Archive for the 'Adventure' Category


IFComp 2008

So, let’s get down to it finally. There are 35 games in this year’s comp. I see a few familiar names among the authors, but, unless he’s finally decided to start writing under a pseudonym, no Panks. This is encouraging!

Last year, at comp’s end, dismayed by the excessive bugginess of too many of the entries, I made a promise to be a beta-tester for as many games as I could — I set a goal of “at least ten” games. I did not meet this goal, despite an honest effort: I only found eight authors who were looking for testers. Shamefully, I only submitted feedback to seven of them, although I played enough of the eighth that I can’t honorably vote on it. Also, with one exception (which I will not name here), the games I tested lacked the really egregious completely-broken-gameplay bugs that so irritated me last year. Maybe this is a sign that things will be better this year, but more likely it means that the authors of the really broken games never bothered looking for testers. Ah well, I’ve done what I can.

CSI: Final thoughts

So, I’ve finished all five cases in CSI: Hard Evidence. All in all, I enjoyed this game more than I expected to. The chief thing to recognize is that it’s not at heart a mystery game, but a treasure hunt. This was clearest to me at the beginning of the fifth case, where you have to spot a number of bullets lodged in walls. I wish more of the scenes were as clue-rich as that, because it was one of the high points of the game.

I mentioned before that the game automatically tags with a green checkmark those scenes and clues that have been exhausted as information sources. This is just one of several “assists” that can be disabled from the options menu. Personally, I kept them all on, despite my complaints about the game being too easy: it seemed like disabling them would make the game harder in the wrong ways, extending the time spend searching fruitlessly in the wrong places and so forth. There was a point where keeping them on actually got me stuck for a while, though, when I didn’t yet understand that a DNA sample got its checkmark simply by being identified, and that this didn’t mean it was no longer of use in comparison to other samples.

So, yeah, it turns out that it is possible to get stuck after all, at least temporarily. Several forms of evidence processing involve comparing two pieces of evidence, and once you have many individual pieces of evidence, the combinatorial explosion makes it inconvenient to just cycle through all the pairs. So you do have to have some idea of what you’re looking for, some of the time.

There are some good things going on in the game’s UI. Like the navigation: I mentioned before that it’s based on clicking between nodes in a continuous 3D environment, but even more than that, the graph of these nodes is a tree, and clicking the right mouse button moves back up the tree towards your point of entry. The nice thing about this is that exactly the same interface is used for other tree-like UI elements, such as cancelling out of a menu. While I wouldn’t suggest that every game adopt an interface like this, it does seem like a good choice for games in settings where the player shouldn’t be able to get lost.

csi-evidenceThere are points that I definitely think could be improved, though. Nonstandard scrollbar behavior is my perennial gripe about homebrew GUIs, and while this game doesn’t have scrollbars per se, it does have button-based scrolling interfaces which don’t respond to the scrollwheel. It’s not even as if the game engine doesn’t have scrollwheel support: when viewing evidence, you can use the scrollwheel to zoom in and out. And speaking of viewing evidence, the controls for rotating items while inspecting them seem less than ideal. There are four buttons to the right of the view that can be clicked or held to rotate in two directions about two axes. But the axes are relative to the object, rather than the view, with sometimes unintuitive results. Plus, using buttons at all seems a little strained in a game that, in the scene views, normally handles rotation by moving the mouse to the edges of the screen. (Sometimes this even results in keeping an object at the center of your view and circling it, an effect similar to rotating an object in the evidence view.)

There’s also some stupidity in the way the game handles computers: your CSI toolkit contains a “USB data drive” that “detects encrypted data”, which is trivially decryptable by your lab equipment. Furthermore, people in this gameworld seem to be in the habit of encrypting their incriminating emails rather than deleting them. (Heck, just not encrypting them would be enough to escape detection here. It’s not like the game ever gives you the opportunity to read data that isn’t encrypted.) But I’m assuming that this is all inherited from the TV show. Plus, I may just be more sensitive to this than other simplifications made for the sake of gameplay. Goodness knows the fingerprint matching is greatly reduced from how it would work in real life, and the idea of getting a chemical analysis of a substance by sticking it in a chemical analysis machine is probably even more galling to chemists than anything done with computers here.

