Bioforge
Press Keyboard right side: Alt+Enter keys to switch to full screen game play, and Alt+Enter keys to return.
How to play Bioforge
Each game uses different controls, most DOS games use the keyboard arrows. Some will use the mouse.
Bioforge Description
BioForge centers mainly on exploration and puzzle solving using items, and also on fighting and interaction with NPCs. The ultimate goal of the game is not obvious at the beginning, since the player is unaware of his identity, which depends on his actions during the game. The player has full control over the main character's actions. This was a deliberate idea of Ken Demarest and Jack Herman. Richard Garriott helped kick off the Interactive Movie theme. In a 1994 magazine article he said that "Interactive Movies have become a buzzword, so it's being applied to games which really aren't. Just because a game has FMV that doesn't automatically make it an interactive movie, because you have very little control over the actor. Neither is a game in which you click on an icon, then sit back and watch a scene take place."
The player character can rotate left and right, walk and run forwards and backwards, and sidestep. The player can also enter a combat stance that makes several punch and kick movements and hand-to-hand weapons (if carried) available. Combat can be awkward and has somewhat of a learning curve since enemies must be faced at the correct rotation angle for attacks to connect. Also, since camera angles are fixed, the view can change in an unpredictable manner if the player crosses scene-thresholds during the fight, a gameplay problem first seen in Alone in the Dark.
The body of the player character houses an exchangeable (and depletable) battery that powers various body functions put there by the experimenters. Functions include a regeneration system that heals all damage when activated, as well as a powerful projectile weapon (known as the PFD Prototype). Upgrading and swapping the battery is key to the player's progress at certain points in the game. The player can also don a protective armoured suit that enables him to survive the harsh atmosphere outside the facility and explore the archaeological dig.
Various objects, such as data-logs or healing packs, can be picked up and stored in an inventory. Selected objects are shown as if carried in the left hand of the player character. Several hand-to-hand and ranged weapons, as well as batteries and other large or one-use objects, can also be picked up during the course of the game, but only one can be carried, using the right hand, and they can not be stored in the inventory.
Much of the game's backplot is revealed by finding and reading logs on PDAs and notes left behind by characters, including accounts of experimental subjects losing their memories and lapsing into insanity. As the plot progresses, the main character automatically updates his own diary/log summarizing what he has discovered and what has happened for the player to review, an event marked by a sound cue.
Lex entering the time-critical reactor chamber puzzle in the protective armoured suit.
A large portion of the puzzle element relies on accessing control and computer terminals in order to remotely control robots, open doors and bypass security systems. The puzzles are realistic and well integrated with the plot, so several have a time limit.