Tail of the Sun
Review from the Net
Review: Tail of the Sun by Guy Tellefsen This isn’t a particularly well-organized review, but hopefully it addresses most of the salient points. It contains a couple spoilers, but hopefully not too many. Perhaps the best starting point for a review of _Tail of the Sun_ is to compare it to _Aquanaut’s Holiday_, Artdink’s previous explore-a-big-world game. One Usenet poster commented that it would be inappropriate to compare the two games, because _Tail_ is about a hundred times better. While I agree that _Tail_ is much more fun, I still think _Aquanaut’s_ may be a useful point of reference. Let me put it this way: If you really liked _Aquanaut’s_ (as I did), you’ll love _Tail_. If you kind-of-liked _Aquanaut’s_ but wished there was more to do, you’ll probably thoroughly enjoy _Tail of the Sun_. If, on the other hand, you thought _Aquanaut’s_ was miserably boring, as some people did... well, there’s still a good chance you’ll like _Tail of the Sun_, but try to rent it before buying. You see, although _Tail of the Sun_ features combat, caves, starvation, humor, surprises, weather, and dry land, I think it’s still rooted in the same philosophy: "Spend an hour or twelve wandering around, zoning out and gawking at the scenery." Which suits me to a T, but it’s not what everyone wants. In the game, you’re a cartoonish prehistoric human looking for food to help your tribe survive, and for mammoth tusks to build a tower to the Tail of the Sun. You have a gigantic continent to explore, packed with forests, plains, deserts, rivers, lakes, outlying islands--you name it. Vegetarians can wander around picking up the plentiful and varied food items on the ground, or carnivores can go after the wildlife. I’ve spotted about 13 species so far, not including the many regional differences in coloration, and expect to find at least a couple more (so far, I’ve mostly been focusing on the south and southeast). The graphics are simple, but well done. The basic structure of the terrain is similar to the undersea landscape in _Aquanaut’s Holiday_--hills and valleys composed of simple polygonal tiles--but a good deal less drab. Weather effects, water, shrubs, trees, and food items (many of which approach photorealism, in contrast to the rest of the graphics) add variety to the view. There is some pop-up, but the combination of fog and the game’s standard camera angle complement each other to cover up the worst of it. In general, you get the desired effect: a feeling of traveling through wide open spaces. The lighting effects are well done, although sometimes the shadowed areas take on strange tints; I suspect this is a function of the PSX hardware, because I’ve seen similar quirks in other games. (Last night I noticed a bizarre lighting effect, although it may have been my mind playing tricks on me. The weather and time of day coincided to make the game’s sky a bright white; at the time, I was running up a mountainside, so there was half the screen filled with black/gray/brown and half filled with white. The odd thing is: I actually had to _squint_ as though it were a bright sunny day! Maybe I just haven’t been getting enough sleep.) So far I haven’t noticed any of the graphic crudities of _Aquanaut’s Holiday_, where oftentimes, unusual items would appear to be sitting on a rectangular "mat" of a slightly different hue than the surrounding terrain. On the other hand, I haven’t found any underwater novelties yet, because I’m afraid of drowning. (It would be nice if the game gave you some clue as to when your character is getting short of breath--I’ve drowned several times but never noticed any advance warning, aside from the approach of the hovering Death Ghost, and by the time you see that, nine times out of ten it’s too late to do anything. That tenth time, though, is amusing...) The sound is very good. Some of the music tracks are better than others, but the music never lasts very long anyway (except for the return-to-village track, which sometimes seems like it’ll never end). Nature sounds, animal noises, and your own caveperson’s jumping, eating, and sleeping are all done perfectly. One minor irritation is that you can detect the loop in the rain sounds. It only annoyed me for a minute or two before I learned to live with it. The control is set up pretty nicely. Push up and you go north. Push left and you go west. It can be a little awkward trying to attack (circle button) and run (square button) at the same time, but I quickly developed a knack for it. (The button setup is configurable, by the way, but I just use the defaults.) General glitches: --Once in a great while, you’ll find a fish hovering just above the water. Or maybe that’s one of the surprises you’re supposed to find... --As someone else pointed out, it could be easier to pick up the food. You have to align yourself pretty closely to get it. Also, taking and eating could be compressed into a single button push, although I don’t agree that it would be good to pick it up automatically... you don’t want to accidentally pause for refreshment while you’re fleeing a saber-toothed tiger. Which I do fairly often (fleeing, not pausing). --When you eat a food that benefits your legs, your legs flash. Great, but how do I know which food affects my knees (jumping) and which affects my shins (running)? Currently I have maximum strength in running, but never rise above blue (second-worst) in jumping. And I like to jump. (The result of a jump appears to be a function of your direction and speed of movement, your current jumping strength, _and_ the angle of the terrain you’re on. So when you’re running up a steep slope to get out of the water, jumping has the effect of thrusting you back out _into_ the water. Hope you’ve been eating lung food.) --Minor ambiguities in the manual. For example, is eating food in the field less effective than returning it to the village? My theory is that the benefits are the same in either case, and the "return" option is just a way to let you travel to the center of the map quickly. --In caves, it can be hard to keep track of your character when he/she gets near walls. Occasionally the graphics will break up when you move into a corner. --This has happened only once, but it was irritating: while selecting a new caveman, the sound stopped completely. After that, the sound didn’t come back. The TV was fine, and the sound came back after I re-started the machine and loaded my game. This was the first time I checked my tribe after it reached what I assume it its maximum population, so that might have something to do with it. Or it might have been the machine overheating... it’s been getting a lot of use since last Thursday. This would probably be an excellent game for children, in my opinion. So far I haven’t found anything that I wouldn’t let a kid see. Sure, there’s combat with animals, if you prefer fight over flight... and if you choose, you can attack another caveperson, although there’s no blood and you don’t get to eat them, so I’d say that’s pretty darn wholesome. (Of course, some might object to the continent’s hut-sized stone breasts... unlike the stone hands, feet, et al., they’re not indicated on the map in the manual. There, I gave away a surprise. Sorry.) I haven’t done much in the north so far, but I understand that’s where most of the mammoths are. So, from one point of view, there’s no real need for the rest of the continent, when you can fulfill the game’s goals just by continually heading north; in fact, why didn’t they just put all the mammoths right near your village so you don’t have to do all that tramping about? From another point of view (mine), however, building the tower is just one facet of the game. The "Zen experience" of wandering around is the main attraction. And there _are_ mammoths in the southeast and southwest! I’ve seen them. To sum up: I think it’s a fantastic game. I’m glad I bought it, and I’m thinking of buying another copy for my sister, which would probably make it the first console game I’ve ever bought duplicates of (aside from some Atari 2600 cartridges that came as part of a package deal). But _Tail of the Sun_ won’t appeal to everyone--the lack of a set path to follow can be daunting, and although there’s a lot of neat stuff to see, it’s spaced widely enough apart that you have to do a lot of exploring to see it all.
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