''Interphase'' is a 1989 combination
first-person shooter
First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the pl ...
and
puzzle video game
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion.
...
developed by
The Assembly Line
The Assembly Line was a British video game development company which created games for the Atari ST, Commodore 64 and Amiga systems. Recognized for the quality of its programming, it mostly created 3D action or puzzle games. Games they produce ...
and published by
Image Works
Image Works was a British video game publisher that served as a publishing label for Mirrorsoft between 1988 and 1992, when the parent company went bankrupt.
History
The first two games published under the Image Works label were '' Fernandez M ...
for multiple platforms.
The developers were licensed to use concepts from ''
Neuromancer
''Neuromancer'' is a 1984 science fiction novel by American-Canadian writer William Gibson. Considered one of the earliest and best-known works in the cyberpunk genre, it is the only novel to win the Nebula Award, the Philip K. Dick Award, and ...
'', reflected in the virtual-reality cyberspace concept and theme of a powerful corporation.
The game is a
first-person shooter
First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the pl ...
, but the game primarily focuses on puzzle-solving using the interaction between a 3D
cyberpunk
Cyberpunk is a subgenre of science fiction in a dystopian Futurism, futuristic setting that tends to focus on a "combination of low-life, lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial in ...
environment and its conceptual relationship with a 2D zoomable blueprint in which a
non-player character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
is indirectly guided through the floors of a high-security building.
Later games that have a similar style to the 3D elements in ''Interphase'' include ''
Pyrotechnica'' and ''
Rez''.
Plot
In the future, automation of most jobs has led to boredom, which in turn has led to a boom in the leisure industry. DreamTracks, created by Dreamers who work for multi-national corporations, are recorded patterns of imagination. The general public then view these DreamTracks as a form of entertainment.
The player, Chad a Dreamer discovers that subliminal messages are being inserted into DreamTracks to persuade consumers to buy certain products and more worryingly, to push certain political viewpoints and pro-government propaganda.
Using a human to computer interface, known as an ''Interphase''
'','' Chad sets out to destroy a particularly dangerous DreamTrack stored in a high security building. He has asked his girlfriend, Kaf-E
to physically break into the building while he virtually infiltrates the computer to disable computer controlled defences and security systems.
Gameplay
The action mostly takes place in two modes: a 3D cyberpunk environment and a 2D schematic map where puzzles are encountered. 3D objects in the cyberpunk environment represent objects such as security doors and cameras. To disable the real-world devices, the 3D objects must be destroyed. Puzzle-solving involves determining which objects to disable and in what order. The player must also deal with virtual defences, represented by enemy ships which pose a threat to the player's ability to jack in to the system, and which must be defeated.
While viewing the 2D schematic, the action in the 3D world continues, so it's essential that enemy ships have been dispensed with before puzzle-solving can proceed. Otherwise, the player becomes a sitting duck.
The player controls ''Chad'' in the 3D section of the game while in the 2D section ''Kaf-E'' follows a path throughout the building and attempts to reach the lift to the next level, messaging ''Chad'' if she encounters an obstacle or notices something that could assist. The player's main goal is to disable/manipulate the real world objects and security to allow ''Kaf-E'' to progress safely without getting killed by traps or caught by the security bots, as well as ensuring his virtual craft is not destroyed by the defenses. Allowing either his own craft to be destroyed or ''Kaf-E's'' safety compromised will result in a game over.
The game was ranked the 38th best game of all time by ''
Amiga Power
''Amiga Power'' (''AP'') was a monthly magazine about Amiga video games. It was published in the United Kingdom by Future plc, and ran for 65 issues, from May 1991 to September 1996.
Philosophy
''Amiga Power'' had several principles which comp ...
''.
[Amiga Power magazine issue 0, ]Future Publishing
Future plc is an international multimedia company established in the United Kingdom in 1985. The company has over 220 brands that span magazines, newsletters, websites, and events in fields such as video games, technology, films, music, photogr ...
, May 1991
Graphical style
In-game screenshot (Atari ST)
The 2D environment is a polygon-based schematic closely resembling an animated blueprint. A very deep zoom-in is possible and necessary. The progress of ''Kaf-E'' and the positions of moving objects (e.g., security guards) and fixed objects such as cameras can all be monitored in this view.
The 3D environment is a first-person view from the front of a virtual ship navigating a multiple-level environment. The virtual levels do not represent the floors of the building, they simply represent parts of the computer system. Navigation between levels is accomplished by flying through square panels.
See also
* ''
Neuromancer (video game)
''Neuromancer'' is an adventure video game developed by Interplay Productions and published by Mediagenic (a brand name that Activision was also known by). It was released in 1988 for the Amiga, Apple II, Apple IIGS, Commodore 64, and MS-DOS. ...
''
References
{{reflist
External links
''Interphase'' at MobyGames
1989 video games
DOS games
Atari ST games
Amiga games
Puzzle video games
First-person shooters
Cyberpunk video games
Zero-G shooters
Hacking video games
Video games developed in the United Kingdom
Image Works games