Lure of the Temptress

Last updated

Lure of the Temptress
Lure of the Temptress cover.jpg
Developer(s) Revolution Software
Publisher(s) Virgin Interactive Entertainment
Director(s) Charles Cecil
Producer(s) Daniel Marchant
Designer(s) Dave Cummins
Programmer(s) David Sykes
Tony Warriner
Artist(s) Stephen Oades
Adam Tween
Paul Docherty
Composer(s) Richard Joseph
Engine Virtual Theatre
Platform(s) MS-DOS, Amiga, Atari ST
ReleaseJune 1992 (Amiga), October 1992 (MS-DOS)
Genre(s) Adventure
Mode(s) Single-player

Lure of the Temptress is a point-and-click adventure game published by Virgin Interactive Entertainment in June 1992 for Atari ST, MS-DOS, and Amiga. It was the first game developed by Revolution Software and uses their proprietary Virtual Theatre engine. The player assumes the role of Diermot, a young peasant who has to overthrow an evil sorceress. The game was well-received and re-released as freeware on April 1, 2003.

Contents

Gameplay

Lure of the Temptress is a 2D adventure game played from a third-person perspective. Via a point-and-click interface and a system of drop-down lists, the player guides protagonist Diermot through the game's world and interacts with the environment by selecting from multiple commands. [1]

The player controls Diermot's movements and actions with a mouse or a gamepad. [1] Diermot can pick up various objects; these can then be used with either other collectible objects, parts of the scenery, or with other people in order to solve puzzles and progress in the game. [1] He can also engage in dialogue with other characters through conversation trees to gain hints of what needs to be done to solve the puzzles or progress the plot. [1] A few simple action-oriented battle scenes are also included. [2]

Plot

Gameplay screenshot from the game's opening chapter of dungeon escape Lure of the Temptress.png
Gameplay screenshot from the game's opening chapter of dungeon escape

A young peasant named Diermot is employed as a beater for the king's hunting party. One night the king receives a note from a messenger, requesting his services to help quell a rebellion in the remote village of Turnvale. As the king's party departs, Diermot's pony follows them, unwittingly carrying him to the battle. When the party arrives at Turnvale they are not confronted by a peasant revolt. Instead they find a band of man-eating Skorl, led by an enchantress named Selena, the titular temptress. The king's men are defeated and the king is killed. In the process, Diermot is thrown from his saddle and is knocked unconscious. The Skorl take Diermot prisoner and imprison him in the local dungeon. [2]

With help from a peasant named Ratpouch, Diermot manages to escape from the dungeon and visits Luthern, the blacksmith. Luthern reveals that a girl named Goewin who runs a herb shop has recently disappeared. Diermot discovers that she had been arrested by the Skorl. With help from Ratpouch, Diermot breaks into the house of Taidgh, the magician, where he creates a potion which disguises him as Selena. He enters the mansion where Goewin is being held and orders the Skorl to free her. Not long after, a man named Mallin gives Diermot a book wrapped in cloth to take to a man named Morkus. In the process of delivering the book, Diermot sees a notice stating that whoever returns the book to its rightful owner will be rewarded. Diermot delivers the book to a man named Toby, who rewards him with a statuette. Toby reveals that the dragon can help Diermot defeat Selena, but that he will need an infusion made of three herbs to wake the dragon up, which Goewin then makes for Diermot.

Diermot enters the dragon's cave and wakes him up. The dragon agrees to help Diermot, revealing that Turnvale was the domain of a demon long before humans came to the area. This demon should have died along with his breed long ago, but did not perish because it was able to feed on man's greed and ambition in order to survive. The demon was driven out by the great Gethryn, but the young sorceress Selena's meddling with evil has reawakened the demon, and it controls her mortal form. The dragon possesses the Eye of Gethryn, an enchanted stone left by Gethryn at the time of his death. The stone contains the power to defeat the demon, and the dragon then gives the stone to Diermot. A Skorl named Wayne, who turns against Selena, sneaks Diermot into Selena's castle in a barrel. Diermot defeats Selena with the Eye of Gethryn, freeing Turnvale from her tyranny.