A certain amount of stupidity of content isn’t the only thing it inherits from the show. There’s the “bumpers”: when you go from scene to scene, you often get a brief montage of aerial views of Las Vegas, signifying “new scene” to the viewer. This is invariably followed by a “Loading” screen, which seems a little redundant, because it signifies the same thing. I suppose the limitations of the technology prevent it from displaying the bumper while loading the new data.

Another thing inherited: product placement. It’s not as blatant as in Lemmings 3D or Getting Up: Contents Under Pressure, but one of the cases has a subplot involving possible credit card fraud, and goes out of its way to mention how professionally those folks at Visa dealt with it, as well as just use the word “Visa” in preference to “credit card” wherever possible. (A print ad in the game’s documentation makes it clear that Visa is in fact sponsoring the game, or at least its documentation.)

So, would I recommend this game to people who aren’t fans of the show? No, not really. But perhaps I would as a study of graphic adventure techniques. It’s working with a limited palette, but it does a few interesting things I hadn’t seen before.

Disclosure: I received this game for free from Telltale Games.

CSI: Comparisons

csi-everettCSI: Hard Evidence was apparently made using the same development tools as the Sam and Max and Bone games, but it’s a real contrast in style. For that matter, Sam and Max is pretty different from Bone: wisecracking cynicism and urban decay vs. good-natured fantasy, as well as the contrast in puzzle style mentioned previously. But Sam and Max and Bone are both ultimately cartoons, rendered in a cartoony style. CSI, although pretty close to a cartoon in its exaggerated and stylized story content, tries to be realistic in its visual appearance, including human figures. And this, if you ask me, is one of its weak points. The regulars from the show are passable, but per-episode characters — the victim and suspects — live farther down in the uncanny valley. Mouths in particular seem troublesome, and tend to bunch up in odd ways when characters is talk.

More than that, though, Sam and Max and Bone are both based on the Sierra/Lucasarts paradigm: you have an avatar who walks where you click. CSI uses something more like a Myst-style interface. Movement between scenes is handled through a “locations” menu in your PDA (which also holds the inventory, options menu, and case details), but movement within a scene is handled through clickable hotspots. But the scene itself is rendered in 3D, and even without clicking, you can do some limited shifting around by means of the mouse — or, presumably, the right analog stick in the console versions, which seems like a better fit to the mode of interaction here. It’s not quite like any other game I’ve seen: the closest is Myst V in “panning” mode, but there, the panning was always just a matter of changing the camera’s orientation, not its position. Here, you can use the mouse to do things like circle a car and inspect it from all sides, if that’s the motion that’s scripted for that node.

Disclosure: I received this game for free from Telltale Games.

CSI: Hard Evidence

csi-coronerI have been presented with one more Telltale game, and have something of an obligation to give it a whirl. CSI: Hard Evidence is the fourth game based on the TV series CSI: Crime Scene Investigation, and the second produced by Telltale. Now, I’m not a fan of this show. I’ve seen only one episode, which struck me as cartoonishly over-the-top. But unfamiliarity with the source material doesn’t always stop me from playing adaptations. For example, I played the videogame adaptation of The Da Vinci Code specifically so that if anyone asked me if I had read the book or seen the movie, I could reply “No, but I’ve played the videogame.”

And, in fact, this CSI adaptation has a certain amount in common with the Da Vinci Code adaptation: an emphasis on hunting for clues, lots of special interfaces, and, most of all, easy puzzles.

My impression may be wrong here: I’ve only completed one of the five cases in the game so far, and you’d expect the first case to be the easiest. But a lot of the easiness comes from user interface features that guide you towards the right things to do. For example, once you’ve gotten every possible clue from an area, a checkbox appears on that area’s icon in the travel interface. Also, the crime lab contains various machines for things like DNA analysis or accessing a fingerprint database, and at any moment, those machines that can be usefully applied to evidence you’ve collected have a special exclamation-point icon on them.

