Hi Damien,
I wouldn't say complicated, at least not from a visual aspect, but I'd
say conceptually different from most audio games. Games like Super
Liam and Q9 are good games in their own right, but would seam a little
primative to a mainstream gamer as they just lack features mainstream
gamers take for granted. As I told Lori over on the USA Games list
many first-person and third-person games have dozens of movement
commands that have never appeared in an audio game before. At least
not all at once. For example, here is a typical keyboard layout for a
mainstream game for Tomb Raider or something like it.

Climb Down control+down arrow
Climb Left control+left arrow
Climb Right control+right arrow
Climb Up control+up arrow
Crawl Backward period+down arrow
Crawl Forward period+up arrow
Crawl Left period+left arrow
Crawl Right period+right arrow
Crouch/Duck period
Draw/Holster Weapon spacebar
Fire Weapon controll
Jump Backward alt+down arrow
Jump Forward control+up arrow
Jump Left control+left arrow
Jump Right control+right arrow
Jump Up alt
Look Down page down
Look Up page up
Open Door enter
Reverse Roll end
Roll Foward home
Run Foward up arrow
Sidestep Left shift+left arrow
Sidestep Right shift+right arrow
Step Backward shift+down arrow
Step Foward shift+up arrow
Swim Down alt+down arrow
Swim Up alt+up arrow
Turn Around down arrow
Turn Left left arrow
Turn Right right arrow

As I said it is a pretty big list, and that's just some of the main
ones I've seen and used in mainstream games. The Tomb Raider games
often have special keys to perform flips, safety drops,  and other
special movements not listed above. So clearly Shades of Doom and
other games made for the audio games community lack the degree of
complexity and freedom of movement of the mainstream games. That's
just movement mind you. We haven't even started talking about multiple
types of ammo for the same weapon, the ability to customize the main
character, and other such features that seam to becoming more frequent
in mainstream games. There is quite a lot going on in the mainstream
market the average audio gamer probibly isn't aware of and is missing.
Case in point. Several years ago, perhaps 1996 or so, i had a couple
Star Wars games called Rebel Assault I and Rebel Assault II. Even way
back then you could click on options and completely customize your
x-wing by setting the shield strength, speed, turbolaser
effectiveness, etc. It really gave you a lot of choice in how your
ex-wing performed in a tie fighter engagement. It could be invincible
which didn't really allow you to score, or you could increase the
difficulty of the mission by using an x-wing that didn't have a lot of
speed, manuverability,  and was less effective in combat, but the
upshot was if you used an infurior x-wing the higher the score was
for every tie fighter you destroyed. Again I haven't quite seen any
audio game developer step up to the plate and offer this kind of
customizable content other than Entombed which is very customizable.


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