Stop the Presses!  
      Stand up and Cheer!  Strike up the Band!  Deck13 hits a homerun with Ankh!
      Ankh is a superb, 3D 
      adventure game proudly featuring a classic adventure game style, a 
      point-and-click interface, third person perspective, and humorous and 
      highly entertaining dialogue.  It rounds out the package with colorful, 
      comic style graphics, apparently unlimited saves, inventory puzzles, and 
      some laugh out loud moments.  Can you tell I liked this game?  A lot?
      Storyline: 
      “Is it just Fahta Morgana?  Tell me, is it really true?”
      You play as Assil, a 
      slightly cheeky, overly confident, big-eyed, Egyptian lad whose father 
      just happens to be chief architect for the Pharaoh.  Just for fun, Assil 
      “borrows” the key to his father’s latest tomb.  He and some friends sneak 
      past the death traps into the tomb of the Scarab King.  Assil is looking 
      for a nice quiet place to party, but what he finds is a “fancy bottle 
      opener,” a death curse, and a week’s grounding.  And so the adventure 
      begins.  Assil sets off to discover a way to lift the curse.  Can he do 
      it?  Or is he doomed?   
      Ambience: 
      “What a play of light and shadows.  The city’s just waiting for you.”
      The game begins with 
      a bang.  Its farcical style is immediately obvious when the MTV style 
      production number rolls.  This features many of the zany characters that 
      you eventually meet and sets the stage for a rollicking good time.  
      Another production number plays as the credits roll.  Ankh goes out as 
      well as it comes in.
      Immediately, I was 
      immersed in Assil’s world with its bright and engaging comic style 
      graphics.  I loved the feeling of movement from the swaying trees and 
      rippling water.  I liked the added depth given by the use of sun-drenched 
      areas juxtaposed alongside deep shadows.  I gamboled, together with Assil, 
      through various fanciful locations including an immense palace, a green 
      oasis, and a vast and dry desert.  I loved Ankh’s interpretation of the 
      Sphinx, seeing it with new eyes and from a whole new perspective.  But my 
      favorite scene was an undulating underwater setting where Assil’s floating 
      movements particularly impressed me.  
      Captivating cut 
      scenes both entertained me and moved the story along.  One of my favorites 
      was the dancing crocodile.  Boy, can he boogie!
      This mood setting 
      continues with some very professional and enjoyable voice acting.  The 
      accents are not Egyptian, but they flesh out the characters and imbue them 
      with life and personality.  In a game of this style, that is what counts. 
       With one exception, the voices fit the characters like a glove.  
      
