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Majestic

The mind becomes the ultimate battleground in a real-time conspiracy experience to die for

*Majestic
*By Amin-X
*Pentium 166 MHz
*RealPlayer 8, Flash 4.0 or higher, Microsoft Internet Explorer (IE) 4.01 or higher; or Netscape 4.75, 4.76 or 4.77, and AOL Instant Messenger (AIM) 3.0 or higher; or America Online (AOL) 5 or 6
*MSRP: Free trial episode, then $9.99 per month for Electronic Arts Platinum Service

Review by Eric T. Baker

M

ajestic is a very old kind of game presented in very flashy new clothes. The part of the game that loads on the player’s computer takes up only three megs of hard-drive space, because the game itself takes place on the World Wide Web and in players’ minds. All that is on the local hard drive is a tracking program that organizes the game’s clues, guides the player to them and helps them keep in touch with other players. The complicated graphics, movies and sounds that make up the game’s clues are all stored on the Anim-X servers. So even though Majestic uses the very latest in Internet doodads to display its clues, players need only a very simple computer to play.

Our Pick: A

Beside this return to the client/server relationship of the first mainframe-based games, Majestic is also a return to an almost forgotten genre. Behind its video clues, Majestic is an adventure game of the sort popular when all PCs were good at was text. The game’s players search for clues, trying to find the right combination of information and action to unlock the "door" to the next challenge. In Majestic, instead of trying to repair a spaceship or hitchhike the galaxy, players think they are sitting down to play a game about government conspiracies and instead find themselves not just fighting a conspiracy, but being threatened by one.

The Majestic Alliance Application consists of two windows. In one is an iconic contact list of other players who can be instant messaged when they are logged on. The other window is an iconic list of clues players have collected. They can be double-clicked to be viewed, heard or watched. Players collect clues by going to Web sites and by receiving instant messages, internet videos, phone calls and faxes. A header tells players how many of the clues for their current episode they have found, and a footer tells players what they should be doing: gathering more clues, acting on the clues they have or waiting for updates.

Dial M for paranoia

The phone calls that game makes to players can be set to be preceded by a message warning they are from Majestic, an option the player is urged to turn on if they are not the only one in their house using the specified phone number. There is even an option not to be called at all, but turning off the phone kills half the fun of the game. As much fun as it is trading messages with AIM robots and watching video of black-clad agents kicking in doors, it is when the phone rings and at the other end there is someone begging for help or (even creepier) threatening the player’s life that Majestic is at its best.

The game is well designed, in that it doesn’t let players grow frustrated. It presents clues and then it waits. If the player doesn’t take the proper action, one of the game’s characters contacts the player with a suggestion about what needs doing or where it might be done. If still nothing happens, then another, more specific suggestion arrives. It also makes it easy to trade information and clues with other players, but once the first blush of starting out is over, not as many player interactions take place. People aren’t online when the players need help, and besides, the game itself will be contacting them shortly.

Overall, it is good, interactive fun. The only downer is that when the player puts together a string of clues and scores a breakthrough, it often results in the game going on "standby." This is because Majestic is played in real time and the player is cast in the role of the hacker/librarian. The game’s characters do the legwork, and once the player points them in the right direction, the characters need time to make their journeys or do their work or whatever. Fortunately, "standby" never lasts more than a day, and before long the phone is ringing and the game is afoot again.

I thought there was no way Majestic could replicate the feeling of life-and-death danger spy stories thrive on, but I underrated the impact of having someone call me on the phone and order me to quit "or else." It isn’t really an act of bravery to play Majestic, but the game makes you feel it is, and that means it is a complete success. — Eric

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