The Egyptian Prophecy
Review by TogerApril 2004
What is it about Egypt that attracts gamers and developers? Is it the food? Could it be the duty-free shopping? Or is it simply because no one in the present world can figure out how the ancients accomplished the construction of their massive monuments without modern machinery? Regardless of the reasoning, games taking place in Egypt or with an Egyptian theme abound. I’d promised myself that I wouldn’t go back to Egypt. It’s always too hot and there’s far too much sand. Not to mention the bugs. Yet, here I am, again …
The Egyptian Prophecy is a new adventure by French developer Kheops Studios, who, along with Earthlight Productions, developed Crystal Key 2. This is the third in the series originally begun by Cryo/Canal+ Multimedia. Not having played the other two games in the series (you call yourself an adventure gamer!?), I can’t offer any sage advice as to which game is the best of the three, nor can I tell you if it would make a difference if you played them in order. So I’ll try to make it up to you in other ways.
The Egyptian Prophecy tells the story of Mayaclairvoyant and skilled magician in the employ of Pharaoh Ramses IIas she attempts to uncover the strange goings-on and accidents that plague the construction of an obelisk to Amun-Re. If the obelisk is not completed before the season of shume, then Pharaoh will surely die and Egypt will be plunged into chaos. As the game begins, the chief architect, Paser, has been stricken with a mysterious illness and no one else has the knowledge required to complete the project.
Gameplay is mouse-driven, traditional point and click with 360-degree panning, including up and down. With the exception of cutscenes, players will always view the world in first person, through Maya’s eyes. Most actions are accomplished with left-clicksmoving from each node-base scene to the next, picking up and using various inventory objects, chatting up people that you meetwhile a right-click will cancel an action and bring up or close the inventory/action bar, where you can save and load games, view the in-game journal and encyclopedia or take a closer look at current inventory items.
Normally, I wouldn’t make such a big deal about left and right mouse clicks, except I have a nit to pick with this game. I mouse left-handed. I’ve also reversed what button does what on my mousejust like a right-handed mouser, I use my index finger to “left-click.” Are you still with me? Every game I’ve ever played has allowed my mouse set-up to work in-game … until this one. The Egyptian Prophecy actually reset my mouse buttons in-game so that what is normally a left-click for me became a right-click. You can imagine my annoyance while trying to pick up and use inventory items during a crucial timed sequence.
Oops, did I let the cat out of the bag? Yes, Virginia, there are a couple of timed sequences in The Egyptian Prophecy. One involves locating and mixing the ingredients for a snakebite antidote, which I thought was very well done. Not only do you see a “health” meter for Maya, but the view through Maya’s eyes turns red as she runs out of time. I’ve never been bitten by a snake, but it was a clever way to simulate impending death. Oh no, another dreaded “feature”death! Not to worry, Virginia, this game is very forgiving. So, not only can you save anywhere, if you should die the game will magically plunk you down at the beginning of said sequence so that you may try again.
Considering that you’re in the desert and the main colors are shades of white, brown and grey, The Egyptian Prophecy is a pretty game. The outsides of the houses (huts, actually) are sand-colored, but the interiors are alive with color. Fire torches cast a warm glow, baskets filled with colorful herbs or foods are stacked on low-slung tables and papyrus scrolls litter the floors. Wooden doors appear roughly hewn, while woven mats seem scratchy to the touch.
Osiris’s Book of the Dead is ablaze with color. There you’ll find the dark night sky filled with stars, vibrantly colored woven mats that depict Egyptian scenes and strange symbols that appear to fall from the sky.
As pretty as the game is, the sad thing is you won’t find a lot of people populating this world. The most you’ll see at any one time is three workers ceaselessly toiling on the columns in the temple. In view of the fact that the obelisk and temple need to be completed fairly quickly, you’d think that the temple and quarry would be overrun with workers. Alas, this isn’t the case, and it made me wonder how the heck they’d complete the work with so few artisans.
The characters that do exist for Maya to question (think of her as the ancient Egyptian version of Nancy Drew) are an interesting lot: Tuya, the famous and self-assured (read: condescending) healer, doesn’t think much of Maya as a healer and insists on testing her before offering her help. Ouni, Tuya’s husband and assistant to Paser, is whiny and has pretty much given up on finishing the obelisk in time. The bricklayer and Djer, the building foreman, are convinced that the entire project is cursed and Egypt is doomed. Maya will also interact with several gods and goddesses, a snarky basket-maker who’ll get his just desserts, an all-knowing little girl and others.
