Alida game demo




















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The Bi-Sphere has undoubtedly been laying here for a long period of time, possibly eons, so could the hologram be of Earth earlier in its history?

The geolocations identify where other Bi-Spheres are stationed. Nonetheless, the astounding conclusion is that there must be 4 other Bi-Spheres. Alida was originally released in on Macintosh and PC platforms, and searching 'alida game' online you may find vintage releases available. Five years in the making, the world of Alida will captivate you with its wondrous graphics, intriguing puzzles and original music score. This atmospheric graphical adventure is set on Alida, a guitar-shaped island theme park constructed by a young and wildly successful band.

However when money woes and paranoia set in, the band splits up. Paranoia sets in and the band splits up, each claiming different areas of the island theme park for themselves. They devise strange and elaborate systems to protect their wealth. Each grow increasingly isolated and the band eventually abandon Alida. Several years later the band's manager Kivas suggests the band reunite on Alida.

Soon thereafter, band member Arin leaves for Alida and is not heard from again. Features: Imaginative and beautifully rendered 3D environments Engaging puzzles ranging from simple to complex Mesmerizing audio Story of intrigue and mystery During the Alida Game start up, the opening dialogue sets the stage.

By the time Alida was released for the PC, the Mac version had been out for months and the reviews were almost universally glowing. The hype about the game had all led me to believe that it was the best thing since Riven. Unfortunately, I discovered that while it was an interesting and original game, Alida failed in several key ways to live up to the frequent Myst comparisons. While not all of the hype was overblown, Alida certainly isn't "all that and a bag of chips. The story is reasonably intriguing, if insufficient for a game as long as Alida.

It seems that there was this Australian rock band named Alida whose debut album sold a billion copies, making the band members the richest men in the world. Don't bother doing the math - it doesn't work out. Take it as literary license. The band, rather than concentrating on a follow-up album, decides to take their newfound wealth and blow it by reshaping a South Pacific island into a giant working guitar and turning it into a theme park also named Alida.

Work on the project grinds to a halt when the blasting crew stumbles across a chamber full of impossible futuristic technology. While band-member Arin becomes intrigued with exploring this technology, the rest of the band loses interest in the project and drifts away.

Then Kivas, the band's manager, summons the band back to Alida for an important meeting. When Arin never returns home from this meeting, his wife Julia sends you, the player, a message, asking you to go to Alida, find your friend Arin and bring him home.

All of this happens, of course, before the game ever starts. The story is revealed, in true Myst fashion, through Arin's journal and some letters you find during your exploration of the island. Thankfully, the reading material isn't as voluminous as in Myst, with only a single bit than could be called lengthy. The main reasons for the frequent comparisons between Alida and the Myst games will be obvious from the word go.

Alida uses the same photo-realistic ray-traced graphic style, the same node-based movement, the same 1st-person slideshow presentation. In fact, they even share the same Macromedia Flash-style hand cursor. Unfortunately, Alida comes off much the worse in any actual comparison.

While the detail work is quite good in close-up views, much of that detail is lost in longer shots. This was particularly noticeable when one is looking at distant trees; many of the shots made it appear as if some of the tree limbs were floating in mid-air. The water effect also bothered my eye. There are several shots of vast expanses of ocean. However, the effect tended to look like sandwiched blue and white sheets of cellophane being minutely slid against each other.

Perhaps recognizing the weakness of some of their outdoor effects, the designers at Dejavu Worlds kept them to a minimum. The great majority of the game is played in dimly lit underground caverns. And when the player does make it to fresh air, it is frequently to find himself surrounded by cliffs and high rocks that severely limit his view. Although this means that much of Alida is presented with a fairly muted palette of grays and browns, it is these areas that truly showcase the artistic talent of the game's creators.



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