Archive for the 'Adventure' Category


Machinarium: Final Thoughts

I said that I’d finish Machinarium on the PC rather than the iPad, but it turns out I was wrong. I can blame my lengthy bus commute, but that’s only part of it. Despite what I said before, it turns out that the touchscreen version of the interface is easier to use in some situations, particularly when you’re pressing on-screen buttons repeatedly. With a touchscreen, you can hold one finger over each button, essentially treating the screen like a keyboard. With a mouse, and without the hotkeys that usually accompany button-based interfaces in PC apps, you have to keep looking back at the buttons to reposition the cursor over the one you want, and that means briefly looking away from whatever the button affects. This is particularly bad in action sequences.

Action sequences? Yes, there are a few, adaptations of old videogames. I’ve already described one: the shooter that grants access to the hints. In addition, there’s a simplified Space Invaders at one point, and, towards the end, a maze-based shooter in a style that reminded me a lot of Atari 2600 Adventure (even if the gameplay was more like Berserk). The context for the Space Invaders is simply an arcade, but the maze game seems to be about cleaning up the software corruption left behind by the bad guys in the mind of the big-headed robot in the city’s central tower.

The bad guys in question are a small band of criminals in black hats who are seen stealing things and even planting a bomb throughout and before the game. Josef recognizes them: they’re responsible, it turns out, for his condition at the beginning of the game, in pieces in a scrapyard, and also show up in a few little flashbacks where Josef remembers when they were mere schoolyard bullies, shaking him down for pocket change and knocking him off the jungle gym, thereby justifying any horrible thing Josef might do to him in return.

Which, of course, provokes the question of whether, and why, robots need to go to school, but the rule of this game is that robots can engage in any sort of human behavior if it’s funny or makes for a decent puzzle. A couple of scenes have toilets in them. An early scene in a jail cell has a cellmate who wants a cigarette, although I suppose that in a sense it makes more sense for robots to smoke than for people to do so. One of the bad guys’ nefarious deeds was to kidnap Josef’s girlfriend and force her to work in the kitchen of a sleazy bar, raising the question of why a robot needs a kitchen, although somehow the “girlfriend” part, with the implication that robots are gendered, doesn’t seem so strange. Well, our concept of gender is at least as much social as biological. Presumably it’s entirely social for robots.

There’s a brief bit where the player even gets to control the girlfriend, which yields one of the game’s better jokes, especially considering that it’s a repeat of a joke you’ve seen over and over by that point. One of the first things we learn about Josef is that his inventory is in his abdomen, and whenever he picks something up or takes it out to use it, he hinges his head open at the mouth like the lid of a trash can. It’s a great sight gag because it combines so many incongruities: he’s turning himself into an inanimate object, but he’s also eating something or vomiting it out, while at the same time being completely unconcerned about what it is or what it’s made of unless its physical properties affect the process of insertion or retrieval (as when he sucks in a length of hose like a child eating spaghetti). Now, one of the things that genders the girlfriend is that her face is more delicate and less machine-like than Josef’s. It would still look monstrous on a human, but relative to the other robots, she’s downright pretty. So when she handles inventory the same way — something she doesn’t even look physically capable of doing — it comes as an extra shock. But it’s also touching in a way, because it also reinforces the sense of a bond between the two of them. They’re two little robot geeks who approach the world the same way.

Also, it helps that there are flashbacks, in the form of line art in thought balloons, showing Josef and girlfriend in happier times. I’ve only seen a couple such — apparently more appear when you stand still in certain locations, which means you’re bound to see one or two over the course of the game, but not more than that unless you’re looking for them. Now that I’m done, I may do that. This strikes me as something that’s missing from most games with kidnapped-girlfriend plots: some indication of what the hero is trying to recover.

Machinarium: Gameplay and Hints

I’m pretty sure I’m nearing the end of this game. Like many adventures, it’s fairly short. And unlike Samorost, in which each room is a self-contained mini-adventure, Machinarium has a layout that returns on itself a lot and makes you revisit locations for different purposes and from different directions. One of the first locations has a bridge that you try to cross, only to slip on an oil slick and fall into the lower city; the same location appears again, from the other side of the bridge, much later on.