I suppose this is because its target audience isn’t fans of adenture games, but fans of a TV show, and a police procedural, at that: the genre of mystery that’s most about following established procedure and least about brilliant deductions. I’ve talked before about how the payoff in adventure games is the pleasure of figuring things out, of the “moment of realization”. The problem is that this can only come with a certain amount of risk that the player doesn’t figure things out and winds up stuck. This game seems to want to avoid that more than anything else. It’s aiming at an experience similar to the TV show, and no one ever gets stuck watching a TV show. Any brilliant deductions that do occur will be spelled out to the viewer — and so it is here.

csi-fingerprintSo where is the pleasure in this game? I assume that there’s a certain amount of fantasy appeal, of joining the CSI family and having the people who you’ve come to know and love on the screen patting you on the back and saying “Great job!” whenever you follow procedure correctly. (The game is presented in first-person perspective with an unnamed protagonist, the better to aid player identification.) Obviously I’m missing out on that aspect; these people are strangers to me. The processing of the clues also provides an element of ergodic narrative, reminiscent of Portal (1986), but less linear and punctuated by little challenges such as finding a partial fingerprint in one of several possible matches. But the most interactive part — the part that seems most like a game — is simply finding the various clues and traces in the first place. This aspect of the game feels a lot like finding collectibles in an action game: it rewards being an obsessive completist and looking everywhere. The focus is on thoroughness.

In fact, there’s an interesting mechanism called “throughness points”. Every scene has various hotspots you can inspect, and not all of them actually contain clues. But whenever you inspect something that doesn’t hold a clue, you get a thoroughness point instead, and these are taken into account in your evaluation at the end of the case. So, with this mechanism, (a) finding new hotspots is never a waste, even if you discover nothing, and (b) you always know if the place you just clicked on contains a clue, because those are the spots without thoroughness points. More interestingly, your stats for the case indicate how many thoroughness points you haven’t found yet, which turns thoroughness points themselves into a kind of collectible — one that consists precisely of an absence of anything to collect.

Disclosure: I received this game for free from Telltale Games.

Sam & Max: Musings on finishing Season One

Now that I’ve completed all six episodes of season one, I’m wondering if mine was the best approach. Is it better to actually play the episodes episodically? Playing them as they come out undoubtedly lets you participate more in the Sam and Max fan community, speculating about things to come, even influencing the later content (as Merus points out in comments to my last post). But playing through the season all at once probably makes for a meatier experience. At one point in episode 6 (the last of the season), Max plays a videogame within the game, and complains “It was too short and not hard enough. I want my money back!”, an obvious dig at complaints in the forums. I haven’t followed the forums, but it’s inevtiable that people would make this complaint, as each episode takes just a few hours to play.

But I suspect I wouldn’t share that complaint anyway. I’m accustomed to short adventure games, thanks to the Interactive Fiction community and the annual comp in particular, so these episodes struck me as about the right length. Or possessing about the right amount of content, anyway. The episodes actually take longer to play than a typical comp game, but only because of the time spent walking Sam around from place to place — something I grew impatient with at times, and wished for a faster way to travel. (There’s a “warp drive” checkbox in the options menu, but apparently that’s just Telltale’s version of silly clowns.) So I may be one of the few people who wanted the episodes to take less time.

samnmax-textI wonder how much the folks at Telltale are aware of modern non-commercial IF? The Sam and Max games certainly show an awareness of their text-adventure heritage. Episode 5 features a whole scene set in a text-based environment, with Sam and Max themselves as the only graphical elements — a very stylish effect, I thought. It even uses that perennial only-possible-in-text gimmick, treating abstractions as tangible. Plus, there’s a sly shout-out to Zork in the beginning of Episode 4, subtle enough to pass unnoticed by the uninitiated. But the main influence on these games seems to be the classic Lucasarts games. Which may seem too obvious to point out — the first Sam and Max game was Lucasarts, after all, and Telltale seems to have quite a few Lucasarts refugees on staff. But what I mean here is the little touches, like the way responses to significant actions get shorter on repetition, and the way dialogue is used to provide hints disguised as jokes.

That last point reminds me a little of something John Cleese said about writing Fawlty Towers. The audience of a comedy show, according to Cleese, knows that anything that doesn’t lead into a joke immediately is a setup for a joke later on, and this robs the later joke of some of its impact. So he tried to make sure that all his setup material also yielded immediate humor, so that the viewer would be surprised at what was referenced again later. The principle is similar here, except that the goal isn’t (solely) an unexpected joke, but a moment of realization, when the player suddenly understands something’s significance without it having been shoved in their face.

