| "Interactive Fiction Now" | |
| Issue #1, December 1997 | |
| Published for the World Wide Web by Frotz Publications | |
| Copyright 1997, Frotz Publications, London. | |
| All rights reserved. | |
| http://www.if-now.demon.co.uk/ | |
| Editor: Matt Newsome, <editor@if-now.demon.co.uk> | |
| All Trademarks acknowledged. | |
| Tomb Raider (c) and TM 1996 Core Design Ltd. | |
| (c) and Publishing 1996 Eidos Interative Limited. All rights reserved | |
| This issue of IFN owes a debt of gratitude | |
| to the following people (in alphabetical order): | |
| Marc Blank and Mike Berlyn at Eidetic Inc. | |
| Simon Byron at Bastion | |
| Jamey Gottlieb and Laird Malamed at Activision | |
| David Lebling at Avid Technology | |
| Rebecca Lester at Broderbund Europe | |
| Susie Hamilton at Core Design | |
| This first issue of IFN is dedicated to my son, | |
| Joshua Peter Hal Newsome, born on Friday 21st | |
| November 1997 at 18:49hrs and weighing 7lbs 15.5 oz | |
| ----------------------------------------------------------------------- | |
| EDITORIAL | |
| WELCOME to Interactive Fiction Now! In this occasional web-based magazine, | |
| you'll find a wealth of information about Interactive Fiction gaming today. | |
| Covering a wide variety of Adventure gaming styles, from Zork to Riven, from | |
| Tomb Raider to Starship Titanic, we'll be looking at anything involving and | |
| immersive. In this first issue we look at the imminent release of Zork: | |
| Grand Inquisitor, the first foray into the world of Zork since Zork: Nemesis | |
| last year. | |
| In an exclusive interview, we talk to Laird Malamed, director of ZGI and | |
| talk about this latest episode. This year also sees a celebration of Zork's | |
| 20th Anniversary. In association with Activision, ex-Infocom implementors | |
| Marc Blank and Mike Berlyn have released a brand spanking new piece of | |
| text-based interactive fiction using the Inform engine. We speak to the Imps | |
| to find out how Zork: The Undiscovered Underground came to be written. | |
| We also review the recently released Broken Sword II: The Smoking Mirror and | |
| the long-awaited Sequel to Myst -- Riven. | |
| So, please! Enjoy yourselves, and feel free to email me here at Interactive | |
| Fiction Now <comments@if-now.demon.co.uk> with your comments and suggestions. | |
| ----------------------------------------------------------------------- | |
| NEWS | |
| LARA CROFT RETURNS | |
| Digital pin-up Lara Croft is set to storm back into the games market this | |
| month in Tomb Raider II. For those of you who may have been off the planet | |
| over the last year, Tomb Raider is an action/adventure game starring | |
| Ms.Croft, the daughter of an English aristocrat. Tomb Raider II is only | |
| available in demo format at present but is due for release at the end of | |
| November 97. Core promise the game will be 50% larger and boast an improved | |
| engine, higher resolution images and dynamic shadows. Lara herself has also | |
| had a makeover since last year's release. This time she appears resplendent | |
| in leather jackets and wetsuits and with all manner of boats and skidoos to | |
| tear about the place on. With more new enemies to fight than any of us | |
| would dream of shaking a stick at, we're in for a treat this Christmas. | |
| Tomb Raider 2 is currently due for release on 28th November 1997. We'll be | |
| reviewing the game as soon as the code is finalised, so keep an eye on the | |
| IFN website for details of our coverage. | |
| ----------------------------------------------------------------------- | |
| INTERVIEW | |
| FULL CIRCLE IN THE GREAT UNDERGROUND EMPIRE! | |
| Following on from their considerable success last year with Zork: Nemesis, | |
| Activision have been busy. Returning to a style more in keeping with its | |
| textual predecessors, Zork: Grand Inquisitor will offer something wholly | |
| unprecedented: the first pictures of the White House and other major | |
| landmarks in the Great Underground Empire. | |
| We caught up with the director of Grand Inquisitor, Laird Malamed, to ask | |
| about the new Zork... | |
| IFN: How does the Zork: Grand Inquisitor story relate to Zork: Nemesis and | |
| the text-based games? | |
| Laird Malamed: Zork: Grand Inquisitor is based on the entire Zork series | |
| (except Return to Zork which is in the future). The time frame for the game | |
| is 1067 GUE, 101 years after Spellbreaker and Beyond Zork and 118 years | |
| after Zork: Nemesis. The title character of the game, the Grand Inquisitor | |
| is the same role that closed the Forbidden Lands in Zork: Nemesis. During | |