      Ankh’s ambient sounds 
      helped me feel as if I had somehow gotten into Assil’s Egypt.  The 
      creaking of the hand sign as it gently rocks and points the way to the 
      Sphinx stands out in my mind as one example, but there are a game-full of 
      others.  
      Flowing through it 
      all is melodious background music with an Egyptian flair.  Most of the 
      time, it provides a playful and upbeat background to the adventure but, 
      when the moment calls for it, it slides into a tension building beat.  It 
      never gets in the way of the story, and I never found it annoying.  
      However, I did find myself humming the theme song, “This is Cairo,” from 
      time to time. 
      Dramatis Personae: 
      “It’s the god of the gods and the girls with their beautiful hair.”
      Deck13 promises more 
      than fifty characters to interact with.  As with the rest of this game, 
      the developers more than live up to their promises.  Ankh is peopled with 
      quirky characters around every corner.   
      True to its comic 
      style, the characters are not lifelike, but color gradations in skin tones 
      and facial movements help imbue them with life.  Most sport appropriate 
      costumes for the era.  From Blackeye, the gold-toothed, not so smart 
      assassin; to Red Sea Aquarium, a caravan leader with a doubtful sense of 
      direction; to Take Tut Cashun, the not so psychic psychic -- all are 
      dynamic characters.  Eyes shift focus, bodies sway, hands gesture, and 
      mouth movements are synchronized to speech.  
      Assil, in particular, 
      shifts restlessly and taps his foot if left in one place too long.  It is 
      as if he is reminding you, “Hey, let’s go have some fun!”  Sometimes the 
      characters provide clues as to what you need to do next, or perhaps, how 
      to do it; sometimes they provide missions, and sometimes they just provide 
      fun. 
      Palaver: 
      “Yes, this is Cairo.  It’s all magic and sand.”
      The dictionary 
      defines palaver as “talk intended to charm or beguile.”  This is the 
      perfect definition of the writing in this game.  Ankh delivers humorous, 
      waggish dialogue that pokes good-natured fun at adventure game conventions 
      in general and at itself in particular.  It trips over itself delivering 
      witty one-liners and, occasionally, laugh-out-loud conversations.  Who 
      knew talking to a hapless mummy who just wants to reach the underworld 
      could be so funny?
      Near the beginning of 
      the game, there is a dialogue with Blackeye and Tarok which also serves as 
      a FAQ.  I found this both hilarious and original.  There are also ongoing 
      conversations between the Slave Master and his Slave, which Assil 
      overhears while exploring Cairo.  You can learn a lot listening to these 
      two.  For instance, according to this odd couple, “Moses gives interviews 
      after each and every game.”  In addition, “…they caught him in the desert 
      talking to bushes.”  
      Ankh contains a fair 
      amount of conversation—some of it via cut scenes and the rest by way of 
      the standard dialogue tree.  If you are in a hurry or tired of laughing, 
      skip already heard dialogue by left clicking through it.  I particularly 
      relished the range of responses available to Assil.  Often, he has the 
      choice of being serious and straight to the point, a bit flippant, or just 
      outright impudent. 
      Dialogue choices may 
      disappear depending on your response, but you can usually initiate the 
      conversation again if you want to explore all the options.  No matter 
      which choice you make, you generally end up with the required 
      information—it’s up to you how entertained you want to be en route. 
      
      Puzzledom:
      “See the sphinx, worship the Pharaoh, go meet the 
      crocodile.”
      Ankh’s puzzles are 
      predominantly inventory based.  These puzzles blend well into the 
      storyline and serve to move the story along (or does the story provide a 
      vehicle to fit the puzzles in?).  In any event, the puzzles are always 
      fun, sometimes whacky, and most fit well into the storyline.  I usually 
      knew what I needed to do, but not always exactly how to get it done.  I 
      loved the unanticipated twists thrown in.  Ankh’s puzzles did not always 
      yield the results I expected, and this was all to the good. 
      
      There are a couple of 
      interesting logic puzzles and also a timed one, a quasi-timed one, and one 
      chase scene too.  The logic puzzles were easy to medium difficulty with 
      clues readily available, though for one of them you will need to be in two 
      places at the same time.  It’s a good thing the game lets you do this. 
      