Development and release

Charles Cecil and Tony Warriner had worked together at Artic Computing, an English video game development company. In 1990, they decided that they would set up their own video game development company, together with David Sykes and Noirin Carmody. The four started up Revolution Software, initially based in Hull, with a 10 thousand pounds loan from Cecil's mother. [3] Cecil wanted the game to differ from popular Sierra games at the time, saying: "While I enjoyed Sierra games, I felt that there had to be more than yet again saving King Graham of Daventry from a – let’s be frank – fairly unlikely series of events. It was all a little bit twee. So we came up with the idea of writing an adventure game that did not take itself too seriously, but did have a serious story – something in-between Lucasarts and Sierra." [3] The game was published by Virgin Interactive Entertainment. [4]

Lure of the Temptress was the first game built with the Virtual Theatre engine, which allowed in-game characters to wander around the gameworld independently of each other, performing "every day life" actions, which had not previously been featured in a game. [5] It was later used for Beneath a Steel Sky [6] and the first two games in the Broken Sword series. [7] [8] The title cost between 20 and 30 thousand pounds. [9]

On April 1, 2003, the game was released as freeware. [10] The data files are available from the Revolution Software website for download [5] and the game's engine has been added to ScummVM. [11] This version of Lure of the Temptress was released on GOG.com on December 18, 2008. [12]

Reception

Upon its release, Lure of the Temptress was received favorably by critics, who praised the game's innovative controls and graphics, and compared it to Sierra and LucasFilm games. In 1993, Dragon gave the game 4 out of 5 stars. [17] Computer Gaming World liked the game's sophisticated NPC interactions and how it prevented unwinnable situations, but criticized its short playing time. The magazine concluded that "Lure of the Temptress is a fine first release from this developer and bodes well for the future". [18] Amiga Power ranked it at #47 in 1993, and at #66 in 1994, on their list of Amiga Power All-Time Top 100. [16] In 2011, Wirtualna Polska ranked it as the 30th best Amiga game, saying it was "indeed a revolution" in the genre. [19] It was also a commercial success, reaching number one in the British Gallup charts at the beginning of July 1992 and remaining in the Top 20 for most of the rest of the year. [20]

Amiga Format stated that this "fine adventure game well worth investigating" could compete with Sierra and LucasFilm games; "in any event, Temptress surpasses almost anything Sierra have offered, by being larger, funnier, and a whole lot better drawn ... an innovative system knocks spots of the Sierra-standards and shows LucasFilm a thing or two" and also praised its humour, saying that there's "a good dose of tongue-in-cheek humour and fairy-tale nonsense." [13] The One praised the game's controls, saying that "the game's impressive user-friendliness is undoubtably one of its strong points," adding that "Lure of the Temptress is every bit as professional and polished as anything the Americans and French have been able to offer us recently" but "Lure is, if anything, a little too serious and sombre" and that "LucasFilm's games boast the more interesting characters and interaction sequences." [14] Amiga Power praised its graphics, saying they are "very pretty drawn, with the dark, moody look you'd expect from a town being oppressed by an evil Temptress," [16] calling it "one of the best graphic adventures ever" that's "up there with Monkey Island 1 and Beneath a Steel Sky," and adding that the "only drawback is that it's shorter than your average adventure." [16] Mega Zone praised the game, stating that it is a "Sierra/Lucasfilmish with really, really good playability. We're talking 32 colours graphics which look really nice, with playability which is really smooth, and simply pure gaming enjoyment here," adding that "the manual is very well written, the sound the graphics are all there, disc access is very good, and looking at the way the whole game is put together right down to the intro it's one of the most amazing Amiga Adventures every written! An Adventure Zone classic!" [15] Stuart Campbell of Amiga Power opined that Core Design's rival 1992 fantasy adventure game Curse of Enchantia (also published by Virgin) was "a funny version of Lure of the Temptress with a different plot." [21]

Adventure Classic Gaming was less positive in its retrospective review, stating "what makes Lure of the Temptress fun—but also annoying—is the game's unique gameplay engine" and that its graphics "unfortunately do not hold up well over the passage of time," but that many of the backgrounds are "quite beautiful" [2] and summarizing by stating, "While far from being a dull game, Lure of the Temptress is also full of clichés and stagnant periods of gameplay which ultimately undermine the game's overall enjoyment." [2]

Related Research Articles

<i>Maniac Mansion</i> 1987 video game

Maniac Mansion is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been enslaved by a sentient meteor. The player uses a point-and-click interface to guide Dave and two of his six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games' first self-published product.