Most of the denizens of The Egyptian Prophecy are fully 3D and somewhat animated. They will strike a specific pose while they answer questions. They may wave an arm or turn their head while they speak but will then revert to their mannequin’s pose. As they speak, characters’ mouths move, but don’t expect any synchronization of the two. Everyone suffers from “talking head” syndrome.
The Egyptian Prophecy’s ambient sounds are fairly good. Torches snap, crackle and pop as they burn, wooden doors creak as they open, papyrus rustles as you turn the pages, the wind gently sighs, Tuya’s white stone pestle scrapes against the herbs and mortar bowl as she grinds them into powder and frogs sing their night songs. In Ptah’s underworld of lava, you’ll hear lava “burble” as it bubbles, metal workers banging their anvils as they work the molten lava and giant stones grinding as they move.
I liked the voice work in The Egyptian Prophecy as it was very well done. The woman who voiced Tuya offered up enough honey-sweet compliments to make my teeth hurt, which promptly made me suspicious. Her husband was annoying enough in his pessimism that I wanted to slap him. The goddesses Sakhmet and Isis were warm, soothing and comforting to Maya as she went about her tasks.
Music was appropriate to the time and place, if not overly abundant. Most of the time there isn’t any background music until you’ve accomplished a task, at which point, a full symphony springs into being. The music also increases in tempo, to ratchet up the tension, while you’re working on a timed puzzle.
The Egyptian Prophecy’s puzzles are varied and not too difficult. The majority of the puzzles are inventory-based and somewhat confined to the location that you’re currently visiting. A few itemssuch as all of the spellscarry over to other sites, but most are used not too far from where they’re found. With the exception of the spells, once an item is no longer required it will disappear from Maya’s inventory.
I’ve mentioned it already, but let me reiterate: the game is very forgiving. In some cases, if you should fail to notice a particular inventory item lying on the ground, Maya will remark with a “what’s this?” and turn to face the item in question. No pixel hunting allowed here!
Puzzle types range from the simple: locating a bowl for a temple ritual or searching for a cartouche to open a crypt door, to the frantic: finding and mixing the ingredients to cure a snake’s bite before time runs out, to the sublime: aligning five disks in order to open a perfume coffer or figuring out a unique slider mechanism on a crypt door. I think my favorite was the double mazethe path is clearly marked, but the kicker is that not only does Maya need to negotiate the path, her ka (ethereal double) must travel a slightly different maze at the same time, and both must exit the maze as one.
All told, The Egyptian Prophecy is a nice little diversion. Even though the game is amazingly shortI clocked about eight hours, maximumand very linear, the game is still fun. Not even my annoying mouse problem could completely ruin it. If you’re looking for something to push the boundaries of adventure gaming, then look elsewhere; however, if you’re looking for an afternoon’s entertainment, then why not spend it traveling the Nile of a bygone era? Anoint yourself in perfumed oil, don your ankh and linen shift and join Maya in her quest to discover the fate of Ramses II.
The Verdict
The Lowdown
Developer: Kheops Publisher: Dreamcatcher Release Date: March 2004
Available for:
Four Fat Chicks Links
Screenshots
System Requirements
Windows 98/ME/2000/XP 600 MHz PIII or equivalent (800 MHz recommended) 16X CD-ROM Drive (24X CD-ROM Drive Recommended) 32 MB DirectX compatible 3D video card DirectX 7 compatible sound card 64 MB RAM
Where to Find It
Links provided for informational purposes only. FFC makes no warranty with regard to any transaction entered into by any party(ies).
Copyright © Electric Eye Productions. All rights reserved. No reproduction in whole or in part without express written permission.
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Good one.
Of course, it will be very interesting to see the battle between crackers and UBI’s cryptographers. PC version of Assassin’s Creed II is already circulating the warez scene, although as yet uncracked. Everybody seems to think it will be cracked in a couple of weeks time at worst, which, admittedly is better for UBI than what usually happens (games cracked before release). Of course, I won’t be buying it because I find this practice unnacceptable (and I do have the console version anyway) but the success of this game and its DRM might mean quite a lot in the future. Of course, we ARE moving towards the age where you will be required to be connected to do any playing at all, whatwith the Gaikai and OnLive systems rearing their heads on the horizon. Doesn’t mean I have to like it, eh?