Speaking of disguising your material, I notice that episode 5 keeps the whole business of doing things in threes (despite what I said before about episode 4 breaking the patterns), but tries to hide it by inflating numbers: there’s a group of four machines, of which one is useless, and a quest to obtain five gold coins, of which three are found together.

The threes come back with a vengeance in episode 6, though, with a very satisfying pre-endgame that puts Max in the center of a story. It seems pretty important to me that this happens. Of the two main characters, Max is the more emblematic of what they are, more gleefully chaotic, more disarmingly cute. If you see one of the duo alone in any context, it’s pretty much always Max. But these qualities also make him a difficult player character, and so for most of the story told by these games, he plays the role of Sam’s wacky sidekick. Even after he becomes president of the United States in episode 4, he’s Sam’s wacky sidekick whose wacky features include the presidency. But in episode 6, he becomes for a while the focus of the player’s attention, the thing that the puzzles are about.

Sam & Max: Patterns

By now, I’ve played enough of Sam and Max, Season One to notice some overall patterns. Most obviously, all the episodes share a certain amount of content. There’s always Sam and Max’s office and its neighborhood, including Bosco’s Inconvenience Store and Sybil’s, a storefront that changes in purpose from episode to episode, but always has the same proprietor. Episode 1 takes place almost entirely in this environment, leaving it only at the very end, while the other episodes treat it as a kind of home base that you return to once in a while for help with the puzzles in the episode’s main area. Episode 4 seems at first to break the pattern by starting in a completely new place, but the player returns to the old neighborhood before things are far advanced.

If it sounds like I’m complaining, let me make it clear: re-using content like this is not a bad thing. I’ve written before about how adventure games benefit from establishing a sense of routine, and the same basic idea applies to series. Repetition establishes a theme for specific puzzles to be a variation on, and helps the player to follow the author’s thought processes. Every episode here contains a car chase puzzle of some kind, but no such puzzle is ever repeated. Bosco always has some ridiculously overpriced gadget behind the counter, and the player comes to anticipate discovering how to get the necessary money from the episode’s new content. Even outside of the puzzles, the shared environment is used as a way to illustrate the progress of the plot: the office closet accumulates trophies of every episode, and there are multiple changes to the decor and its descriptions in the aftermath of episode 4.

There are also some less concrete patterns at work. The first few episodes established a very strong pattern of subtasks that come in threes. Most of the time, you have one major obstacle to overcome and three explicitly-enumerated things you need to overcome that obstacle. It’s a strong enough element that when I was told, in episode 3, that there were two tasks Sam needed to perform to infiltrate the Toy Mafia, my first reaction was “Wait, two?” (A third task was added before the conversation was over.) There’s even a threeness in the architecture of the core neighborhood, with its three sub-areas (the office, Bosco’s, and Sybil’s). But this starts breaking down in episode 4: I noticed a three-part task there, but it wasn’t the chapter’s major goal, and the subtasks were far from explicit.

The season has an overarching plot involving hypnotic devices supplied by an unseen mastermind; all the episode villains are either victims of hypnosis or using the devices against others. Each episode links to the next with a little foreshadowing of the next villain at the very end, and links backward with continuity references and a few preserved inventory items. The first three episodes don’t make any large changes to the status quo, and end with Sam and Max in pretty much the position that they started in, but that ends with episode 4. By now, you’re probably noticing a pattern yourself: episode 4 is the point at which the established patterns break, because the escalating wackiness can no longer be constrained.

Sam & Max: Perils of adaptation

For all that the characters of Sam and Max are emblems of the later point-and-click adventure, they’re not a terribly natural fit to the genre. If Steve Purcell (the creator of Sam and Max) hadn’t been doing art for Lucasarts at the right time, I doubt that anyone would have seriously considered them as potential adventure heroes. The original comics are driven by randomness and non-sequiturs. True, adventure games can and do get away with this sort of thing in the situations they present to the player. But the actions of the player character have to make some kind of sense if the game is to be solvable by any means other than exhaustive guesswork, whereas Sam and Max in the comics were just as unpredictable as their surroundings, and seldom did anything that could be expected to help their situation. Coming up with situations that let Sam and Max act like Sam and Max but still provide motivations for the player must have been a challenge. Some of the puzzles in the 1993 game were criticized for being too arbitrary, which is to say, for being too close to the spirit of the comics and not adapting to the new medium enough.

