Reality
shimmers into focus from behind a grey empty mist as
consciousness slowly returns. Waking up in the lavatory
of Joe's Bar with blood on your clothes and a searing
headache are enough to make even the dumbest of us realise
that things are not as they should be. Unfortunately
you can't remember how you got here, why you're here,
or even who you are.

As
your eyes begin to focus you notice a coat and gun hanging
on a peg in the comer of the latrine. A quick examination
of such reveals several objects which may be of use
to you later in the game -- take them. While you're
here, take a quick look in the mirror. Recognize that
face? You're not quite sure. Time to move on maybe.
The immediate surroundings reveal a number of small
clues including, on the landing wall, a poster of an
once-famous boxer whose fate is similar to that of the
guy in the minor; at least now you have an inkling as
to what your vocation is . . . or was. But why are you
in the state you are, and why can't you remember anything?

Manipulating
a bottle or two reveals a secret elevator which opens
many other rooms within the Joes place, as well as a
few clues and objects for you to ponder. The occasional
dead body also has its' uses, containing (literally
as you have to OPEN BODY to find what is on them) items
of some importance. Once the bar has been thoroughly
explored, it's time to venture onto the streets. If
you get troubled by the mugger, a quick smack in the
trap puts an end in his kleptomanic intent. The newsvendor
has some information for you if you buy one of his papers.
He gives you some information that you could probably
well do without, although it does give you an aim in
life -- and that is to clear your name of murder.

Deja
Vu is an icon-driven adventure, but don't let this
put you off -- it works very well. The primary screen
display is a graphical representation of the player's
surroundings, with windows to one side depicting objects
on the player's person and within his vicinity. Below
this main area is the text window, which is filled with
location descriptions, messages and results of actions
taken by the player. The graphics are adequate, although
nothing special, yet as they're such an intricate part
of the game they serve their purpose very well -- identifiable
rather than artistic. A command box is at the very top
of the screen, and includes all the actions open to
the player at any particular time, such as EXAMINE,
OPEN, OPERATE and SPEAK. The idea is to click the cursor
on, for example, HIT on the commands box, and then dick
on the mugger within the location graphic -- and voila,
one not-so-cocky individual. The cursor's position is
controlled via the joystick. Similarly, items may be
OPENED, EXAMINED, CONSUMED and so on. Objects found
within the game which the player feels he could use
in his inventory may he clicked on and literally dragged
into his inventory window. Time may be saved in some
instances by using the program's built-in logic. This
works in such a way as to understand that a double click
on a closed door means the player wants the door to
he opened. This also works with examine and close.

Deja
Vu can be a mite slow, due to the good old disk
accessing, but overall it's a thoughtfully implemented,
graphical adventure. It involves the player from the
very start, and gradually makes it a necessity for him
to solve the case and clear his name of murder.
The
illusion of remembering scenes and events when they
are experienced for the first time.
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