      The time limit for 
      the timed sequence was not a generous one, but I accomplished it once I 
      figured out what to do.  The quasi-timed puzzle had a more generous time 
      allowance.  But with neither one did I have to play long sequences 
      over—just do the puzzle itself over until I got it right.  In the gamut of 
      timed puzzles, these were easy. 
      The chase scene was 
      another story entirely, and it frustrated me for quite awhile.  It 
      followed a long cut scene with lots of dialogue.  Being caught resulted in 
      starting over from the beginning of that cut scene.  In this particular 
      scene, the needed action was not obvious (at least, not to me) and I did 
      this section so many times Assil himself began to scold me.  “I think you 
      are doing this on purpose,” he said more than once.  I wasn’t!  I did 
      eventually figure out how to complete it, but mostly by accident.  For me, 
      the chase sequence was one of the game designer’s few missteps in this 
      game.
      I have seen the 
      puzzles in Ankh compared to those of the Monkey Island games, but I do not 
      find this a valid comparison.  The puzzles in Ankh, while occasionally 
      whacky and always amusing, were never as nonsensical as the ones in the 
      Monkey Island games.  Ankh’s puzzles are entertaining and they make 
      sense.  
      There are no sliders, 
      no mazes, no mini-games, and no sound puzzles.  There is one puzzle 
      requiring color recognition.  However, this puzzle can easily be done with 
      a walk-through.  I never pixel hunted. 
      How does it work: 
      “…It’s all in your hand.”
      Ankh uses an 
      interface style that old school gamers will be familiar with, and folks 
      new to this style will acclimate to quickly.  You cannot die, and you 
      cannot do anything resulting in a dead end.  In almost all particulars, I 
      found it well designed and easy to use.  
      Possible actions such 
      as “walk to,” “look at,” “use,” and “combine with” are described across 
      the bottom of the screen.  In addition, the icon changes to indicate 
      possible actions.  Left clicking “walks to” and “looks at.”  Double 
      clicking the left button makes Assil run.  Right clicking “picks up,” 
      “uses” and “combines with.”  In the beginning, I forgot about right 
      clicking, but eventually it became second nature.
      This is not a game 
      that requires a lot of saving, but even so, saves are unlimited.  The game 
      gives them the name of the area you are in and also adds a picture.  It 
      confirms the game has saved, and asks before it overwrites another save.  
      Nothing to complain about here!
      The game designers 
      included a shortcut feature that I particularly appreciated.  This game 
      involves a good bit of “toing and froing,” and two shortcuts help to 
      condense this.  To return to your ferry from the desert, there is a 
      shortcut “ship” icon.  Clicking on that bypasses several load screens by 
      returning Assil directly to the ferry.
      Also, after you have 
      given the ferry man what he wants, you can skip the dialogue with him 
      altogether by right clicking on “use ferry.”  These shortcuts enhanced 
      game play immensely for me.   
      The inventory system 
      is well designed.  Inventory appears across the top of your screen.  Left 
      clicking gives a description and right clicking picks it up to use or 
      combine with something else.  No scrolling needed.
      Ankh includes a To-Do 
      List for Assil which is great for refreshing your memory.  Once received, 
      mission goals are found there and crossed out once finished.  The Tab key 
      brings this up. 
      Sadly (one of the few 
      negative points about this game), Ankh is not Alt+Tab friendly.  
      
      Deck13 includes 
      plenty of options to customize the gaming experience.  Options are found 
      in the main menu which is accessed by ESC, and include Brightness, Screen 
      Resolution, Texture Quality, Shadows, Effects, Music Volume, Sound Volume, 
      and Sub-titles.  You can change your option selections during the game.  
      This feature was handy in one area when I needed to switch the brightness 
      selection from standard to high.  
      The main menu also 
      allows you to continue a game without going to the load screen.  You also 
      save, load, and quit the game from it.  It even allows you to quit while 
      the credits are rolling.  I appreciate this feature as I detest being 
      locked into a PC game once I have finished it.
      Ankh is available in 
      Europe on CD, and when purchased that way comes with a gamer-friendly and 
      delightfully illustrated manual.  I so want one!  
      At the time of this 
      review, Ankh has not been released on CD in North America.  However, some 
      European sites will ship to North America.  In addition, it is available 
      for purchase by download.  A back up CD is available upon request at the 
      time of download.  You will not receive a manual, though.  You can 
      purchase either way from
      
      http://www.ankh-game.com. 
      The file size is 375 
      MB and download times will, of course, vary according to your connection 
      and other factors.  I downloaded it twice using a DSL connection and it 
      took me forty-five minutes each time.  However, I have reliable reports of 
      an eighteen minute download and also reports of download times of greater 
      than an hour.  
      Ankh, whether 
      downloaded or on disk, is copy-protected with Star Force.  I had no 
      problems with it.  
      I have two small 
      complaints about the interface, and I do realize they are nitpicky.  
      First, on my computer it took between 7-12 seconds for the screens to load 
      between major areas.  I found that annoying!  Second, my mouse (wireless, 
      laser) felt “floaty” and imprecise for the entire game.  Usually, this was 
      just a minor aggravation, but in the timed and chase scenes, it became a 
      real problem.  
      Cross-reference:
      “You prepare.”
      Deck13 went all out 
      with this game.  From the website,
      
