appears.
Gameplay
Simon 2 is third-person with no action elements. You can't
die, although if you leave the game alone during a scene, Simon
will go through a series of interesting actions such as juggling
and levitating and will eventually turn into a broken-up skeleton.
Don't worry. He'll spring to life again as soon as you click something.
Movement works through simple pointing and clicking within scenes,
but all other actions require clicking on an icon rather than
a word. The "use" verb is a hammer, "pick up"
is a magnet, "wear" is a top hat, and "give"
is a wrapped present. It's easy enough to learn, but it does require
the player to glance through the game manual at first. You save,
load, and quit by using the hammer on a postcard in the inventory,
as Simon himself will tell you. That feature allows you to save
as many games as you like, always an appreciated feature.
The puzzles themselves can be intriguing and frustrating. Mostly
they possess a certain logic. Dyeing a piece of cloth works the
same as in the real world. If you stumble over a welding torch
and want to do some welding, you'd better find some eye protection
first. Fair enough. Many puzzles, however, reveal their logic
only after you've solved them. One of the final puzzles, getting
past a rather polite monster, requires a systematic check of every
inventory item with every verb. Yet even when you've found the
correct combination, it doesn't get you past the monster. Especially
during the first chapter of the game, you'll be trekking hither
and yon, having conversations that reveal the need for a certain
item that you'll eventually obtain, often with difficulty and
always in another location. Although the game appears to be nonlinear
because you can wander about almost at will, nevertheless one
puzzle depends on another, requiring you to build them up in a
certain order.
As in the early Monkey Island games, dialogue choices
appear, but it usually doesn't matter if you choose the right
response. Simon eventually will say the right thing. The lengthy
conversations aren't subtitled, however, so you'd better listen
carefully to all conversations, often delivered in strong dialect,
or you'll miss vital clues.
I found the gameplay to be rather slow. Simon 2 has plenty
of animated cutscenes, and these run slowly, almost as though
they were occurring underwater. The four opening scenes take up
a total of 12 full minutes, and they must be skipped through every
time you restart the game. Simon walks as though he's trudging
through knee-deep water, and about as slowly. That odd gait pays
off when Simon indeed is trudging through knee-deep water during
a sewer scene, but it looks quite strange in the rest of the game
and appears to contribute to the lethargy of the animations.
Bugs
I played on an iMac with plenty of juice, yet six times I experienced
a nasty bug. Animations would simply continue after Simon had
left the scene. The first time this happened, I was left watching
a dirty underground waterfall gurgling on and on. Each time an
animation got stuck, I had to quit the game and reload. Moral:
save early; save often, unless you enjoy the humor so much that
you want to see it all again. My second attempts to get through
these scenes always worked.
The game manual assures the player that you can use the F10 function
key to locate items, but every time I tried I got nothing but
a large white window within the game and had to quit and reload.
It would have been a nice feature if it had worked.
The Verdict
So much in this game depends on your ability to enjoy the intentionally
offensive humor that if you don't find it funny, you'll probably
think the game's a stinker. I didn't enjoy it, but I'm restraining
myself from throwing a stink bomb at the game because it is well
designed and executed, and the puzzles, if they're your cuppa
tea, will keep you intrigued. If it becomes tedious, then grab
a walkthrough, as I did. Be forewarned, however: the final cutscene
hardly looks like a "win," so you may feel a bit let
down at the end. Or perhaps, if you didn't like Simon, you'll
finally grin at something in this game. 
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The Verdict
The Lowdown
Developer: Headfirst
Productions
Publisher: Adventure
Soft
Release Date: 1995
Available for: 
Four Fat Chicks Links
Player
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Screenshots







System Requirements
Macintosh:
Power Mac
16 MB RAM
OS 8.X +
PC:
386/40 processor
VGA/MCGA 256 colors
4 MB RAM
Hard drive
Sound card
CD-ROM drive
Mouse

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