Magick
Poultry Productions
Made in AGI
What do you get when you
cross a Sierra style adventure game with the bible and a bucket
of blood? Tex McPhilip? Yes, and he's back for the second
part of his adventure.

This game, made with the
Adventure Game Interpreter (AGI) by Magick Poultry Productions,
is the sequal to Tex McPhilip in "Quest for the Papacy" and
is quite good. The sense of humour may not be for everyone,
especially if you are easily offended religion wise or if
you don't find an axe weilding Pope funny at all. But for
all us other weirdos, this game is great.
The story picks up after
the first game where Tex McPhilip has become Pope and is now
trying to merge Christianity with the Muslim faith so that
everyone can be happy under one God. But once you get into
Mecca, you realize that God has other plans. The rest of the
game is spent trying to overthrow God from his throne in heaven
and it stretches over four acts with an amazing seventy-one
playable rooms ranging from Heaven to Hell!
The puzzles aren't your
typical adventure game puzzles. You will have to kill and
destroy and desecrate corpses on your quest to overthrow God.
The amount of killing you actually do has been toned down
from the first game [I think, this game was much longer so
maybe the killing seemed more spread out] but it is still
a big part of the adventure.
The art leaves a little
to be desired but mostly on a technical side. A lot of the
backrounds are well drawn and everything is clear except for
walk to areas. What I mean by this is that there is no hint
as to what side of the screen will take you to another location
or will just stop the character. A completely open grass scene
will only give you the ability to walk to the left when options
to the other three directions are graphically wide open. I
know this seems like a minor point, but it's important [especially
in act three] because I would get stuck walking back and forth
from location to location and not realize that all I had to
do was go down in one area to open up more locations. Does
that make sense? Also, the interior [although made a joke
of towards the end of the game] are only filled with the bare
minimun of detail. Enough to get across the fact that it is
a house. This, again is a small gripe, but it was easy to
figure out what I had to pick up or use in a house because
that usually ment anything in the house.
What I really appreciate
are the incidental animations. The little animations that
don't really need to be in the game, but are anyway. As I've
said before, for some reason in AGI games, there are a lot
more animations than in many other amateur games I've seen
in other engines.
The humour is great. Plenty
of chuckles and also a couple of times I found myself laughing
outloud at a puzzles or a line of dialogue. The subject matter
is, in my opinion, funny and the fact that the character Tex
McPhilip is a mass murdering Pope just boosts the funny along.
The parser is well filled
with words. I didn't find myself struggling for a new word
to describe some action. Everything flowed along very smoothly
with out any kind of anger at the text parser.
Another note on puzzles,
sometimes, the solution isn't readily apparent. Sometimes
I found myself walking around completely stumped as to what
to do next and then, when I stumbled apon the answer I would
realize that it made sense but the story didn't really give
me a good enough reason for doing that action. But again,
this only happened twice to my knowledge so it is by no means
a reason not to play this game.Tex McPhilip 2 in Road to Divinity
is a great game. This game is yet another reason why we should
all give AGI another try. The humour is consitent, the puzzles
are plentiful and the game is just fun to play. Way to go
Magick Poultry Productions, keep them coming!
eric
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