| the game, the player (another nameless, faceless, gender-neutral adventurer) | |
| must find three lost treasures from the series (the Coconut of Quendor | |
| (Beyond Zork), a cube of Foundation (Spellbreaker) and Yoruk's Skull | |
| (Zork: Nemesis)). The player is also paired with the 3rd Dungeon Master, the | |
| successor to the Dungeon Masters of Zork III fame. | |
| The overall tone of the game is between Return to Zork and Zork: Nemesis, | |
| close in feel to that of the text adventures. | |
| IFN: I understand the same Zork: Nemesis engine is being used for Zork: | |
| Grand Inquisitor. What improvements have been made? | |
| LM: The engine is now full screen width (as opposed to 512 pixels in Zork: | |
| Nemesis). Also, an inventory system has been added, along with a spell book, | |
| new menu bars and a auto-filling map. | |
| IFN: Is there going to be ambient music, as in Zork: Nemesis? | |
| LM: Yes. Mark Morgan is doing the music again. | |
| IFN: The extra touches in Zork: Nemesis, such as the classical artwork | |
| incorporated into the scenery, added a great deal to the "feel" of Zork: | |
| Nemesis. Are similar devices being used in Zork: Grand Inquisitor? | |
| LM: Zork: Grand Inquisitor operates on many different levels. All of the | |
| components, sound, color, music, voice over and cut scenes help tell the | |
| story of magic vs. technology. This conflict is represented by a variety of | |
| different elements (red banners vs. blue magic effects, organic versus | |
| machine, etc). We also have more characters to interact with that help | |
| populate the world. However, we are not placing any classical artwork in the | |
| world because most of the game occurs underground. | |
| IFN: At this stage, I've only seen early sketches. Will the actual game | |
| graphics be closer to the style used in Zork: Nemesis or these "cartoon" | |
| like images? | |
| LM: The process for completing the art has gone as follows: A pencil sketch | |
| is drawn and approved. A basic color treatment is applied (the "cartoon" | |
| images you mention). These are used as palette guides by the 3D artists. | |
| The final art looks similar to that of Zork: Nemesis, but also reflects the | |
| lighter tone of Zork: Grand Inquisitor. By the very process of 3D, the final | |
| art look much more photorealistic than the paintings. | |
| IFN: What development tools are you using during development of Zork: Grand | |
| Inquisitor? | |
| LM: On Zork: Grand Inquisitor we are using lots of different tools. Visual | |
| C++, Visual SourceSafe, Adobe Photoshop, After Affects, Illustrator, 3D | |
| Studio Max, 3D Studio R4, Soft Image are the main staples. We are also using | |
| lots of internally developed tools as well. | |
| IFN: Zork: Grand Inquisitor will have the first non-verbal images of the | |
| White House from Zork I. Are you worried about satisfying everyone's | |
| expectations? | |
| LM: In some regards, I know that everyone has their own images of the White | |
| House, and there already has been some debate on the web. In looking at the | |
| old games and speaking with Marc Blank, I feel comfortable with the White | |
| House images in the game. They reflect the feeling of the original text | |
| adventures. | |
| IFN: Who is involved with the Full Motion Video (FMV) sequences for the game? | |
| Is Joe Napolitano directing again? | |
| LM: I directed the live action this time around. Our video producer was Mark | |
| Levinson (Home Alone, Mystic Pizza) and George Bloom (X-Files Promotions) | |
| was the technical director. | |
| IFN: How about Activision's plans for continuing the Zork saga? Will the | |
| same engine be used in future games, or is Z-Vision now due for an overhaul? | |
| LM: First off, Zork: Grand Inquisitor is the first of a new trilogy. Part of | |
| the reasoning of moving the series to the year 1067 is that this time frame | |
| is not discussed in any Zork game. I felt the period between 948 (Zork I) | |
| and 966 (Beyond Zork and Spellbreaker) was pretty crowded. Not much happens | |
| before Zork Zero and the 1200's are referred to by Return to Zork, so that | |
| left us with the 1000's. The next two games will follow sequentially, | |
| although they will be sequels more in theme than in cliffhanger. | |
| In terms of engine, we haven't made any decisions for the technology | |
| of the next game. I have to finish this one first! | |
| IFN: Did you speak with any ex-Infocommies with regard to the project? | |
| LM: I've spoken to Marc Blank, Mike Berlyn and Mike Dornbrook over the past | |
| few months. | |
| IFN: Will there be any Zork: Grand Inquisitor paraphernalia or merchandise? | |
| LM: Definitely. | |