The puzzle content turns out to be mainly a mix of self-contained mini-games and environmental inventory-item use. There’s a little bit of combining of inventory items thrown in, but only in fairly obvious ways, and a little bit of Myst-style contraptioneering, but not nearly as much as you might expect given that the setting is all about fanciful machines. Some of the self-contained puzzles are old chestnuts, including one or two that even appeared in The Seventh Guest [EDIT: Looks like I’m wrong about that. See comments.], but others seem to be genuinely original, like when you have to find a minimal way to block the flow of water through a complicated tangle of branching pipes. I had fun with these puzzles, and didn’t get truly stuck on them once.

And this is one of the clearer examples.The environmental puzzles, on the other hand, I’ve got stuck on several times, either as a result of not noticing a clickable item or simply because the required action was one of those unpredictable ones that you need to just try rather than figure out. Fortunately, there’s an excellent in-game hint system, one I like so much that I’m actually kind of glad that I got stuck so that I could experience it properly. First, every scene has one free hint that displays, in a thought balloon from Josef, a picture of your ultimate goal for that scene. It’s a bit like the high-level course correction that some text adventures provide in response to the command “help” or “think”. This has never really been enough for me when I’ve resorted to hints, but I appreciate that it’s there, because if I actually had been so off-base in my thinking that all I needed was a statement of intent to put me right (as has happened in other games), I wouldn’t want or need anything more detailed. Second, you can access a more detailed depiction of every action you have to take in your current room. This is the part that I described as being “in comics form” in my last post, but let me describe it more fully now: it’s in the form of an opened book, with line drawings on the right-hand page while the left-hand page is filled with text in a made-up alphabet and perhaps an explanatory illustration that you can puzzle out the significance of, kind of like the Codex Seraphinianus. The panels depicting the actions, too, require a certain amount of interpretation — even though they’re illustrations, you have to read them — and they leave out any steps that have to be performed in a different room, such as picking up inventory items. While the absence of a particular action you were expecting in the hints for your current room can itself be a significant clue, the fact that it’s left out helps it to feel like you’re figuring out the last steps yourself instead of just following directions. Secret: the Spiders of Josef HintbookThis sense is further helped by the way you access the full hints: by playing a mini-game, a crude scrolling shooter with Gameboy-style graphics in which you guide a key through spider-infested tunnels to a waiting keyhole. It’s not an engaging enough activity that I’d ever choose it when I’m not stuck, but it puts a speed bump on the process of getting hints, makes them non-free in a way that I think works better than rationing out hint tokens or whatever. It’s not too difficult once you’ve worked out how to work it, but can still take me three or four tries to get through, and that’s enough to make me feel like I’m not cheating. I earned those hints.

Machinarium

If Josef had the jumping ability he has in SMB, he wouldn't need to push those crates around.In my weekend Super Meat Boy session, I unlocked a new playable character: Josef, the protagonist of Machinarium, a game that, coincidentally, was recently ported to the iPad. Taking this as a cue to finally play the thing, which has been languishing on the Stack ever since its inclusion in a Humble Indie Bundle, I have now gotten a taste of both the PC and iPad versions.

Machinarium was created by the same team as Samorost and its sequel, and has something of the same feel. It’s a more coherent world, both logically and artistically, and more like a conventional point-and-click adventure, with an inventory, and an avatar whose actions you control and who goes where you click (although only approximately: it’s more like he has a set of fixed positions that he can move between, but the UI presents it as if it were classic Sierra/Lucasarts-style navigation). But it has something of the sensibilities of a twitch-and-wiggle game, where you seldom know at first what a given click will bring. Even the splash screen emphasized this: the very first thing you see in the game is the title drawn in thick letters with a scribbly fill (anticipating the illustrative style used throughout), which warp and morph when the cursor passes over them.