I went to the Ubisoft website and looked at their list of published games. It seems that the last of their games I played was the last Myst game in 2005. In fact the only Ubisoft games I’ve played have been Myst games. So I don’t see that their new DRM crime-against-my-privacy will have much of an effect on me. But I hate the idea. It’s an “Off with their heads!” kind of development. Reminds me of the idea that people will put up with lost privacy in exchange for security. In this case the security is only to benefit Ubisoft. Yes, I allow my privacy to be violated every day – each time I visit Amazon, or read Google News -the list goes on and on. BUT THOSE ARE MY CHOICES. I also have a choice about where and how I spend my money, and I’d refrain from buying a game that allows so much intrusion into my computer/life. A game that tells me how I must live my life even in the smallest of ways such as always being connected to the internet is a game I can forgo.
Consoles CAN be connected to the internet 100% of the time, but there are still many consoles that never go online. Modern Warfare 2 sold over 11 million copies, yet XBox Live only shows 840,000 users that have been on-line with it. That’s not played online, that means they played the game in any mode while connected to XBox Live.
Games that have required an internet connection and were multiplayer only have a history of vanishing quickly from the console marketplace. Phantasy Star ONLINE did much better on the Gamecube then it did on the XBox. What was the difference? Oh yeah, you could play PSO without an internet connection on the Gamecube, the XBox version require a live account and an internet connection. That’s hardly the only example but one that is near and dear to my heart.
No, no, you don’t get it! Ubisoft’s “always connected” requirement isn’t DRM, it’s value-add for you, the beloved customer. Just like the Albertsons supermarket chain requires employees to plaster obnoxiously bright orange “Thank you for shopping with us!” stickers on your Coke and milk not because they think you’re stealing them but to express their sincere gratitude for your patronage.
Maybe my memories of a time when consumers paid for a product and got the product, unadorned by FBI warnings and impossible to open wrappings and authentication servers that can vanish at any time without warning were planted by aliens. In the current cultural climate it’s certainly difficult to believe that time ever existed.
But Steerpike makes a good point: business model, retail model is lagging behind the times. And developers, instead of researching ways to use the existing systems to sell more games rather research new ways to piss off their paying customers.
Seriously, in my opinion, pirates pirate games because they are better value than retail games. Not just in the sense that they get to spend less money on them, but they get them faster, do not have to go through any hassle with DRM and have full control over the game. I think that Gabe Newell put it best saying that Valve sees pirates as customers who haven’t been served yet.
I think UBI and their ilk should look for ways to make retail games more valuable to their customers than (free) warez copies. Yes, stuff like achievements/ trophies helps a little, sure. There are other ways too and one of them is resale value. But, oh, what a surprise, used games market pisses publishers off MORE than pirates do. In fact most of the current DRM schemes are only effective against resales. EA’s ten dollar project and all other free DLC on day one initiatives. So, honestly, I’m afraid that UBI’s online-all-the-time-or-no-service DRM is basically only going to affect sales of used games. The crackers are going to bring their games to pirates eventually. I believe that draconic DRM schemes such as this will only inspire people like GeoHot, Dark Alex and Yoshihiro to spend more of their time on circumvention. Their street cred is going to be huge after all…
What Valve seem to understand is that playing games through Steam should make playing MORE valuable/ comfortable than not playing games through Steam (which is, at the end of the day a DRM system). Being able to instal a game on as many machines as you want and not having to have a disc in the drive is exactly what pirated games give us too, but with Steam you also retain all your stats, friends lists, achievements and everything. So it’s BETTER than playing pirated games. I only hope that UBI wake up and realise they have to ADD value, not just subtract freedoms.
I’m not really sure I see their DRM as a huge problem. If my PC is turned on, so is my internet. I’m fully aware that my name is probably on a million data bases already, and although it might be annoying knowing that Ubisoft have implemented such a security feature, if you don’t physically notice it, I don’t particularly care.
I’m currently playing Myst at the moment, having never before. What an odd game…
Well, you know, just from a philosophical standpoint: if the game is unplayable as soon as you don’t have Internet connection (which, I’m afraid, happens to me more regularly than I am comfortable with) for no other reason than making sure you have paid for it then to me this is pretty much unnacceptable. Requiring a connection for something that is a function of the game itself is OK, but enforcing it just for the sake of protection of the publisher, sorry, no sale.
