Archive for the 'Adventure' Category


Jolly Rover

Just like last post, we have here a game that I purchased in a bundle deal some time back but didn’t get around to trying until it was made part of the current summer promotion on Steam, and which I finished in less than a day after I finally started it. It probably won’t be the last.

SCUMM and VillainyJolly Rover is one of those games that’s easy to sum up in a single sentence: it’s Monkey Island with anthropomorphic dogs. Seriously, the MI influence here is so strong that I think I have to call it homage in order to avoid calling it rip-off. You’ve got the nerdish hero who becomes a pirate over the course of the game, the damsel in distress who’s more competent than the hero, the voodoo, the ghost pirate, the cannibals who turn out to not really be cannibals, the occasional mentions of circuses, the jungle maze that you can only navigate with cryptic instructions and the cavern maze that you can only navigate with aid from the dead. There’s an opening chapter at a settled island with a pirate bar (where the locals complain about how bad business is lately), which you return to in the end, just before a wedding takes place. It even reuses a couple of MI‘s jokes.

The details are shuffled around, of course. The ghost pirate isn’t your enemy. The wedding doesn’t involve the damsel in distress at all. The circus is part of the player character’s backstory and device for “Son, I’m proud of you” material. The voodoo is primarily a magic system used by the player, with puzzle-solving effects like heating iron and making trees drop their fruit.

The biggest difference is that Jolly Rover is just a much gentler game. I mean that both in the sense that it has a more relaxed ambience, and that it gives the player a lot more help. You get a parrot companion early on who dispenses hints in exchange for crackers (a collectible scattered throughout the game), but outright hints are just the beginning of the help you get. The game highlights clickable objects when you hold down the space bar. It also keeps track of what you’ve done, so you don’t have to: any action with a result you’ve already seen will have its highlight text in white, while any action that yields something new has blue text. This rule holds even when clicking on an item multiple times yields different results: it’ll highlight in blue until it runs out of reactions.

And it’s only polite that it gives you this much help in finding things you haven’t clicked yet, because this is a game that really wants you to click on everything. There are three distinct sets of collectibles — the aforementioned crackers, pieces of eight, and fragments of pirate flags — that can turn up pretty much anywhere. Click a wooden statue, and it might turn out to have crackers stuck in its teeth. Sometimes crackers can be collected from a single barrel multiple times. I haven’t achieved 100% completion in this stuff yet, but this is exactly the kind of thoroughness challenge that obsessed me as a child hunting for all the points in the Sierra games, and so I may come back to Jolly Rover the next time I’m in the mood for mechanically working my way through all the objects in a room until all the text turns white. (It’ll be an opportunity to listen to the Developer Commentary, which unlocks after winning the game once.)

There are two features that I felt worth singling out. First, this is a game with a status line, containing the player’s current score, an old-fashioned rank title determined by that score, and a brief statement of your current Quest: “Join a crew”, for example, or “Find Treasure”, or “Make Salamagundi”. It reminds me a bit of the use of the status line in The Blind House, but here, it’s used for humor: sometimes the Quest line changes several times over the course of a cutscene as the player character’s assessment of the situation changes. For example, at one point it goes from “Make friends with the nice pirate ladies” to “Hide from the scary killer pirate ladies” over the course of an overheard conversation. This particular mechanism obviously isn’t a Monkey Island imitation, but the playful treatment of the user interface struck me as being much more in the spirit of Monkey Island than a lot of the things that imitated it quite closely.

Secondly, there are a couple of items that are too large to carry, but which go into the player’s inventory when clicked anyway, with the explanation that the PC is just remembering where it is so he can move it when he needs it. The inventory item in these cases is just a memory, a token that lets you signify your desire to use a distant object. This is an approach to inventory that I’ve contemplated using before, and not just for exceptional cases, but for everything in the game. Really, all it requires is a slight change of concept: consider inventory not as what you’re carrying on your person, but as the set of tools at your disposal, including anything that you can get at easily. But is such a reconception really even necessary? The way inventory is treated in adventures is typically pretty abstract already. Text adventures sometimes make a nod at realism by putting a limit on how much you can carry and forcing you to drop stuff, but graphic adventures frequently don’t even allow you to drop stuff. We have no problem accepting this, which is a pretty good indication that we’re already thinking of the inventory as composed of puzzle tokens rather than physical objects. Whether this is a good thing probably depends on the story you’re trying to tell.

Syberia

The alpine town of ValadilèneSyberia (not to be confused with the cheesy 1994 FMV game Cyberia) is an atmospheric point-and-click adventure by Benoit Sokal, a Belgian comic book artist and game designer. What is it with Belgian comics and adventure games? Well, in this particular case, I think it has a lot to do with living in the shadow of Hergé. Like the adventures of Tintin, Syberia is a story of traveling to distant lands where everything and everyone is a little odd, rendered in a style that’s fanciful and caricatured, but at the same time oddly restrained about it. This is one of those adventure games with pre-rendered backgrounds under 3D characters and other animated elements. The art is gorgeous, very old-world picturesque with intense clarity of detail and a very pleasing distance haze.