<span class="mw-page-title-main">SCUMM</span> Game engine developed by LucasArts

Script Creation Utility for Maniac Mansion (SCUMM) is a video game engine developed at Lucasfilm Games, later renamed LucasArts, to ease development on their graphic adventure game Maniac Mansion (1987). It was subsequently used as the engine for later LucasArts adventure games and Humongous Entertainment games.

<span class="mw-page-title-main">ScummVM</span> Set of game engine recreations

Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) is a set of game engine recreations. Originally designed to play LucasArts adventure games that use the SCUMM system, it also supports a variety of non-SCUMM games by companies like Revolution Software and Adventure Soft. It was originally written by Ludvig Strigeus. ScummVM is free software that is released under the terms of the GNU General Public License.

<i>Beneath a Steel Sky</i> Cyberpunk science-fiction point-and-click adventure from 1994

Beneath a Steel Sky is a 1994 point-and-click adventure game developed by British developer Revolution Software and published by Virgin Interactive Entertainment for MS-DOS and Amiga home computers. It was made available as freeware – and with the source code released – for PC platforms in 2003. Set in a dystopian cyberpunk future, the player assumes the role of Robert Foster, who was stranded in a wasteland known as "the Gap" as a child and adopted by a group of local Aboriginals, gradually adjusting to his life in the wilderness. After many years, armed security officers arrive, killing the locals and taking Robert back to Union City. He escapes and soon uncovers the corruption which lies at the heart of society.

<span class="mw-page-title-main">Revolution Software</span> British video game developer

Revolution Software Limited is a British video game developer based in York, founded in 1989 by Charles Cecil, Tony Warriner, David Sykes, and Noirin Carmody.

Broken Sword is a series of adventure games. The first game in the series, Broken Sword: The Shadow of the Templars, was released and developed in 1996 by British developer Revolution Software. Its sequel, Broken Sword II: The Smoking Mirror, was released a year later, and was followed by Broken Sword: The Sleeping Dragon in 2003, Broken Sword: The Angel of Death in 2006, and Broken Sword 5: The Serpent's Curse in 2013. A remake of the first game in the series, known as Broken Sword: Shadow of the Templars – The Director's Cut, was released in 2009, and a remake of the second game in the series, Broken Sword: The Smoking Mirror – Remastered, in 2010 for iOS devices; other platforms followed in 2011.

The Adventure Game Interpreter (AGI) is a game engine developed by Sierra On-Line. The company originally developed the engine for King's Quest (1984), an adventure game that Sierra and IBM wished to market in order to attract consumers to IBM's lower-cost home computer, the IBM PCjr.

<i>Cruise for a Corpse</i> 1991 video game

Cruise for a Corpse is an adventure game from Delphine Software International, made for the Amiga, Atari ST and IBM PC.

<i>Conquests of the Longbow: The Legend of Robin Hood</i> 1991 video game

Conquests of the Longbow: The Legend of Robin Hood is a graphic adventure game designed by Christy Marx and published by Sierra On-Line in 1991. It is the second and final part of the Conquests series, which begins with Conquests of Camelot: The Search for the Grail. It features VGA graphics and Sierra's standard icon-driven interface first seen in King's Quest V.

<i>Flight of the Amazon Queen</i> 1995 video game

Flight of the Amazon Queen is a graphical point-and-click adventure game by Interactive Binary Illusions, originally released in 1995 for Amiga and MS-DOS. The game was re-released as freeware in 2004 for use with ScummVM. In January 2022, a sequel was announced, titled Return of the Amazon Queen.

Simon the Sorcerer is a series of point-and-click adventure games created by British developer Adventure Soft. The series follows the adventures of an unwilling hero of the same name and has a strong fantasy setting similar to Sierra's King's Quest and Westwood's The Legend of Kyrandia series. The game varies in style, however, as it is more poised to be a parody of the fantasy genre than a member of the genre itself, with many renowned folklore characters appearing differently from what they are generally presumed to be.

