1987 - Rescate en Berlín

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Godot
Godot
Godot
computer emuzone review
Chema
Review
Chema
Published on2026/07/19 at 10:56
1987 Escape from Berlin is a simple graphic adventure with a multitude of 80s film and video game references, starring a wisecracking guy everyone thought was dead. It's offered in two versions with distinct flavors: the Amiga version, rougher but with the unmistakable aroma of the classics, and the Godot version, from which the versions for other platforms are derived, smoother and adapted to modern tastes. I found aspects I liked in both, and others I didn't.

But before comparing them, let's start with what they have in common. Our hero's mission is to recover a disc and escape in his plane, for which he has to explore around ten different locations, interacting with various characters. From the very beginning, the graphic design and music are striking, undoubtedly the game's strongest points. They complement each other perfectly, creating diverse environments brimming with detail and recognizable faces, from a street where a menacing ED-209 could appear at any moment or a futuristic cyborg could materialize in search of a jacket, to a subway station that the masters of the night likely passed through at some point during their travels. These settings are accompanied by highly recognizable melodies and... a catchy elevator theme.

Other reviews I've consulted mention that the game's development is too linear, as it generally consists of figuring out what object each character needs and giving it to them. While it's true there aren't any major puzzles, I don't necessarily see this as a negative aspect, because one doesn't always approach a game looking for a great challenge. Sometimes, as was my case, all you want is to have an entertaining time and crack a smile now and then, and this game delivers on that front. What I did find a bit lacking compared to the rest of the game was the dialogue. Some lines are witty, as you'd expect from a graphic adventure, but others are either very generic or don't seem to fit the character. For example, the snake sometimes uses expressions like "Have a nice day" only to say "Dabuten, tío" shortly after. It's not something that ruins the experience, but it gives the impression that with more work on this aspect, the game would have been more polished.

From a technical standpoint, the game is very solid in any of its versions. There are minor glitches, but they would only catch the attention of a tester eager to earn some extra cash. For the average player, the game offers a smooth experience from beginning to end, where all actions and menu options behave as expected. The save and load system stands out among these features, essential for those of us who rarely have time to finish games in one sitting.

Let's get to the comparisons. The Amiga version has the advantage of a look and feel that's instantly recognizable to fans of classic adventures, thanks to hardware that doesn't support modern features like bilinear filtering or extremely high framerates. The Godot versions, on the other hand, do include these features, offering a less pure experience, but one that's also more accessible to less experienced players. The faster character movement, the absence of loading screens, and the icon-based interface of the Godot version also contribute to its more "modern" feel.

The differences aren't limited to superficial aspects. The Godot version expands the plot compared to the Amiga version at a certain point, offering an additional scenario and four more characters. It also includes default dialogue options for certain interactions that aren't present in the Amiga version. However, not all of its additions are positive, as it also adds clutter to the environments. A lot. Too much. Piles of bottles and glasses that you can't do much with (besides wasting time).

I also have to mention that the Godot version changes the position and color of a key object, and for some reason, it was so hard to find that I ended up writing to the game's developers thinking I'd found a bug.

Another aspect in which the versions differ is... the aspect ratio. The Amiga version is presented in a classic 4:3 aspect ratio, while the Godot version is wider, possibly in 16:9. This makes the environments in the Amiga version appear more richly decorated than those in the Godot version, which are comparatively emptier, as exemplified by the restroom in the burger joint. This difference isn't always a disadvantage, however, because a wider screen also allows for a larger play area. We can observe this effect on the main street where much of the adventure takes place, which is easier to navigate (thanks also to the scrolling) in the Godot version. Personally, if I weigh the pros and cons, I definitely prefer the Amiga version's visuals.

Almost done! We still need to compare the versions for different platforms that are derived from the Godot version. It's safe to assume that the Windows, Linux, and web versions will be very similar, so the only version that really requires separate consideration is the Android version. Given that a mobile device isn't the best platform for point-and-click games, because objects appear smaller and tapping the screen obscures part of it, the developers have come up with a solution that, with a little practice, allows for fairly comfortable gameplay (especially if you're familiar with the desktop version).
version ranking
Review
version ranking
Creo que la versión de Amiga es más coherente y fiel al espíritu de una aventura gráfica clásica, por lo que pondría las versiones hechas con Godot en segundo lugar, reconociéndoles, eso sí, un gran valor a la hora de atraer nuevos públicos.

Entre las versiones hechas con Godot no encuentro razones para poner una por encima de la otra, ya que simplemente se adaptan lo mejor que pueden a las limitaciones de cada plataforma.
developing teamdeveloping team
Diseño, gráficos, montaje, programación FX: José A. González (Jojo 073)
Música: Narcisound
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