Our cleverer readers may now be wondering how they manage that on the iPad, which doesn’t have a cursor in the same sense as the PC. The answer is that they don’t. The iPad version skips the splash screen entirely. This is just one of several small ways in which the PC version is superior.  The lack of a persistent cursor on the touchscreen means that there’s less feedback about what’s clickable; the game shows a cursor briefly when you tap things, but you lose the passive feedback. There are a few places where the iOS version compensates for this by superimposing arrows on the screen to indicate actions you might otherwise miss (which is particularly important in timed sequences), but this is an inelegant solution. I suppose that for some people the convenience of portability, or even just love of Apple, will counterbalance these deficiencies, but I intend to finish the game with a mouse, even though I’m farther along on the iPad at this point.

Now, I said that the protagonist is named Josef, but I have to take Ed McMillen’s word for this, because, like Samorost, the game itself is completely wordless (apart from a few early tooltips that instruct the player in basic controls). Even the hints are wordless, showing rather than telling the actions you must take, in comics form. Talking with other characters yields voice-like squeals and gibberish, often accompanied by a cartoon-style speech balloon bearing a picture of what that character wants from you. In typical adventure-game fashion, this usually means a sub-goal you need to achieve to get what you want from them, but there’s at least one case where it’s a complete red herring. I think the use of pictures instead of words made this particularly unexpected: how could I doubt the existence of an item I had seen?

Josef is a robot, as are all the inhabitants of the city where the game takes place, including the animals. (Possibly the city itself is called Machinarium? As with Josef’s name, this is unclear from the game content.) It’s a ramshackle place and the robots all seem old and dented and in need of a good cleaning and oiling, badly repaired or perhaps just awkwardly designed. But it’s a graceful sort of awkwardness. Josef himself frequently displays a machine’s imperviousness to discomfort, for example allowing himself to go stiff, tip over, and fall from a ladder instead of going to the effort of climbing down. In effect, he temporarily becomes an inanimate object during this animation. A city of robots is a place where the distinction between the animate and the inanimate is not rigid, and that cuts both ways: any machine can become a character, with its own motivations and opinions. It’s a bit like what Syberia was trying to do, but to a greater extreme and with more of a sense of humor.

Random Pick

As promised, a random pick today. The first roll of the dice got me Arthur’s Knights: Tales of Chivalry, a Cryo adventure from 2000, but I wasn’t able to get it working. I remember initially shelving it because of the GeForce bug that made the background render partially on top of sprites, but now it doesn’t even get far enough for that to manifest. Putting it into Windows 95 compatibility mode gets me as far as the main menu, where I can tweak the options to my heart’s content, but actually starting a game from there makes it crash to the desktop. The only concrete advice I’ve found online was a suggestion to turn off DirectX sound acceleration, which is already on my list of things to try when Windows games prove recalcitrant; apparently it worked for someone here, but not for me. If anyone reading this has better suggestions, I’d like to hear them, but for the moment, this is going back on the shelf once more.

So, having given up on that, my next random pick was the final episode of Heroes Chronicles, the episodic series of Heroes of Might and Magic III scenarios. My usual practice for random picks is to treat anything from a series as representing the series as a whole, so what I’ve actually picked is episode 3, Masters of the Elements. Yes, this practice means that my random picks are more likely to hit things with many sequels on the Stack. I consider this a good thing. Those are the games that really need playing.

Moreover, the Heroes Chronicles series as a whole became a wider target quite recently. You may recall that, in addition to the episodes that were published on CD-ROM, there were a couple of extra episodes available only online — one that you needed two registered episodes to download, and another that you needed three. Two more episodes besides those were added later in a collection package, making the extra episodes equal in number to the original retail ones. And that collection package was recently made available (and temporarily put on sale for five bucks) at GOG. So now the series occupies six remaining slots in the Stack instead of just two.

Even though I have Masters of the Elements on CD-ROM, I chose to install the GOG download, just to eliminate the inconvenience of physical media. Oddly enough, given my retrogaming habit, this is my first real experience with GOG. I’ve had an account with them for a while now — I registered when I was having difficulty getting Tex Murphy: Overseer working and I noticed that they had a version rejiggered to work with modern machines, but I changed my mind about buying it from them when I saw that it wasn’t the DVD-quality version. I do like their curatorial approach, though, and even though I don’t recall having incompatibility issues the last time I played a Heroes Chronicles episode, I appreciate knowing that the likelihood of running into them has been minimized, especially after my troubles with Arthur’s Knights. (I wish they’d pick up the Cryo games. I always seem to have problems with them.) And now that I’ve used their custom downloader and front end — something that’s completely optional, by the way — I have to say the experience is positive, nicely practical and minimal and unobtrusive.