| IFN: How important will audio detail be in Zork: Grand Inquisitor? | |
| LM: Extremely. Audio is a great storyteller and lots of characters are heard | |
| via audio because they are totemized or in the case of the dungeon master, in | |
| a lamp. Plus, everything you do the game generates audio feedback. | |
| IFN: What will be the required spec/price/size of Zork: Grand Inquisitor | |
| when finished? | |
| LM: Pentium 90, 8 Megs of Memory, 4x CD, 16 Bit video, 16 Bit Audio, | |
| Windows95. 30 Megs Hard Drive, minimum install. | |
| IFN: How will the puzzles differ in complexity from Zork: Nemesis -- will | |
| they be harder or easier? | |
| LM: The puzzles in Zork: Grand Inquisitor are more like those of the text | |
| adventures. You must use lateral thinking to figure things out. For example | |
| we have magical umbrellas that are holding a scroll. The solution to the | |
| puzzle is to use a thunder spell to fool the umbrellas into opening. We have | |
| shied away from find a code and enter it into a control panel puzzles. Our | |
| best puzzles are more involved with the environments themselves. | |
| IFN: Which locations from the text-based Zorks can we expect to see in Zork: | |
| Grand Inquisitor? | |
| LM: Port Foozle, Hades, The White House, GUE Tech (although it was only | |
| referred to, never visited), The Underground Highway. | |
| IFN: Is the gameplay segmented, as in Zork: Nemesis's different worlds | |
| approach? | |
| LM: Not as much. There are different worlds, but they are more cohesively | |
| tied together, like the original Zork games. | |
| IFN: Finally, are you treating Riven: The Sequel to Myst as a direct | |
| competitor? What advantages do you think Zork: Grand Inquisitor has over | |
| games like Myst and Riven? | |
| LM: I don't see Riven as a direct competitor in terms of gameplay. Zork: | |
| Grand Inquisitor is about Zork and exploration via problem solving. As I | |
| understand it from seeing the demo at E3, Riven is in the same model as | |
| Myst. For me this means exploration based entertainment. Zork: Grand | |
| Inquisitor is much more of what adventure players think of as an adventure | |
| game. I don't feel that Myst players necessarily call themselves adventure | |
| game players in the way that Quake players will call themselves action game | |
| players. For many, Myst is their only computer game, so the notion of a | |
| genre does not apply. Now certainly, lots of adventurers played Myst as | |
| well. Zork: Grand Inquisitor will really appeal to that category of Riven | |
| players as well. | |
| IFN: IFN would like to take this opportunity to thank Laird Malamed and | |
| Activision for giving this exclusive interview on Zork: Grand Inquisitor, | |
| which is due out in November. We'll be reviewing the game in the next issue. | |
| ----------------------------------------------------------------------- | |
| REVIEW | |
| BROKEN SWORD II | |
| Hot on the heels of Broken Sword: Shadow of the Templars, released last year, | |
| comes this new episode in the adventures of George Stobbart from Revolution. | |
| Revolution's reputation is considerable: their three previous games were all | |
| landmarks: Lure of the Temptress, Beneath a Steel Sky and, of course, Broken | |
| Sword: Shadow of the Templars last year. Indeed, Shadow of the Templars | |
| introduced new standards for story-line and animation in the adventure genre, | |
| with a healthy balance of problem solving and plot with a whizz-bang graphics | |
| engine. In view of the accolades already under their belt, great things | |
| were expected of Revolution in '97. Thankfully, they've delivered the goods | |
| once again. | |
| Joining up with Nico Collard once again, the story runs that | |
| George returns to Paris to discuss an archaeological find with Professor | |
| Oubier. The plot thickens, however, when George is knocked unconscious and | |
| Nico mysteriously paralysed (via blow-dart) and kidnapped (via large | |
| henchman). | |
| As the game starts, George is tied to a chair, semi-coherent in a room in | |
| dire need of the fire brigade. But, of course, that doesn't stop our hero, | |
| and, with you as his guide, he is soon off gallivanting around the place | |
| once again with the aid of Philippe, whose help you grudgingly enlist early | |
| in the game. | |
| Broken Sword: Shadow of the Templars was nothing if not cosmopolitan. The | |
| main character is an American tourist in France and his love interest is a | |
| French journalist (and that's just the start). The first game took us to | |
| Ireland, France, Spain and the Middle East. Smoking Mirror continues the | |