      http://www.ankh-game.com/ you can download a comic book featuring a 
      portion of Ankh, download an MTV type trailer featuring characters from 
      the game, or play the online riddle.  While the riddle uses scenes from 
      the game, the riddle’s game play is nothing like the game, so if you try 
      it and find it difficult, don’t be discouraged.
      Caveats: 
      “But beware.”
      Obviously, I consider 
      Ankh an excellent game.  That said, there are a couple of issues to be 
      aware of.  There are a few instances of mild swearing such as you would 
      hear on American television. 
      I could not play Ankh 
      with other applications open in the background as they would sometimes 
      bleed through to the game.  Since the game is not Alt+Tab friendly, there 
      was really not a compelling reason to have other applications open anyway.
      Occasionally, the 
      spoken dialogue does not exactly match the subtitles, though these small 
      differences do not essentially affect the meaning of that dialogue.  There 
      is a sporadic misspelled word or two.  Small potatoes, all, and none 
      detracted from my enjoyment of this game.
      Glitches and 
      Patches: 
      “Take care!”
      On the whole, Ankh is 
      a stable game and needs no patches.  I experienced two irreproducible 
      errors—once a character appeared where she wasn’t supposed to be, and once 
      the game loaded incorrectly.  The untimely character blinked out, and 
      reloading solved the solitary load problem.  
      The Last Word:
      “The Nile is right by the desert.  That’s where 
      Egyptians have fun.”
      Ankh is a hoot to 
      play.  I had a wonderful time frolicking my way through Egypt with Assil.  
      The irreverent, tongue-in-cheek dialogue always entertained me and, on 
      more than one occasion, had me laughing out loud.  The story twists and 
      turns enough to be interesting even when I knew (or thought I did) where 
      it was going.  This game delivers the total package.  Its graphics are 
      bright and colorful.  It is full of movement, the puzzles are amusing, its 
      voice work is professional, the ambient sounds are authentic, and the 
      background music ties it all together without ever being overpowering. 
      
      While it won’t be 
      everybody’s “fish burger,” if you are looking for lighthearted 
      entertainment, give this game a try.  
      Short List:
      “Feeling lonely, buy a slave in the city down by 
      the Nile.”
      
      3rd Person, 
      3D point-and-click adventure set in Egypt, but with steampunk style
      
      Mostly inventory puzzles 
      with an occasional logic puzzle
      
      1 timed, 1 quasi-timed, 
      1 chase sequence
      
      1 color based puzzle
      
      No sliders, no mazes, no 
      sound puzzles, no mini-games
      
      No pixel hunting
      
      Colorful, comic style 
      graphics
      
      Excellent sound 
      
      
      Many entertaining 
      characters 
      
      Humorous, witty, 
      facetious dialogue with ability to skip repeated dialogue
      
      Not Alt+Tab friendly
      
      Unlimited saves
      
      Left and right click 
      style interface 
      
      Stable, no patches
      
      No North American 
      release, but available from European stores or by download 
      
      
      Mild, occasional TV 
      style swearing
      
      Grade: A
      All quotes, unless 
      otherwise attributed, are from the song “This is Cairo” by Ivory Keys.
       
      I played Ankh on:
      
      Windows XP Professional 
      SP1
      
      3.2 GHz Intel Pentium 4
      
      1 GB Dual Channel DDR400 
      SDRAM
      
      1536MB
      
      Sound Card: DirectX 
      Version: 9.0b (4.09.0000.0902)
      
      CD Drive: 52X32X52 speed
      
      
      Video Card: 128 DDR 
      NVIDIA Geforce FX5200 Ultra 
      
       
      
      3-2006
       
        
          
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