True Meho. I had 40 minutes the other day before I went out and thought I would have a quick skirmish on Dawn of War II. Steam (despite my love for it) wouldn’t launch the game because for some reason it kept freezing and refusing to connect or launch in offline mode. I couldn’t actually locate the source directory either to boot the game up manually. So, I didn’t get to play and instead spent 40 minutes in a fit of rage cursing Valve and all who work under them.
Not exactly the same situation, but not hugely dissimilar.
I’m really not concerned about the privacy issue simply because that illusion is just that, and doesn’t really comfort or unsettle me. My problem with this whole thing is that internet connections can be temperamental at the best of times and the idea that if the connection falters I will lose my progress (and thus my invested time which I’d argue is more valuable than my money) then quite frankly Ubi can fuck off. I’ve been pretty placid up to press with DRM simply because it’s not seemed that intrusive but this will affect the paying customers more than the pirates. It devalues the product and I fear it will push otherwise paying customers to download cracked versions that don’t suffer from this shit. Which, of course, will play into Ubi’s hands.
Am I right in believing all this stems from the hideous retail model that just refuses to die? Physical retail creates pressuring deadlines, costs considerably more due to increased physical production (and overheads in staffing and floor space), it’s inflexible with stock limitations and shelf space dictating the range of titles available in any given store and by the sounds of things is the sole reason for this ‘tail’. If you look at Steam, it isn’t always the newest games that sell the most due in no small part to their sales and weekend deals.
“I wonder if we’ll ever get to a point where a person would be just as likely to invest in a beloved classic as a hot new release.”
From my experience there are a lot of people who simply can’t stomach old looking games, even some of my friends who’ve been playing games since they were young have turned into total graphics whores. Seriously you want to see the totally underwhelmed look on their faces when I show them XCOM for any period of time. We’re at a stage now where graphics are so advanced that for a lot of people going back so far to sample an allegedly classic title is simply too much. Thankfully GOG is doing a fantastic job of making these titles as accessible, and valuable, as possible.
EDIT: Spot on Meho. My point exactly.
See what I mean though Lew? Time. Valuable stuff. A quick skirmish on DoW turned into a 40 minute skirmish with Steam.
This seems like an awful idea.. or at least one which sounds like a good idea to somebody somewhere, but in reality is unworkable.
Since I’ve been a paying internet customer I have lived at 3 different addresses and used around 5 different ISP’s. I have ALWAYS had problems with my internet connection. With my current set up it tends to go down if a menacing looking cloud passes overhead..
Some people may like to play a game offline now and then; this is especially easy with older ones before the dawn of activation codes and online authentication. While those aren’t that annoying, having to maintain a constant internet connection just to play a game that you paid for, which is not specifically a MMO, really bites.
Gregg B said:
“Am I right in believing all this stems from the hideous retail model that just refuses to die? Physical retail creates pressuring deadlines, costs considerably more due to increased physical production (and overheads in staffing and floor space), it’s inflexible with stock limitations and shelf space dictating the range of titles available in any given store and by the sounds of things is the sole reason for this ‘tail’. If you look at Steam, it isn’t always the newest games that sell the most due in no small part to their sales and weekend deals.”
I agree with this. Just a few years ago I couldn’t see myself paying for intangible, digital goods. Fast forward to now and it’s really my preferred method of computer gaming, whether it’s GOG, Steam, or elsewhere, I find it’s the model that works best for the customer. If I’m not mistaken, I believe once upon a time that was who the industry was trying to serve, no? The customer?
You know, I’m from Brazil and there piracy is HUGE. Maybe for that reason I feel for the industry and understand the efforts to stop it. However, I suspect this crack delay would have a very minor impact in markets like Brazil. People can’t afford the games, so they wouldn’t pay full price anyway.
It is a shame that we don’t have privacy anymore. The other day a friend of mine on XBox Live sent me a message to congratulate me on a goal I scored in Fifa 10. I didn’t know but apparently not only you can see I’m playing Fifa, but you also see when I score and my avatar cheers! While that sounds very cool, it is also very disturbing. But like Matt points very well, privacy is already gone. And since I don’t have it anymore, why not help stop piracy?
