Guard Duty

 

 

 

 

 

Genre:    Adventure 

Developer:   Sick Chicken Studios

Publisher:    Digital Tribe

Released:   May 2, 2019              

Requirements (minimum):

 

  • OS: Windows XP or higher 
  • Processor: Pentium or higher
  • Memory: 64 MB RAM
  • Graphics: 320x240, 32-bit color
  • DirectX: Version 8.0
  • Storage: 2 GB available space
  • Sound Card: All DirectX-compatible sound cards

 

 

 

 

By flotsam

 

Guard Duty

Sick Chicken Studios

Another 2D pixelly retro style point and click adventure, Guard Duty offers about five to six hours of good hearted past and future fun. You get to save both the world and a princess, defeat a monster or two, and perhaps chuckle here and there. It isn’t a classic, but it knows what it wants to be, understands its inspirations, and generally delivers.

Plus there is a puzzle with a goat!

And also one with a spider, a very large one (the spider not the puzzle), that is one of the more interesting in the game. The bulk of the puzzling is inventory based and fairly straightforward, whereas this was a little more involved.

You play largely as Tondbert, 1000 years ago, after a brief introduction about the extinction of the human race. He is a hapless sort of chap, currently locked in his own bedroom without his pants (or indeed any of his uniform). The drinking session while on guard duty at the town gate the night before is clearly to blame, as it is for some other developments. Tondbert’s main priority though is his current predicament, especially given he has been summoned by the king. So how to get out?

When you do, you will spend your time as Tondbert in and about the Kingdom of Wrinklewood (population 52). There is a large misdeed afoot, and Tondbert appears to be the only one willing and able to go about resolving it. Which means leaving the town, which in these sorts of games is never as simple as just walking out. Tasks and conundrums must first be dealt with, a list in your inventory bag helpfully keeping track.

About two thirds of the way through the game, you get catapulted back to somewhere around where we started. This time you are Starborn, part of a resistance group fighting back against the evil forces that have enslaved the world. You now have a radio, which should not be forsaken. It was an easier part of the game I thought, and not only because inventory items get used automatically when needed. It is far more limited in size, with only a few areas to explore, which also contains the exploration and finding things side of the puzzle equation.

Game mechanics are simple and familiar. Left click to move Tondbert about, and to search the scene in front of you. Right click a hotspot to examine it, left click to take or interact with the hotspot, depending on its nature. The inventory pouch is top right, and again click to open. You can examine items in the pouch, and select them to use in the gameworld. All of this is neatly explained the first time you get control of a character.

Double click won’t make a character run, but double clicking an exit arrow will have them jump to the next scene. Some scenes side scroll, and you will at times find yourself at a map page, from which you can select one of a few available destinations.

Music accompanies you, and there is plenty of detail and life in the game world. Colours are muted but plenty. The game can be played with voice and text, or just text, and while the voices don’t reach any great heights they aren’t such that you should avoid them. Many are also provided by a very few people, which in my opinion always makes the acting task that much harder.

The endgame sees Tondbert and Starborn (plus the goat) working together to produce a much happier ending than at times seemed possible. As it closes, it exhorts you to “never give up and to fight for those you love” which is a nice note on which to end a solid game.

 

I played on:

OS: Windows 10, 64 Bit

Processor: Intel i7-6700 4GHz

RAM: 32GB GDDR5

Video card: AMD Radeon RX 580 8192MB

 

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May 2019

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