| globe-trotting with excursions to Paris, London, Marseilles, the Caribbean | |
| and the jungles of Central America, switching roles between Nico and George | |
| as the sinister plot of Ancient Mayan folklore develops. | |
| Revolution have been working hard on the game engine too. For those with | |
| slow CD-ROMs and small hard-drives, a low hard-drive space requirement and | |
| improved CD-ROM transfer has been introduced. Those with monster PCs will | |
| benefit also, however, as hardware accelerated video cards can now be used | |
| to full effect. The use of CD audio during game installation is still quite | |
| rare, and makes the chore less tedious. The in-game audio is generally | |
| improved in Broken Sword II, too. For this, Revolution employed the | |
| services of Barrington Pheloung, noted British composer, to compose and | |
| produce over two hours of original music for the game. The game is | |
| relatively moderate in terms of its consumption of resources: a basic | |
| install requires only 50MB (compare that with 75MB minimum install for | |
| Riven: The Sequel to Myst and 150MB+ for Bladerunner). | |
| Broken Sword II is well worth your money. If you enjoyed the first episode | |
| last year, you'll find plenty of improvements in this sequel. Even if you | |
| don't particularly like cartoon style graphics, for gameplay value alone, | |
| Smoking Mirror deserves its place on adventurers' Christmas lists this year. | |
| [Look out for our exclusive interview with Charles Cecil, Managing Director | |
| of Broken Sword II developers Revolution Software next month!] | |
| VERDICT | |
| An excellent and engaging game with unusually close attention to plot. Fair | |
| but taxing puzzles will keep you coming back for more | |
| ----------------------------------------------------------------------- | |
| REVIEW | |
| "We Myst You!" | |
| How do you follow a game like Myst? In the four years since its release, | |
| Myst has sold three and a half million copies worldwide and earned Spokane | |
| based Cyan a whacking $130m [Source: Wired, September 1997]. Yet there is | |
| more to Myst than economics. In 1993, CD-ROM games were in their infancy. | |
| Those which did try to make use of the technology often produced a poorer, | |
| bloated version of their floppy-disk-based counterparts. Myst paved the way | |
| for other game developers by using the medium in the only way that mattered | |
| to game players: to make the game more immersive and realistic. | |
| Any game subtitled The Sequel to Myst, then, is bound to come under close | |
| scrutiny from the computer media. Indeed, some game reviewers seem to have | |
| thoroughly enjoyed Riven-baiting, accusing Cyan of ignoring the last four | |
| years' technological advances in computer graphics, of making a game which | |
| is just "more Myst". | |
| This is true of course: Riven is based on Myst, but it's also so very much | |
| more than Myst. The game has gained a sharp and compelling plot and whilst | |
| the familiar Myst interface has been retained, the puzzles are considerably | |
| more mature. No longer does the player find themself reading a code on the | |
| wall in one room and typing it into a keypad in another. Complex, | |
| real-world systems of steam-generators and mechanics give rise to problems | |
| which strategy alone - rather than memory - will overcome. | |
| As the writers themselves point out, Riven is to Myst what Tolkein's Lord of | |
| the Rings was to the Hobbit, and this is an accurate analogy. "Riven was | |
| inspired by many things," says producer and co-writer Rand Miller, "but it | |
| was a much more purposeful work than Myst. Before creating a building, for | |
| example, or an animal or tool, we wanted to know who built it, why it was | |
| built, what materials it would likely be made of and other details." It is | |
| this level of detail which comes across so strongly as you play the sequel, | |
| and which many adventure-game players have been seeking since the demise of | |
| Infocom. | |
| As in its predecessor, Riven is not merely composed of rendered images, but | |
| backed by an incredible backdrop of context-sensitive music and sound | |
| effects. And unlike in many games, these are entirely to the benefit of the | |
| game experience. Indeed, the soundtrack improves on Myst a great deal. | |
| Whereas Myst had atmospheric sound, the music in the sequel seems to blend | |
| so well with the visual imagery as to emphasise the atmosphere already | |
| suggested by the graphics. The net result is to draw you even further into | |
| their world. | |
| The in-game graphics are about as immersive as current PC and Macintosh | |
