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Countdown

aka: Countdown: An Interactive Movie of Intrigue, Espionage and Suspense.
Moby ID: 1978
DOS Specs
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Description official descriptions

Mason Powers, a former CIA agent, awakens in a Turkish asylum with many of his memories erased. Gradually recovering from his amnesia, Mason realizes that he has been locked up for allegedly murdering his supervisor. Convinced that he is innocent, Mason eventually escapes from the mental hospital. However, that brings him back to his old job, where he becomes entangled in a world-wide conspiracy of espionage, terrorism, and murder.

Countdown is an adventure game with emphasis on traveling and conversation, though inventory-based puzzles are present as well. Over the course of the game the protagonist travels to many different locations around the world, though the areas themselves are fairly small. Interaction is performed by choosing verb commands such as Look, Get, Taste, and others. There are no "hot spots" that indicate that an object can be interacted with. A bulk of the game is dedicated to conversations, which include, among others, special commands such as Help, Hassle, Pleasant, and Bluff. Sometimes choosing a wrong action may lead to a premature end of the game.

A few segments involve navigating top-down mazes. It is possible to die in various ways and also get irrevocably stuck. The game imposes a time limit of ninety-six in-game hours on the player. Certain actions - such as spending more money and traveling by plane instead of a train - may help the player stay well within this limit. The game is notable for using digitized photography alongside hand-painted graphics; character portraits are all scanned photos. It also uses digitized music and speech samples, which can be heard even with a PC speaker thanks to a special software.

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Credits (DOS version)

9 People

Created and designed by
Programming
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Set Construction, Graphics, Layout
Flashbacks
Realsound
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Reviews

Critics

Average score: 75% (based on 7 ratings)

Players

Average score: 3.6 out of 5 (based on 25 ratings with 4 reviews)

Sat on my shelf for years before I finished it

The Good
Whenever I remember Countdown, one particular scene comes immediately to mind. I'm standing in a small cellar with no visible way out. I've just finished finding my way through a complicated hedge maze and this tiny room was at the end. In front of me is a rack full of wine bottles. My gut tells me that a secret door, and my escape, lies behind that wine rack. But, for the life of me I don't can't figure out how to open it!

The year was 1990 - desktop computers were fairly new. The only ways to find help with a game back then were 1) Spend mega-bucks and call the company's "hint line" (if one was available) or 2) Find a Bulletin Board with a walkthrough on it or 3) Hope that one of your friends has played it and can give you a clue. Evidently none of those worked at the time because I shelved the game and hoped to be able to finish it someday.

The Internet was my salvation, because I finally got a chance to finish Countdown just a few years ago. All of it came flooding back the moment the intro flashed on my screen - the way to avoid the guards in the hospital, the fun time in the maze, and of course that wine cellar! Only this time, I knew the answer and got beyond what had me stumped before.

It was indeed nostalgic to play Countdown nearly 10 years later. I was still amazed at the depth of the game. The graphics, of course, were very "classic" and the interface was the old "choose an action" word type. The music was truly spooky, suspenseful and mood-enhancing. Moving the main character with arrow keys felt a little awkward, but I got used to it.

The Bad
The story itself was a bit bizarre, but it kept me interested all the way to the end. It's a little like "Dr. Moreau meets James Bond", if you know what I mean.

The game didn't provide clues for some of the puzzles, so I had to use a hint file!

The Bottom Line
If you still have a computer that will play MS-DOS games, and you are in the mood for something a little unusual, try Countdown. It's a game with all the elements that make up a good adventure and spy thriller.

DOS · by Jeanne (75945) · 2001

Solid, if unspecatular, adventure experience

The Good
It continued what Access started with Mean Streets; enhancing the graphics by a significant margin, and adding many more enviornments. It is challenging, offers a fairly compelling story, and is generally immersive. Also, the overhead maze sequences (very similar to Indiana Jones and the Last Crusade) help keep things nice and varied.

The Bad
Like Martian Memorandum, which Access released shortly after this game, it is VERY easy to reach a "dead-end" via an earlier, minor mistake. I really dislike this feature in games since it creates a high level of paranoia, which detracts from the overall fun. Isn't "fun" the whole point? The story is somewhat cliche, and the "twists" aren't all that surprising. But, it is still a very enjoyable experience, and in the end that is all that matters.

The Bottom Line
Early entry to the "Access" style of adventure gaming, with digitized graphics and a "dark" storyline. Not the best of all-time, or even the best of its time, but still something any adventure fan should pick up.