On the other hand, the plurality of solutions is a different matter, it becomes a hassle. I think the solution should be platform dependent, not publisher dependent. In Brew phones, the control is embedded in the system and you cannot use an app if it cannot be verified, which means if you are not connected to the network you can’t play.
Unfortunately that cannot be applied to consoles, there’s a considerable number of devices outside the internet umbrella. But if the game constantly checks if you are online and tries to authenticate the copy, online piracy will suffer a big hit and the technological move towards full connectivity will make the practice more and more efficient over time.
Not going to buy the game, long tail or not, it sucks to have that kind of persistent connection needed for offline play. Not even just startup authorisation either. I must admit any Game For Windows Live games can be similar (Dawn of War 2 being one of them necessitating it) although most of them allow offline profiles, and most of them allow the saves to be moved easily between any online or offline accounts.
Oh, and if you’re disconnected it won’t kick you out of the game too, even Microsoft didn’t get that wrong.
I don’t even understand how privacy comes into it, my main issue is twofold:
– The above note about simple, offline play (and disconnects for blips in service)
– The fact it isn’t just your connection that is necessary, it is THEIR connection and servers
The second point as a partial game historian leads me to wonder how many years (not decades) the servers will be there. Publishers have removed much more necessary servers quickly if they are a cost liability (or they want to push people onto a newer game…). Downtime is also, considering some of the services require payment (Xbox Live for instance) devastatingly poor considering the user base sizes, especially on high load days (and I wonder if we’ll see “Assassins Creed 2 unplayable at launch due to server overload” at all, heh). Lucky it’s “just games” though, no worries if we only have 99% uptime right?! 😉
(Also, frankly their Assassins Creed 1 port was poor until they patched it, where at least then it was playable (in full on 16:9…for some reason), which makes me wary of any PC release of a console game they do. I wonder also if they still have unskippable cutscenes, I’ve not checked it out on the consoles).
The fact they’ll never have enough sales of this PC version due to the earlier console release to either say this is a roaring success or roaring failure. It’s the longest end of the tail in the first place. Or they’ll lie about whatever happens anyway. It’s utterly bizarre…I just don’t understand it.
Cesar: I’m in Serbia and here piracy reigns supreme (much worse than Brazil, I imagine) but still, this is pure and simple bullshit. I purcahsed BioShock 2 today, for my PS3 even though I’d prefer to play it on my PC just because of the stupid DRM that won’t let me control the use of a game I pay for. They can fuck off with that. So, my purchase was influenced by DRM, depsite the game being more natural to play on a PC. Protection measures should not create this kind of bitterness in a human being.
The issue of server overload on release days is significant. Think about it – a game like Modern Warfare 2? Or any other hotly anticipated release? Of course the servers would go down. It’s not cost-effective to install a server infrastructure capable of handling Day Zero traffic. That would royally piss people off.
Ubi and others who use draconian DRM typically insist that if they ever go out of business or shut servers down, they’ll issue patches so the games can be played offline.
Around the holidays here, big stores like Best Buy station a guy at the exit. His job is to go through your bag and consult your receipt to make sure you haven’t stolen anything. That’s a very similar ideology to this one: treat all consumers like thieves in hopes of catching the few who are.
Considering most MMOG servers cannot cope on launch day, I see it as a gaurentee that when the next Modern Warfare is released, if they do follow through with this, would see many unhappy players.
This new DRM policy will totally be screwing me over because I have a wireless internet setup, but my signal is a bit weak so here and there it drops out for a 10-15 second period before it reconnects. Plus my wireless router is a bit wonky and will just stop working once in awhile until I cycle power to it. So, until my setup changes, I will be forced to avoid all Ubi PC games that use this.
I seriously doubt a person which would normally pirate a game, will pay money for it just because she has to wait a short while longer for the cracked version. This can work only for very cheap games – like 1$ cheap.
Just for those keeping tabs: the Russian version of Assassin’s Creed II has apparently been successfully cracked, with a fix for the saves too. Of course, I don’t KNOW this for sure but that’s the word circulating through the grapewine.
Brazil is a strong competitor in the piracy rates. 95%-97% if I am not mistaken.
