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MobyRank
100 point score based on reviews from various critics.
2.5
MobyScore
5 point score based on user ratings.

Description

The Abyss: Incident at Europa is a science fiction game which builds upon events that took place in James Cameron's epic film The Abyss.

During the years that followed events in that movie, the deep undersea research facility, Deepcore, has been occupied both by human researchers as well as the alien race introduced in the film, the NTI (Non-terrestrial intelligence). When surface contact with the station is lost, your mission is to "Return to the Abyss" to investigate. What you find is a very badly damaged facility that is, at first glance, totally unoccupied. Your objectives change drastically when you learn that a lethal, predatory virus from Jupiter's moon Europa was inadvertently transported to the station, mutating all life forms (alien and human) into monsters.

To stop the virus, save the NTI race and humanity, you must find the components of the cure and combine them in time. Your search will eventually take you to the Ark, the huge NTI spaceship, and then to the Europa moon. Armed with only a stunner gun, you must fight your way through mazes of corridors, getting past a multitude of murderous mutants, who attack in zombie-like fashion.

The game is played in first person perspective and uses the keyboard for navigation and interaction. Because of the interface and the shear number of mutant encounters, this game is more action than adventure. Features include a "CD quality soundtrack."

Alternate Titles

  • "Return to Abyss" -- Alternate title

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User Reviews

This game should be dropped into a bottomless pit Jeanne Bronze Star Contributing Member (73931) 1 Stars1 Stars1 Stars1 Stars1 Stars

The Press Says

Just Adventure Sep 23, 2003 B- 67
Adrenaline Vault, The (AVault) Nov 17, 1998 2 Stars2 Stars2 Stars2 Stars2 Stars 40
Game Over Online Sep 28, 1998 29 out of 100 29

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Trivia

Development

The game engine for this game started out being the Atlantis engine developed by Digital Dialect, which was little more than a spiffy Doom-alike engine. However, re-direction by management to change it into an adventure game (rather than action) to run on a slower 486-66Mhz system caused the developers to change gears.

Then FastGraph technology, by Ted Gruber Software, was used for the majority of the development, but that, too, changed when a new group of programmers joined the team.

According to lead programmer, Gene Turnbow, "Naturally, after that everything more or less broke, and it shipped in a somewhat broken state."


This entry to the MobyGames database was contributed by Jeanne Bronze Star Contributing Member (73931) on Sep 05, 2001.
 

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