Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Dark Side of the Moon is one of the best "traditional" point-and-click adventure games in recent memory.
In this sci-fi mystery set in the far future, you play Jake Wright, a happy-go-lucky space trader who inherited the mining claim of your uncle Jacob, who has died under mysterious circumstances on a mining colony known as Luna Crysta. Starting out to find out exactly what your uncle left behind, you will soon discover a much deeper and more interesting story that involves murder and possible extinction of an entire race.
The gameplay should be familiar to all adventure fans: you interact with different characters, pick up anything that isn't nailed down, and figure out what to do with inventory items. The game strikes a nice balance between Myst -style logic puzzles and inventory-based puzzles, most of which involves figuring out how to use the various futuristic gadgets. All the puzzles are integrated into the storyline quite well- none of them seems out of place or just there for the sake of stumping you.
The interface is easy to use, although the combination of live actors and computer-generated 3D environments sometimes produce awkward results. The combination is not as seamless as Buried in Time which has a much more elegant interface, but it is adequate. The acting is all above-average, except for a few instances of overacting. The game comes on 6 CDs - the use of movies as well as poor design requires you to swap CDs very frequently.
Runs just fine under XP. There's even a way to fix the "no text" issue. Nothing after it amazed me as this one. Maybe he would have insight or connections in getting the rights to sell Southpeak Interactive's adventure masterpieces on here. Contact him GOG? Wow, something botched my previous comment majorly. Anyway I want this game bad. Nice SciFi Interactive adventure. Published by SouthPeak Interactive in One of the best FMV adventure games ever.
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Owned Free. New releases. On sale now. Movies for gamers. Browse all games. More GOG. GOG Galaxy. Join the team. Game technical issues. Orders and payments. Account and website. Community wishlist. About GOG. General discussion forum. The interface display has some good points and some bad points. In the center of the screen is the "window" through which you see what Jake sees, with other elements such as the backpack holding your inventory, and the Video Digital Assistant, about which more later on either side.
I wanted the window to be a trifle larger, and there was certainly plenty of empty space in the display, but it was effective enough. The inventory has, as far as I could tell, unlimited space, which is good because it's practically impossible to get rid of something once you've picked it up.
It lets you scroll through your items four at a time, which gets awkward as the backpack fills up. Using objects is easy, point-and-click; you can equip Jake simply by selecting an item and putting it on the body outline on the left side of the screen, which changes to show what he's wearing. The Video Digital Assistant VDA stores messages, digitized documents, and clips of every conversation you have during the game.
It has a mapping function that automatically brings up a map of the level you're on and how much of it you've explored -- this is an essential function for players who, like me, are directionally challenged.
However, I became less excited when I discovered that I would frequently have to switch CDs to do so. In fact, one of the most annoying parts of the game is having to switch CDs so often -- depending on where you go, you might have to switch CDs three times in as many minutes. I also was frustrated by the conversation scenes. As is typical of adventure games, you are given a list of possible questions and statements to ask the person you're talking to.
But once you're in a conversation, you have to ask every one of the possible statements. The conversations are just a way of presenting Jake with information he'll need in the game, and some players may not like this myself included. The puzzles are mostly of moderate difficulty, though a few are pleasantly frustrating. My favorite is the mining cart maze, which has no explanations and takes some work to figure out.
In general, the problems appear impossible yet have very simple solutions. The final conflict, especially, is one which looks like a no-win situation -- you can't move anywhere and you can't seem to use any items
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