Next post, I’ll try to talk a little about the Master of the Elements content.

Syberia: From Komkolzgrad to Aralbad and Back and On

The remainder of Syberia went rather smoothly, despite a couple more missed hotspots. The final two stops are interlinked in a way that the first two were not, so I felt it made sense to take them both in a single sitting.

What happens is, Kate’s quest for Hans is temporarily replaced by a quest for hands. In the abandoned industrial town of Komkolzgrad lives a disfigured creep who, in the tradition of his kind, is obsessed with an opera singer named Helena Romanski. He steals the hands of the automaton driver of Kate’s train, and tells Kate he’ll give them back when she brings him Helena, to perform for him once more, like she did many years ago. This prompts a side-trip to the moribund resort of Aralbad, where she’s living out her twilight years. Since you can’t take the train, you instead go by suspiciously convenient dirigible. The combination of airship and opera put me in mind of Final Fantasy VI. I even briefly entertained the notion that instead of hunting the diva down, I could impersonate her like Celes impersonated Maria, but this story isn’t quite that silly.

The reason that the disfigured creep stole the hands in particular was to use them on an organist automaton of his own creation (after Hans Voralberg’s designs), specifically designed to accompany Helena. When he reneges on his bargain and tries to keep both Helena and the hands forever, Kate has to detach the hands from the organist with a screwdriver. When I reached this point, my reaction was “Why didn’t she do this before?” Kate had both the screwdriver and access to the organist back in her first visit. She could have skipped Aralbad altogether if the game had put a hotspot where there was one now. Thinking about it afterward, I think the intention was that the hands I first saw on the organist were not the stolen ones: they were cruder ones, without the dexterity to properly play an organ or drive a train. But this was not clear to me at the time. As with the mammoth drawing, it would have clarified matters enormously if I were allowed to try and fail: I could have detached the hands and brought them to the train, only to be told that they were the wrong ones.

Oddly enough, the train also goes through Aralbad, and it is on returning there that Kate quite unexpectedly finds Hans, a little old man with an unworldly manner. I didn’t expect to find him before reaching Syberia, but that doesn’t happen until the sequel, and I suppose Sokal wanted to end the first game in some kind of victory, even if the story is left unresolved.

Ah, but whose victory? Well, Kate does achieve her original goals. But Hans accepts the news of his sister’s death and signs away the factory with remarkable equanimity. His man-child incomprehension means the adult world cannot touch him, and that is his triumph. Kate can do nothing in the face of this but defect: throwing her career to the wind, she joins him on the train for further adventures. For my part, I think I’ll take a bit of a break before joining them.

Syberia: Reaching Komkolzgrad

Socialist realismKate proceeds to Russia, where Hans’ miraculous wind-up train winds down again. I call the train “miraculous” because it takes only about a second and a half to wind up, and this apparently stores up enough energy to propel a few dozen tons of steel halfway across Europe. But this is a story told in a world that hasn’t quite grown up yet. Kate, a corporate lawyer pursuing a sale resulting from bankruptcy due to unpaid bills, is the personification of its adult side. Hans Voralberg, a toymaker who’s described as both physically and emotionally stunted, is destined to remain a child forever. And it’s Hans who made the train, so it conforms to childish expectations. It’s only the adult world that knows about limitations like conservation of energy, or financial hardship, or death.

This contrast is really central to the game’s mise en scène, from the opening shot of a wind-up automaton leading a funeral procession. Barrockstadt University is ruled by ridiculous fussy men in gowns and mortarboards, caricatures of the learned out of old storybooks; what little you can glimpse of the town outside the university walls shows it to be a crumbling ruin. Kate’s quest to find Hans can be seen either as her pursuit of renewal, trying to rediscover the childlike vitality she’s missing, or as the inexorable hounding of youth by grim reality, as she seeks to bring him news of his sister’s death and to make him sign away the toy factory to a soulless corporation.