Season One has fared better so far. To the extent that it keeps the protagonists zany, it does so in ways that don’t require player involvement. For example, at the beginning of the first episode, Max has filled a closet with cheese, for no reason other than “you can never have too much cheese”. This is something that happened before the game starts, so it’s part of the premise, something that the player reacts to. But it’s also something that a player character did, and revealed in response to a player action (opening the closet), so the effect is similar to a player-initiated non-sequitur.

The dialogue is another big risk for an adventure adaptations. A lot of the humor of Sam and Max comes from the off-kilter tone of the dialogue, and the contrast between the the plush-toy appearance of the title characters and the casual and cheerful way they discuss horrors and mayhem. Examining an electric fan, Sam comments “Max almost lost a finger in a fan like that once,” and Max replies “Yeah, but it wasn’t my own finger.” This would cross a line if it were depicted visually. We know that Max is a furry little psychopath, and Sam isn’t much better — for all that they’re “freelance police”, they recognize no law beyond their own whims, and there are puzzles that hinge on this. But mainly we know it from their words, not their actions.

The reason this is a risk is that it’s all too easy for reliance on dialogue to hurt gameplay. Far too many adventure games and RPGs devolve into click-on-everything-in-the-conversation-menu for large chunks of the experience. Breaking a large text dump into a bunch of menu options doesn’t make it less of a large text dump, and that’s not what people play adventures for. Fortunately, the folks at Telltale seem to be fairly sensitive to this, and keep the menus fairly trim and mostly optional, as well as using them for an unusually large number of actual dialogue-based puzzles, rather than just infodumps. In fact, most of the trademark Sam and Max dialogue doesn’t come from the conversation menus at all, but from responses to examining things, as in the electric fan example above. This is a point where having a sidekick unexpectedly helps: Max is an independent observer who can argue with Sam’s descriptions and comment on his actions even if you never talk to him explicitly.

Sam and Max, Season One

samnmax-psychiatristAh, Sam and Max: absurd and grotesque, snappy and cynical. Their humor is always at least partly grounded in their horribleness. I’m a fan of theirs from way back, even from before their first adventure game in 1993, or their cameos in various other Lucasarts titles. Back when they were an obscure indie comic book.

So you might think I’d be among the first to snap up the newer episodic Sam and Max games. But I didn’t, because I was wary of Telltale Games. I had played Telltale’s first adventure, an adaptation of the comic book Bone, and found it disappointing. The adventure content was minimal, as was the interactive detail: the bulk of the player’s time was spent on a series of lame mini-games shoehorned onto a story that didn’t really want them. And when I say “series of lame mini-games”, the part that bothers me the most isn’t the “lame”, but the “series”: the game was very linear, following the source material very closely. Most of the time, there was only one thing to do.

But the Sam and Max games aren’t adaptations of existing Sam and Max stories, and thus avoid a lot of the difficulties of adaptation. (Even the 1993 game, Sam and Max Hit the Road, which took a lot of its ideas from the “Surfing the Highway” comic, has an original story.) I’ve played through the first episode by now, and it’s got classical adventure game structure: after a brief prologue in a constrained area, it sets the player loose in the main game area with three major goals to pursue simultaneously and independently, followed by another, smaller set of three goals, followed by an endgame. And some of those subgoals provide good “Aha!” moments.

So, currently, I’m pleased. I’ll see if I can get through episode 2 tomorrow and try to spot common patterns. It really seems like each episode wants to be completed in a single sitting.

End of Uru

Myst Online: Uru Live is being shut down less than 24 hours from now. I report this with some sadness and some frustration — frustration because I only learned today that this was going to happen. If I had heard the news when it was first announced two months ago, I would have made more effort to experience it while I could.