| technology allows, pushing the envelope right the way. Full motion video is | |
| used to spectacular effect, also. We get lavish roller-coaster rides over | |
| the sea, but we also find little girls turning up unexpectedly in clearings, | |
| turning and running from sight. For Riven is populated by strange peoples | |
| and bizarre animals as much as by mechanics. | |
| Coming on five CDs, Riven does push the envelope at a cost, but this is | |
| entirely warranted by the detail. The minimum installation requirement of | |
| 75MB will not suit everyone, but is sufficiently low to retain the majority | |
| of low-spec owners. For those with more beef, there's a 170MB version which | |
| is slicker and has fewer disruptions to the gameplay. | |
| To answer the question, then, "how do you follow a phenomenon such as Myst?": | |
| With everything you've got and more. With the closest attention to detail | |
| yet seen in a graphical adventure game. With Riven. | |
| VERDICT | |
| Better than Myst? Yes. Breathtaking detail balanced with atmospheric sounds | |
| create a brand new world born of Myst, and yet entirely new. Probably the | |
| most immersive rendered gaming experience yet. | |
| ----------------------------------------------------------------------- | |
| INTERVIEW | |
| New Excavation | |
| You are standing at the entrance of a narrow, waist-high tunnel that winds | |
| out of sight to the northeast. This, you have been told, is the entrance to | |
| the newfound areas of the Great Underground Empire. In your left hand hangs | |
| a rather unconvincing replica of the traditional adventurer's brass lantern. | |
| In the other is an ersatz-Elvish sword of no antiquity whatsoever. Its | |
| plastic blade, dull as a bread knife, barely reflects the lantern's dim and | |
| uneven glow. | |
| A flash of lightning splits the night sky. As your eyes readjust to the | |
| dark, you notice you are no longer alone. Two of the fabled implementors | |
| stand before you. | |
| > Marc Blank, tell me about the new game | |
| "Activision approached me before the introduction of Zork: Nemesis about | |
| writing a small tie-in text game. The timing was lousy (as was Nemesis, as | |
| far as that's concerned -very, very un-Zorkish) so the project never | |
| happened. This time, however, the timing was perfect, and the project went | |
| without a hitch. I still don't think the time is right for a full-fledged | |
| text adventure. But a mini-game timed with Zork's 20th anniversary seemed | |
| somehow appropriate. And I had a few ideas that had been percolating for | |
| a while..." | |
| > Marc, What level of involvement did each of the three of you have in | |
| writing the game? Did you and Mike Berlyn just design the puzzles, or did | |
| you write the game text (e.g. room descriptions) as well? | |
| "Mike and I designed the puzzles and wrote pretty much all of the text. Some | |
| generic responses were written by the programmer. We didn't want to have | |
| anything to do with the programming. If we had been asked to write the | |
| code, it would have been game over. It was great fun really; quite nostalgic. | |
| With the programming taken away, we were left with only the fun parts of the | |
| game - design and writing." | |
| > What is your favourite puzzle from the game? | |
| "I'm partial to the Grue Convention. It was my first, and favorite, idea for | |
| the game. The puzzles were all designed for the game. Any leftover ideas | |
| from the Infocom days are long lost." | |
| > What are you and Mike doing at the moment? | |
| "The company Mike and I founded, Eidetic, Inc., is currently working with | |
| Sony on an action game to be released next spring. Sorry, we can't talk | |
| about it or we'd have to shoot your web page." | |
| > So, is Zork: The Undiscovered Underground our very last outing into the | |
| text-based GUE? | |
| "Who knows? If Activision wants us involved in future projects, they know | |
| where to find us! To the best of my knowledge, no original Zork author has | |
| EVER been asked to work on the new Zork games. This doesn't make much sense | |
| to me, but there you have it." | |
| With this last comment, Marc Blank vanishes into the ether. The second man, | |
| David Lebling, steps slowly forward. | |
| > David, what do you think? | |
| "I'm glad they at least made a bow in the direction of the original | |
| implementors. | |
| As for what I'm doing, it has nothing to do with games. I'm working on a | |
| complete rewrite of a newsroom automation system, formerly called | |
| NetStation, now called AvidNews. It's used to edit stories and programs for | |