Note the window at the statue's waist. There's a room in there. Kate is currently inside it, operating the controls.At the moment, it’s getting grimmer. The latest stop is at an abandoned mine, which is to say, it’s industrial without the industriousness. Only a few rooms are available from the beginning, giving it a more claustrophobic feel. The previous two chapters had people hanging around just to make it clear that the place really was inhabited, but the only human being I’ve seen in this new place was a glimpse of someone furtively running away, possibly after abducting the train’s automaton driver. When Hans passed through here, a magical boy leaving wonders in his wake, it was ruled by Stalin. Hans left behind a couple of mechanized colossi wielding hammers and sickles.

I haven’t got far in this chapter yet, and seem to be stuck again. More unnoticed hotspots? Probably. I’ll say this for it: Remember how I said that the fanciful machines in this game were essentially just glorified lock-and-key puzzles? That’s not the case any more. There’s at least a little bit of Myst-style reversible environment manipulation going on.

Syberia: What the Telephone Communicates

I don’t know if this is a typical experience, but I’ve had a much better and easier time with the Barrockstadt chapter of Syberia than with Valadilène. I completed the chapter last night, and at no point was I stuck from failing to notice a hotspot. There were moments when I mistakenly thought I must have missed something, and roamed about for a little while scanning the screen with my cursor, but the actual key to getting unstuck was invariably some mental connection I hadn’t made. In other words, I was actually finding solutions by thinking, which I don’t think happened at all in chapter 1.

I’d like to describe one such moment of insight in particular — the one I mentioned having in my last post — because it illustrates how expectations can create mental blocks where they really shouldn’t exist. There’s a device that has a sign attached to it giving a phone number to call in case of emergencies. There’s also a phone attached to the device, but it’s broken. What do you do? What a lot of us would do in real life: pull out your cell phone.

So, why did I have a hard time thinking of this? Mainly because the there are a number of things about the phone that work against thinking of it as a something useful. For starters, there’s the simple fact that it hadn’t been useful before this point. The phone has an interface with a few pre-set numbers in it — Kate’s mom, her boyfriend, her boss — but calling them never seems to produce anything other than an answering machine, so one gives up on trying to use it early in the game. Also, although the phone can only be accessed through the inventory interface, it’s not an inventory item: it has its own button that stands apart from the grid of inventory slots, and pressing that button brings up the phone interface rather than selecting it for use on the environment. So it’s not part of what you look at when you look through your inventory hoping to find something useful. It just fades into the background.

The strange part of that is that the phone also keeps calling attention to itself. Every once in a while, shortly after you’ve accomplished some major goal, Kate’s mom or boyfriend or boss will spontaneously call her up and chatter about their own needs to emphasize their physical and emotional separation from Kate right now. But this actually helps the phone to fade into the background, because it’s such a background event. The calls inform you about Kate’s emotional ground (or at least the first couple of calls do; subsequent calls don’t really add much), but they’re useless to your situation. Their uselessness is part of the point.

Syberia: Entering Barrockstadt

Having reached Syberia‘s second chapter, my chief experience is one of relief: suddenly, I’m not treading the same ground any more. Every room is new. Of course, this only lasts so long, and by now I’m back to hunting for hotspots again. Or perhaps not: just thinking about the game as I write this, I’ve had a flash of insight about how a certain feature might be used. I’ll find out later how that pans out.

Still, I spent most of my last session either exploring new ground or deliberately pursuing known goals. The latter consisted mainly of talking to a series of people: person A tells me to talk to person B, person B tells me to talk to person C, person C sends me back to person B who has different dialogue this time, etc. In short, they gave me the runaround, and most of the time spent on this was in fact spent running around. Is this so very different from walking from one end of the map to another, hunting for hotspots in a self-directed way? I think so, because it at least provides some reason to think that every step you take is taking you towards something. All the backtracking did, however, make me annoyed at all the stairs involved. This is a game where you normally have two gaits: clicking makes you walk, double-clicking makes you run. But stairs have their own special movement animation, which means you can’t run on them.

