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Sentinel Returns
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| Published By: Psygnosis | Developed By: Hookstone / No Name Games | Released: August 31st, 1998 |
| Barcode: 7 35009 40132 8 | PSRM: 009250 | ID Tag: SLUS - 00604 |
| CDs: 1 | Players: 1 | ESRB: Everyone |
| Accessories: Memory (1 Block), Mouse | Size: 304 MB | Digital Press Rarity: 5 out of 10 |
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| Description
You know you're being watched. You know the Sentinel is out to get you--anticipating your every move, stopping at nothing to destroy you. Maneuver with cunning through over 650 eerie levels of white-knuckle game play. Based on the classic hit, Sentinel, by Geoff Crammond, with a haunting soundtrack provided by famed horrormeister John Carpenter, this chilling thriller tests every strategy in your arsenal, every nerve in your body...and any hope of your survival Review Rather than try and work around the game’s real names, places, and objects, let me put into much simpler terms that will more easily convey the hidden coolness of the game. In short, you’re trapped in this alternate dimension, which is more or less a giant checkerboard with mountains. You can not move on your own power. Instead, you must project a statue into place, and then warp to that statue. You have access to building blocks that can be stacked to raise the height of the statue. The object of the game is to build a tower out of these blocks topped with a statue so that you are the same height as the Sentinel, a guardian who is slowing scanning the area and vaporizing anything in its path. Once you can reach him, you zap him and move on. The catch is that creating these statues and blocks requires points; points which you must regain by either reabsorbing previous leap statues or absorbing near by trees. As the Sentinel spins, he absorbs anything greater than a tree, which means you need to keep moving if you’re ever going to reach the vile creature. Let me get this out of the way first: this game has one of the most insane learning curves, period. Once you can get past this small issue, a once archaic looking port suddenly takes on an absorbing identity that puzzle fanatics can not ignore.
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