I actually registered an account on Uru a few months ago, shortly after completing Myst V, but never got around to playing it much: it seemed like there was a lot of ground to cover to catch up to where the regulars were, and I just didn’t feel like I had the time. Also, it seemed like a lot of the new content was best done with a group — things that would involve running around to a sequence of points on a very tight time limit if tackled alone, but which a group could handle trivially just by stationing people in the right places before the timer starts. I never got deep enough into the social aspect of the game to join or organize groups to for this purpose, and also had the handicap that I was a latecomer who wanted to see the stuff most players were already bored with.

Nonetheless, I intended to sit down and play through the whole thing at some point, and now may never have another chance. As a completist, this limited opportunity of access to content has always bothered me about online games. From what I saw, Uru was actually unusually completist-friendly as online games go, keeping previous Episodes accessible like a stack of magazines in the attic. But such a stack, unlike the Stack, is not under the control of its players. I know that I probably won’t actually complete every game I’ve started during my lifetime, but I like to think that I still could reopen any particular one if I choose. It seems like there are two different mindsets here: Some people are more inclined to see games as events akin to live performances, something you participate in, but which then passes, along with its moment. Others approach them more like books, something that can be stored and returned to. The performance attitude may be more realistic: ultimately, everything is transient. But how transient is often up to us. In my lifetime, cinema has transitioned from a transient medium to an archivable one. Sometimes it seems like games are going the other way.

QfG5: Finished

qfg5-dragonThe point I was stuck on turned out to be decidedly lame: the only way to catch the assassin is to actually be attacked by him, and this only happens in one location, at night, if you enter from the right direction. I suppose the designers were thinking that players would naturally walk through that area on the way home from questioning people at the bar, but why walk when you can teleport? This is an example of a problem that plagues Sierra games in general: the problem of plot advancement depending on player actions that the player has no motivation to perform. And in fact it’s a fairly mild example, because once the assassin appeared, it was pretty clear what the trigger was. 1An example from another game that doesn’t share this property: In King’s Quest IV, visiting the wicked queen’s castle makes a whale appear in the ocean. You’re likely to trigger this once, because your initial exploration will include the castle, but if you restart the game, you’re likely to avoid the castle, because you’ve learned that there’s a limit to how many times you can visit it safely. And then you’ll be confused about the whale’s absence, because you weren’t aware of doing anything special to make it appear the first time. Mild enough, anyway, for me to get through it.

Having gotten unstuck, I finished the game with all three base classes. (I haven’t even tried the Paladin yet. I may do so in the future, but even so, the game is now officially off the Stack.) And in all three, I had the full 1000 points. This didn’t work out quite like I expected: unlike earlier games in the series, the maximum score isn’t the total quantity of available points, but rather, the largest score allowed. You can keep racking up more Deeds in the endgame, each accompanied by the score-goes-up noise, but the displayed score never goes above 1000. Once I realized this, in my first endgame experience, I didn’t bother hunting down obscure points with the other characters, and was free to choose whatever wife I felt was appropriate for each of them, regardless of point value. 2In fact, it turns out that you can’t always choose Erana or Katrina. Neither of them is willing to mary a Thief.

The first class I finished with was the Wizard. This is because the Wizard is the game’s easiest class. Not the simplest, mind you — that would be the Fighter. The Wizard is much more complex than the fighter. Figuring out the Wizard’s strengths is more difficult, because there are so many more possibilities to try. But once you have a handle on them, you can just exploit them for all they’re worth, and that makes the game easy. Where the Fighter battles his way through Minos’ fortress — a risky, time-consuming process — and the Thief sneaks his way in — also time-consuming and risky, even if the risks are different — the Wizard can pretty much get away with casting Calm and sauntering through. That’s power, man: the ability to walk through a batlefield unmolested. And if you decide you like killing things, like I’ve said, the Wizard is overpowered there too. In the end, you’re joined by several NPCs who fight the dragon alongside you — and, despite my earlier doubts, it is a real battle fought in the game’s regular combat engine — but I can easily see the Wizard trouncing the dragon solo.