Barrockstadt is a university town — in fact, it seems to consist entirely of a university and a train station, and the train station is pretty much part of the university facilities, serving as a greenhouse and aviary. For just as Valadilène’s automaton factory filled the place with fanciful contraptions, Barrockstadt University’s famous biology department seems to be an excuse to theme the place around exotic wildlife. There are still touches of clockwork, though. Hans Voralberg, contraption auteur, did pass this way at one point, and gave the town the only sort of gift he could give: an automated eagle, a no-man band. But also, the way the birds move when they’re on the ground seems extremely mechanical to me. As with the automaton-nature of the NPC dialogue, I’m assuming that this isn’t deliberate, that the animators were just trying to imitate the motions of birds, which have a certain amount in common with the motions of robots to begin with, that an accidental lack of fluidity in the motions made them seem a bit more mechanical and that context takes it the rest of the way. But I could be wrong about this. I suppose that by the end I’ll know enough about the game’s intent to see if such suggestions of mechanicality in the organic reinforce it or not.

The most important of the birds in the train station, and the only species I’ve seen identified by name so far, is the Amerzone Cuckoo, a callback to Sokal’s previous game, Amerzone. Just as Syberia conerns a voyage to Siberia, Amerzone was about a journey by river through the jungles of South America. However, in both cases, the title seems to refer to something more specific than its homophone. In particular, the scholars of Barrockstadt dismiss Syberia as a myth, but accept the news that Hans is thought to be in Siberia without batting an eye. I imagine this would be confusing if I didn’t have subtitles on. How the characters are supposed to be telling the difference, I don’t know. Perhaps there’s more of a difference in pronunciation in French. Or maybe it’s just a cartoonist’s typographical joke.

Syberia: Machines that Die

Another day of little progress. I found one, and only one, previously-unnoticed hotspot. What I wouldn’t give right now for an in-game hotspot-highlighting feature, like the one in Jolly Rover (a game that, ironically, was easy enough to not need it). That one hotspot led into a chain of actions culminating in the acquisition of a “voice cylinder”, but I haven’t seen anything I could use to play it. So the search for hotspots resumes.

The really frustrating part is that I’m running out of things to do. Finding the voice cylinder was actually a bit of a relief in that regard: Aha, a new inventory item that I can try clicking on things! My inventory had actually been empty at that point. Syberia is the style of adventure game where inventory items usually have only one use, and that use absorbs them. Worse, the same applies to a lot of environmental hotspots: once you’ve successfully unlocked a door or wound up an automaton, it goes inert. Contrast this to, say, Myst. Superficially, it seems like the Valadilène section of Syberia should have a certain amount in common with Myst: they’re both about foggy environments dominated by fanciful contraptions. But Myst‘s contraptions were more fully realized as machines: you could fiddle with the controls multiple times, change settings in various ways, flip switches back to their original positions with attendant effects, etc. The puzzles there were all about figuring out how the machine operates so you could operate it correctly. As far as I’ve seen, the apparati in Syberia are mostly facades. They’re AGT-style lock-and-key puzzles that play a movie clip of a machine on successful use.

Syberia: Roaming Valadilène

Now then. Where were we?

Although I’m still in a part of Syberia that I know I’ve played before, I’m not having much luck making progress. I’ve gotten a little beyond my last post, but I’m in that stage of the game where I have no option but to walk the length of the map repeatedly until I find something hitherto missed.

The worst of it is the artificial gating, managed here mainly through literal gates. For example, there’s a churchyard that’s closed up for the duration of a (plot-significant) funeral when you start the game. It opens when you’ve reached a completely unrelated point in the story elsewhere. Knowing that this sort of thing can happen anytime, I don’t dare to limit my wanderings to places where I know I need to go, or to think of any place as useless for now. There’s something to be said for not directing the player, for allowing them to make discoveries through free exploration. But right now, I’m exploring the same couple dozen areas over and over, and it’s growing tiresome.

« Previous PageNext Page »