<span class="mw-page-title-main">Virtual Theatre</span> Game engine by Revolution Software

The Virtual Theatre is a computer game engine designed by Revolution Software to produce adventure games for computer platforms. The engine allowed their team to script events, and move animated sprites against a drawn background with moving elements using a point-and-click style interface. Upon its first release, it rivaled competing engines like LucasArts' SCUMM and Sierra's Creative Interpreter, due to its then high level of artificial intelligence. The engine was first proposed in 1989, while the first game to use it, Lure of the Temptress, was released in 1992, followed by Beneath a Steel Sky (1994), Broken Sword: The Shadow of the Templars (1996) and Broken Sword II: The Smoking Mirror (1997).

<span class="mw-page-title-main">Charles Cecil</span> British video game designer and director

Charles Cecil is a British video game designer and co-founder of Revolution Software. His family lived in the Democratic Republic of the Congo when he was still very young, but was evacuated two years after Mobutu Sese Seko's coup d'état. He studied at Bedales School in Hampshire, England. In 1980 he began his studies in Engineering Manufacture and Management at Manchester University, where he met student Richard Turner who invited him to write text adventures for Artic Computing. After completing his degree in 1985 he decided to continue his career in game development and became director of Artic. The following year he established Paragon Programming, a game development company working with British publisher U.S. Gold. In 1987 he moved into publishing as a software development manager for U.S. Gold. A year later he was approached by Activision and was offered the position of manager of their European development studio.

<i>Kings Quest VI</i> 1992 video game

King's Quest VI: Heir Today, Gone Tomorrow is a point-and-click adventure game, first released in 1992 as the sixth installment in the King's Quest series produced by Sierra On-Line. Written by Roberta Williams and Jane Jensen, King's Quest VI is widely recognized as the high point in the series for its landmark 3D graphic introduction movie and professional voice acting. King's Quest VI was programmed in Sierra's Creative Interpreter and was the last King's Quest game to be released on floppy disk. A CD-ROM version of the game was released in 1993, including more character voices, a slightly different opening movie and more detailed artwork and animation.

<i>Hook</i> (video game) Video game based on the eponymous 1991 film

There have been several video games based on the 1991 film Hook. A side-scrolling platform game for the Nintendo Entertainment System (NES) and Game Boy was released in the United States in February 1992. Subsequent side-scrolling platform games were released for the Commodore 64 and the Super Nintendo Entertainment System (SNES), and an arcade beat ‘em up by Irem later in 1992, followed by versions for the Sega CD, Sega Genesis, and Sega's handheld Game Gear console in 1993.

<i>Broken Sword: The Shadow of the Templars</i> 1996 video game

Broken Sword: The Shadow of the Templars is a 1996 point-and-click adventure game developed by Revolution Software. It is the first in the Broken Sword series, co-written and directed by Charles Cecil. The player assumes the role of George Stobbart, an American tourist in Paris, as he attempts to unravel a deep conspiracy involving a sinister cult and a hidden treasure, seeing him travel to various locations around Europe and the Middle East. The game's storyline was conceived to feature a serious tone and heavily influenced by research on Knights Templar by Cecil, but was also interlaced with humor and graphics in the style of classic animated films.

<i>Curse of Enchantia</i> British graphic adventure game

Curse of Enchantia is a graphic adventure game developed and released by the British video game company Core Design for MS-DOS and the Amiga in 1992. The game tells the comic fantasy story of Brad, a teenage boy from modern Earth who was magically abducted to the world of Enchantia by an evil witch-queen. He needs to escape and find a way back to his own dimension.

<span class="mw-page-title-main">Tony Warriner</span> British video game designer

Tony Warriner is a British video game designer, programmer and co-founder of Revolution Software. At a young age he started playing adventure games, when they were just text adventures. He wrote his first game, Obsidian, while he was at school and sent it to Artic Computing for consideration. Artic's director, Charles Cecil, loved the game and convinced him to license it to Artic, and then to join Artic as a programmer. At Artic he wrote, together with Adam Waring, Ultima Ratio which was published in 1987 by Firebird. In the same year he got a job at Cecil's Paragon Programming, where games from US publishers were converted to European platforms. When Cecil had left to work for U.S. Gold, Warriner started doing 8-bit programming for games. In 1988 he created Death Stalker, published by Codemasters. In the same year he joined Cascade Games, where he worked on 19 Part One: Boot Camp, Arcade Trivia Quiz, and Arcade Trivia Quiz Question Creator. In 1989 Warriner moved to Bytron Aviation Systems based in Kirmington, Lincolnshire, where he wrote software for the aviation industry, David Sykes was his fellow programmer.