| news organizations all over the world. You can monitor wire service feeds, | |
| write stories, do database searches, browse and rough edit your video, | |
| produce or direct a broadcast, and so on. As I write this we are in Beta | |
| test, with one site (WFXT here in Boston) on air with the system, and others | |
| working in that direction. The existing system is used by CNN, BBC, and | |
| hundreds of other stations and networks. More than two-thirds of the | |
| world's TV and radio news is produced on it, but the current version hasn't | |
| had a serious rewrite in more than five years and is getting a little past | |
| its sell-by date." | |
| With this last, David Lebling shouts "filfre!" and claps his hands in front | |
| of your face, causing you to blink in surprise. Opening your eyes, you find | |
| yourself alone once again. | |
| > Invoke Laird Malamed | |
| In a puff of gaming magic, the director of Zork: Grand Inquisitor appears | |
| before you. | |
| > Laird, What prompted the idea of producing a new text adventure Zork game? | |
| The idea originated on Zork Nemesis, but never fully got off the ground. We | |
| forgot about it until Marc Blank called to see how ZGI was going. Well, one | |
| thing led to another and we got approval to do the project as a prequel to | |
| Zork Grand Inquisitor and as a celebration of Zork's 20th birthday. | |
| > So, how long was Zork: The Undiscovered Underground in development? | |
| About 3 months of writing, programming and testing. The majority of the | |
| time was taken in writing. Marc and Mike really put a lot of effort into | |
| the design. I think the game really shows off the old Infocom humor. | |
| Programming was mostly straight forward although they were a few things | |
| that kept Kevin Wilson up late. He was a real trooper on the project and | |
| even updated the code to respond to some late bugs once the game was out. | |
| > Were Marc Blank and Mike Berlyn approached by Activision, or was the idea | |
| suggested to you by them? Were any of the other ex-Infocom staff approached | |
| in connection with the project? Marc came to us this time around. I think | |
| on Zork Nemesis we called him. Anyway, Marc and Mike were great to work | |
| with. It was a real thrill for me when I met them at E3. Here I am demoing | |
| ZGI and Marc walks up says, "Hi, I'm Marc Blank." When I told the people I | |
| was demoing the game who he was, they were excited too. Other than Marc and | |
| Mike, no other Infocom employees were involved in the project. | |
| > How popular has the game been? Have there been many downloads? | |
| I don't know the exact numbers, but it had something like 20,000 downloads | |
| from Next Generation when they had an exclusive. The current number is | |
| probably much higher now. | |
| > Are there any plans for further text adventures to be produced, either | |
| as promotion for the forthcoming second and third episodes in the | |
| Zork: Grand Inquisitor trilogy, or otherwise? Is there any scope for this? | |
| Nothing as of yet, but doing the text adventure was a lot of fun. I think | |
| we all agreed that the Zork: The Undiscovered Underground met our | |
| expectations, so I would not rule out the possibility of other | |
| mini-adventures in the future. | |
| > quit | |
| Your rank is that of text adventurer. | |
| Zork: The Undiscovered Underground is available from the New Zork Hotel at | |
| Activision's web site - www.activision.com. Many thanks to Marc Blank, Marc | |
| Blank, David Lebling and Laird Malamed for participating. | |
| ----------------------------------------------------------------------- | |
| NEXT ISSUE | |
| PHEW! Well, that wraps up this first issue of IFN! | |
| But there's so much more we couldn't fit in... | |
| Next issue, we've an exclusive interview with Charles Cecil, Managing | |
| Director of Revolution Software talking about the Broken Sword games and | |
| the team behind them. | |
| We've reviews of Zork: Grand Inquisitor, Bladerunner and Curse of Monkey | |
| Island and previews of Starship Titanic, The Feeble Files and Sierra's | |
| adventures in-development, Gabriel Knight 3 and WarCraft: Adventures. | |
| Issue#2 will be published in December 1997 (check the IFN homepage for | |
| confirmation of the exact date). Release dates permitting, we'll also have | |
| coverage of Men In Black from Gremlin and Tomb Raider II by then too. | |
| And that's just what we've already confirmed...! | |
| So thanks for reading IFN, hope you enjoyed this first issue, and see you | |
| next month! | |
| ----------------------------------------------------------------------- | |
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