DOS · by Toka (13) · 2001

Technologically impressive, yet lacking as an adventure game

The Good
Access Software had a good grip on contemporary technology during the VGA revolution of late 1980's. With their Mean Streets, they were among the first to jump the bandwagon of 256-color graphics, digitized sound effects, and even a bit of live action.

Countdown continues this trend, relying on smart usage of technology to impress the players. Right in the beginning you are shocked by screaming samples and horrifying images of real people; afterwards, you are being transferred into a photorealistic rendering of an asylum cell, complete with minuscule bugs crawling through sagging wallpaper. The game starts strong, setting the right tone and establishing the grim atmosphere for a promising horror tale. It should be noted, however, that the game completely abandons these stylistic traits once you manage to escape.

The first part is generally much better than the subsequent material, and is only hampered by unrelenting difficulty level stemming from any lack of direction. Still, it is much more involving than the on-rails gameplay it's eventually replaced by: it is fairly open-ended, with more gameplay variables taken into account. It is also quite tense and atmospheric, leading you to believe that you'll emerge into an even less restrictive world full of dark imagery after you escape - a promise which the game, unfortunately, does not keep.

In general, the gameplay is functional: although the interface is anything but comfortable, there is enough experimentation involved, and the game will generously comment upon your attempts to think outside of the box. More interesting, however, is the conversation system, which could have been the star of the game if it were handled in a less seemingly random manner. Any conversation allows you to choose between different attitudes on the part of the protagonist, leading to fairly complex trees with some branches being essential to game progression. It feels very refreshing to try out different approaches during the early stages of the game, seeing how correctly chosen variants help you in your predicament. It is a pity the game overuses this device and reduces much of the experimentation to simple trial and error.

The Bad
Once the effect caused by its audiovisual prowess and gameplay gimmicks wears off, Countdown reveals itself as a fairly ordinary adventure game.

For starters, the game's pacing has serious problems. It is divided into two unequal parts - breaking out of the asylum and investigating the global conspiracy. The first part is interesting, but excessively frustrating, forcing you to retry multiple times in order to find the right path through the monotonous maze. Once you are out, however, you are treated to a restricted, linear romp through one-screen locations: travel to your destination, figure out which attitude gets you through the dialogue, unlock a new similarly confined area, etc.

The problem is that neither of the two gameplay modes (talking and investigating) is really fulfilling. Conversations are very erratic, and guessing the right path is mostly a matter of trial and error. Investigation segments are plagued by extreme pixel-hunting exacerbated by an awkward interface requiring way too much precision from the player. The puzzles lack spark and are mostly forgettable.

Clearly, the developers put more effort into the extravaganza of real actors and digitized effects than in actual adventure game design. Unfortunately, even as an interactive story, Countdown doesn't really deliver. The campy presentation coupled with unnecessarily cheesy, often badly written dialogue (sometimes even with grammatical mistakes) and unsuccessful attempts at comic relief ruins what could have been a suspenseful piece of globe-trotting spy fiction. There is also a stark, jarring discrepancy in tone between the first and the second part of the game. The escape from the asylum has a strong atmosphere with horror overtones. The following investigation shatters it to pieces, severing our emotional connection to the hero by subjecting him to a series of nonchalantly handled dialogue and contrived adventure game situations seemingly taken straight out of a Leisure Suit Larry game.

The Bottom Line
Countdown is a an interesting title worth checking out for being an early example of rudimentary multimedia technology. As an adventure game, however, it is not entirely satisfying: pixel hunts and pacing problems prevent it from joining the upper echelon of the genre.

DOS · by Unicorn Lynx (181780) · 2014

[ View all 4 player reviews ]

Trivia

References

On the backside of the game boxes flap, a citation from Lewis Caroll's Alice's Adventures in Wonderland is printed:

"BuT I doN't wanT to go aMonG Mad peoPle," AliCe remarKeD. "OH, YOU caN'T heLp THat," saiD THe CaT. "We'Re aLL MaD HeRe. I'm MaD, YoU'Re MaD."

"How dO You KNow i'M MAD?" saiD AliCe.

"YOu MusT Be," sAid tHE CaT, "oR you wOULdn't Have COme Here."

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  • MobyGames ID: 1978
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Contributors to this Entry

Game added by -Chris.

Linux, Macintosh, Windows added by MAT.

Additional contributors: Jeanne, formercontrib, Patrick Bregger.

Game added July 18, 2000. Last modified January 22, 2024.