Retro Gaming Magazine Jan. 2014 | Page 34

Storywise, I really dug Sacred Line. Darko's native language is not English, but he had an awful lot of help with proof-reading. While it's not Stephen King-quality prose, it's eminently readable with no confusion. The text is delivered in short snippets, suitable for the screen resolution, and while it's pretty linear, there are still plenty of choices to be made, items to be found, and deaths to be met. Impatient gamers will enjoy the lack of saving/reloading when a death happens, as Sacred Line just rewinds a couple of pages to the most recent checkpoint, letting you re-think your actions and try something different. This removes any real sense of urgency, but compared with other console adventure games like Uninvited or Shadowgate which delighted in the unrepentant slaughter of the protagonist, the superiority of this system becomes apparent. It's no different than holding your fingers at a certain point in a CYOA novel, which is something we all did, so don't try to deny it. Most importantly, there aren't a whole lot of options for this sort of game available to Sega enthusiasts. Snatchers does it all with greater pizazz, but take away Hideo Kojima's involvement and the massive budget and you'd get something that looks a lot more like Sacred Line. Perhaps the best connection you can make to the game is the Japanese-only Play Novel: Silent Hill which takes the PS1 classic and boils it down to a series of story-based choices and dialog between characters (look for more on this and other visual novels in a future issue!). Before you make a purchase, you have to decide which version of the game you want as Darko offers two options. The standard