<i>The Immortal</i> (video game) 1990 video game

The Immortal is an isometric action-adventure game originally created by Will Harvey and released by Electronic Arts in 1990 for the Apple IIGS. It was soon ported to the Amiga, Atari ST, DOS, Nintendo Entertainment System, and Genesis. A wizard is attempting to find his mentor in a large and dangerous labyrinth. It has a high degree of graphic violence. In 2020, the NES port was re-released on the Nintendo Switch Online service, while the Genesis port was re-released on the Piko Collection Collection 1 cartridge for the Evercade.

<i>Nippon Safes Inc.</i> 1992 video game

Nippon Safes Inc. is a point-and-click adventure game developed by Italian developer Dynabyte. It was released in 1992 for MS-DOS and Amiga computers. The game is the predecessor to The Big Red Adventure and features cartoonish, comics-style graphics and a unique icon-based interface. In 2021 the game was declared freeware by the original authors of the game.

References

  1. 1 2 3 4 Lure of the Temptress Instruction Manual. Virgin Interactive. June 1992. pp. 16–25.
  2. 1 2 3 4 Rouse, Jenny (June 23, 2011). "Lure of the Temptress". Adventure Classic Gaming. Archived from the original on May 15, 2012. Retrieved March 11, 2012.
  3. 1 2 "The Making of... Lure of the Temptress". Edge . May 9, 2008. Archived from the original on October 16, 2012. Retrieved March 11, 2012.
  4. "Lure of the Temptress". Game Boomers. Retrieved April 25, 2012.
  5. 1 2 "Lure of the Temptress". Revolution Software. August 30, 2011. Archived from the original on March 14, 2012. Retrieved March 11, 2012.
  6. Vik Mamen, Erik-André (January 27, 2007). "Beneath a Steel Sky". Adventure Classic Gaming. Archived from the original on February 24, 2012. Retrieved March 31, 2012.
  7. Kalata, Kurt. "Broken Sword: The Shadow of the Templars". Hardcore Gaming 101. Archived from the original on April 18, 2012. Retrieved April 25, 2012.
  8. Kalata, Kurt. "Broken Sword II: The Smoking Mirror". Hardcore Gaming 101. Archived from the original on April 28, 2012. Retrieved April 25, 2012.
  9. David Crookes (November 2006). "The Making of... Broken Sword". Retro Gamer (31). Imagine Publishing: 60–63.
  10. "Revolution Games". Revolution Software. Archived from the original on October 18, 2003. Retrieved March 11, 2012.
  11. "Download ScummVM". ScummVM . Retrieved March 11, 2012.
  12. "Lure of the Temptress". Good Old Games. December 18, 2008. Archived from the original on February 7, 2012. Retrieved March 11, 2012.
  13. 1 2 Jackson, Neil (July 1992). "Game Review – Lure of the Temptress". Amiga Format (36). Future Publishing: 80–81.
  14. 1 2 Whitta, Gary (June 1992). "Review – Lure of the Temptress". The One (46). EMAP: 42–44.
  15. 1 2 "Adventure Zone Review – Lure of the Temptress". Mega Zone (24). Elwood, Vic.: 51 October 1992.
  16. 1 2 3 4 Davies, Jonathan (June 1994). "Game Reviews – Lure of the Temptress". Amiga Power (38). Future Publishing: 77.
  17. Lesser, Hartley; Lesser, Patricia & Lesser, Kirk (June 1993). "The Role of Computers". Dragon (194): 57–63.
  18. Matthews, Robin (March 1993). "Lure of the Temptress". Computer Gaming World. p. 100. Archived from the original on 2 July 2014. Retrieved 6 July 2014.
  19. "30. Lure of the Temptress – 30 najlepszych gier na Amigę - Imperium gier" (in Polish). Archived from the original on 2012-06-24.
  20. "Lure of the Temptress". Revolution Software. Archived from the original on January 4, 1997. Retrieved March 11, 2012.
  21. Stuart Campbell, "Things to come: Curse of Enchantia Archived 2013-09-27 at the Wayback Machine ", Amiga Power 17 (September 1992), page 20.