Anyway, I don’t have a problem with the privacy issue. Not even with the assumption that we are all thieves. If you extrapolate that idea, you will conclude we shouldn’t have patrol cars on the streets. They assume people will commit crimes and have to keep watch. Homo homini lupus. Society isn’t perfect and even though losses are part of the model, no one is ready to lose out of good faith alone. I don’t mean to say DRM and police watch are the same thing, I’m just saying it’s not that simple to draw a line where it becomes offensive to monitor society.
That being said, it is not acceptable to have a DRM impact gameplay at all. I don’t mind it authenticating my copy. But if I am offline it has to work. And if I loose connection during the game I shouldn’t be kicked out.
And while the efficacy of the solution might be questionable under these circumstances, like I said in the previous comment, it only tends to increase.
“Ubi and others who use draconian DRM typically insist that if they ever go out of business or shut servers down, they’ll issue patches so the games can be played offline.”
I have seen this happen to absolutely zero games ever. The fact that it is nearly impossible to sanction any work on IP if a company is in administration is the key. That and it is non-trivial to get around your own disk DRM by producing an installer that will work with your disk copy to install it.
I’d love to be proved wrong…this is by far the most worrying thing of the deal, just installed Bioshock 2 and it has online activation (sigh)…worried I might need to download cracked versions to install it in the future!
Oh, did you see the patch notes of the first patch? It makes the DRM very very very slightly “better” (I mean, better as in “still shit”):
http://www.fileshack.com/file.x/17456/Assassin%27s+Creed+2+Patch+1.01+-+US
“Game can now be continued from the exact same point when connection is restored”
Ho ho ho. Ho.
Oh:
http://www.eurogamer.net/articles/ubi-under-fire-as-drm-servers-go-down
I like this bit:
“Only those who purchased a copy of ACII or SHV legally appear to be affected. Pirates playing illegally downloaded cracked versions of the game are able to play without a problem.”
Is it apparent pirates are having no problems yet? If they’ve properly cracked it then what I feared (above) is true. Last I heard was that the DRM apparently downloads levels or important files as you play. I don’t know whether this is true or not though.
Meho beat me to it. I just read a similar article on The Register. I don’t suppose that the DDoS attack will make Ubi rethink its evil ways, but this might (I can dream, can’t I?):
“Meanwhile Ubisoft’s much criticised controls have been broken by software hackers. A hacker group called Skid-Row managed to bypass DRM restrictions on Silent Hunter 5 less than 24 hours after the game was published. Skid Row has releasing a crack for the game based on this work, Zdnet reports. ®”
Full article here: http://www.theregister.co.uk/2010/03/08/ubisoft_anti_drm_hack_attack/
Spike. RE: The Register article
There is a comment to that article that claims the crack for SH5 is not a complete crack and would only allow an incomplete experience, because not only are save games stored online but some of the game data files are stored online too, implying that the boxed game you buy is incomplete. This seems plausible and effective IMO, because if I was demanding an internet connection for my software this is how I would do it. It demands not only that a games code be cracked but that missing data files be supplied too.
Having just read this article – link below – I’m thinking that DRM will be fine and dandy AND hunky-dory with me as long as the packaging it comes in is “green”. Yep. That makes it more palatable.
http://www.fastcompany.com/1620105/ubisoft-green-recycled-case-digital-manual-sustainable-packaging
I would kind of like to buy games in potato cases.
I was thinking… and remembered one of the most creative instances of “DRM” if you can call it that: King’s Quest VI! I looked it up and sure enough it is mentioned on KQVI’s Wikipedia page:
A booklet titled “Guidebook to the Land of the Green Isles” (written by Jane Jensen) is included in the KQVI package. Aside from providing additional background to the game’s setting, this booklet serves as part of the game’s copy-protection. The player will not be able to pass the puzzles on the Cliffs of Logic that guard the Isle of the Sacred Mountain without information from the booklet. The booklet also includes a poem encoding the solution to one of the puzzles in the labyrinth on the Isle of the Sacred Mountain.
I guess that’s not very feasible today, what with widespread use of the internet around the world. I still think it’s more creative than the “thank you for your money, we intend to treat you like a criminal” method.
I played the KQVI game with the booklet. I was a kid at the time, and thought the booklet was so cool! It really added to the whole game’s experience.
The quest for Glory games came with fun booklets as well, though I don’t remember if they had copy protection elements to ’em.
Ahh, the good old days..