qfg5-rooftopsBut while the Wizard is the easiest, and the quickest to play if you don’t restrain yourself, I think the Thief is the most engaging class this time round. It has a lot to do with the adoption of (simplified) stealth mechanics from other games: QfG5 was released the same year as Thief: The Dark Project and Metal Gear Solid, so it gives you a blackjack and a couple of fortresses full of guards patrolling in regular cycles or conveniently looking in the wrong direction. In previous QfG games, stealth was basically a matter of skill checks to see if people heard you plus a certain amount of special-cased hiding scenarios, not general line-of-sight stuff. Also, you get to sneak around on rooftops. I was always disappointed with the fact that QfG2 — the one in the “Arabian Nights” setting, which suggests Thief of Baghdad hijinks to me — didn’t have any satisfying rooftop escapades, but instead basically just repeated the kind of housebreaking you did in QfG1. So I’m pleased to see some of that here, even if it’s rather small.

My one complaint about the Thief is actually a pretty large one. The Thief can’t always avoid combat. There are several mandatory fights, essentially boss fights that follow a bout of sneaking, and the Thief isn’t very good at them. Traditionally, the Thief’s combat method in the QfG series is to stand at a distance and throw knives, running away if necessary. But I found this unworkable in the new combat UI, so I wound up playing the mandatory combat basically like a less-powerful Fighter. Unfortunately, one of those encounters is with the dragon at the end. I mainly played support on that one in my Thief game, performing functions such as handing out equipment and convincing Gort to sacrifice himself.

qfg5-endI had some trouble at first with the game crashing in or immediately after the final battle — consistently enough that I almost gave up before seeing the congratulations sequence. Either rebooting or playing from a different save helped, I’m not sure which. Anyway, it was anticlimactic. They obviously spent their cutscene budget on FMV scenes of the dragon. After it’s dead, you just have the player and a bunch of NPCs gathered in the throne room talking. You get to choose whether you want to actually be king or not 3If you choose not to become king, Elsa is chosen instead. So if you’re engaged to her at that point, you get to still live in a palace and everything without the duties of rulership., and your engagement (if any) is announced, and that’s it, unless you’re playing a Thief, in which case you can get an additional scene in the Thieves’ Guild where you’re proclaimed Chief Thief. If you choose to become king, you don’t even get a crown, or at least not where the player can see it. I want my crown! Sir Graham got a crown when he became king of Daventry. He had to pick it off his predecessor’s corpse himself, but it was a crown.

But then, all of the endings in the series were disappointments compared to the impact of the ending scene of the original QfG1: the celebration, the reiteration of prophetic verses that you understand now (with no mundane dialogue to spoil it; we’re in storytelling mode now), then the music transitions to the gentle Erana’s Peace theme while the credits roll over the hero and his new friends floating lazily on a magic carpet over the valley where the game took place — your first view of the valley as a whole! This is what you were saving, kids! And finally, the barest hint of what was to come in the forthcoming sequel. If there’s one element of this that I think would improve the ending to QfG5, it’s the shifting away from NPC dialogue to narrator voice. That’s what we really need at the end of an epic: something along the lines of “And so King Baf ruled wisely, and lived to an old age” or whatever.

I’ve spent a lot of time on this game now. Probably more than it deserves. I don’t try for perfect scores on every game I play, let alone perfect scores with every character class. I’m quite happy with my “43% complete” in GTA3. But I have some sentimental attachment to the QfG series. And as such, I don’t even feel qualified to say if anyone who doesn’t have my attachment to it should play it at all. It has its ups and downs (and silly clowns). I’ve been complaining about the bugs and gameplay issues a lot, but if nothing else, it has some really good music, always one of the high points of the series.

Next post: Something new. 4New to this blog, anyway.

References
1 An example from another game that doesn’t share this property: In King’s Quest IV, visiting the wicked queen’s castle makes a whale appear in the ocean. You’re likely to trigger this once, because your initial exploration will include the castle, but if you restart the game, you’re likely to avoid the castle, because you’ve learned that there’s a limit to how many times you can visit it safely. And then you’ll be confused about the whale’s absence, because you weren’t aware of doing anything special to make it appear the first time.
2 In fact, it turns out that you can’t always choose Erana or Katrina. Neither of them is willing to mary a Thief.
3 If you choose not to become king, Elsa is chosen instead. So if you’re engaged to her at that point, you get to still live in a palace and everything without the duties of rulership.
4 New to this blog, anyway.

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