The story starts in an alpine town called Valadilène, where the player character, Kate Walker, a lawyer from New York, has come to arrange a large corporation’s purchase of the old toy factory that forms the basis of not only all the town’s wealth, but much of its machinery and architecture: there’s hardly anything, even in the office of the town’s elderly notary, that isn’t in some way connected to a custom clockwork automaton in a metal top hat. The opening cutscene begins with a funeral procession composed entirely of automatons. Of course, in a sense every single character in the game is an automaton, a machine with fixed inputs and outputs, canned dialogue, and scripted motions that play out as if driven by an uncoiling spring. But I don’t think I’m supposed to have made that connection.

The factory deal is complicated by the owner’s death, which forces you to track down a lost heir, who apparently went off to Siberia on a special clockwork train to look for mammoths or something. Presumably in the process Kate will learn valuable lessons about what’s important in life and stuff; in the beginning, she’s pretty clearly the city slicker amongst simple rural folk, and there’s really only one way that can develop.

I recall getting just past Valadilène to the second chapter before stopping playing this back when it was new. I’m not quite up to that point yet now. I’m finding that I’ve forgotten most of the first chapter, and have to rediscover the solutions to puzzles. There was one particular bit that I remembered quite clearly, though, because it stuck in my craw so badly the first time. At one point, a boy demands that you draw a picture of a mammoth for him. You cannot progress further into the game until you comply. You have a pencil and paper (treated as a single inventory item), but I could not for the life of me figure out how to use them to draw a mammoth. It turned out that you have to apply them to a small carving of a mammoth that I had failed to notice etched into a nearby wall. The problem here isn’t just that the carving is easy to miss, it’s that there’s no clear reason why it’s necessary. Can’t Kate draw a mammoth freehand? Everyone knows what a mammoth looks like. Or, if that’s unacceptable, the game should at least tell us that it’s unacceptable: have the kid look at Kate’s unaided handiwork and say “That’s not what mammoths look like!” or something.

So anyway, that’s what I’m anticipating in the later parts of this game. Lovely art and lousy puzzles.

Amnesia: Conclusions

Amnesia: The Dark Descent has three endings. The easiest to get, and the first I got, is the “Bad” ending, which just requires that you penetrate the Inner Sanctum and then fail to accomplish anything while there. The designated “Good” ending requires you to have solved some optional puzzles earlier (which I had done) to prepare for a wreck-everything action you can take in the final scene (which I failed to do in my first pass, partly due to some confusion on my part about what a certain NPC meant by the word “Gateway”.)

The third ending I got was the Revenge ending, which is better than the Bad ending and requires no advance preparation, but which does require that the player manipulate certain environmental objects the right way. There’s a bit of a problem with that throughout the game: while some things can be clicked to perform discrete context-appropriate actions, like picking them up or reading them or lighting them with a tinderbox 1An unlockable video of an “early alpha” version shows tinderboxes being applied as inventory items, which you need to open the inventory menu to access, rather than as single-click actions. Changing this was a good decision, as was the elimination of “sanity potions”. , a lot of things need to be dragged through the 3D environment in specific ways. Doors open either inward or outward, levers pulled or pushed. Circular valve handles — which are far denser in this game than in my ordinary life — need to be rotated, which I always find tricky. Anyway, there are items in the Inner Sanctum such that it’s not at all clear how you’re supposed to manipulate them, and on my first attempt, I spent so much time trying to click them, apply inventory items to them, and even just throw rocks at them (an occasionally useful approach, but rendered moot here by the lack of loose rocks in the vicinity) that I wound up getting the Bad ending.

I did figure it out on my third try, though, and I have to say that I think I prefer the Revenge to the Good one, because it feels a great deal more triumphant. The Good ending involves putting your fate (and that of your enemy) in someone else’s hands, and it’s kind of ambiguous about the result, beyond an assertion that it’s going to be okay. Am I alive? Am I still on Earth? It’s not clear. Whereas in the Revenge ending, you know exactly what’s going on: Daniel foils his antagonist’s plans and strolls stoically back to the entrance chamber, not really caring what happens to him next. It still leaves it open to question whether he actually makes it out of the castle, though.

More significantly, all the endings leave it open to question whether Daniel deserves to escape. The dark descent referred to in the title isn’t just a physical movement downward, or a descent into madness, it’s also the lowering of Daniel’s moral standing in his backstory, as his desperation to save his own life led him to atrocity. This is one of the few games with zombies or zombie-like monsters that actually have specific reasons to hate the player character in particular. Yes, he was fooled into doing what he did, but only because he was selfish enough to allow himself to be fooled. There’s a diary entry or two you can find in which you can really see the cognitive dissonance in action: Daniel wants to see himself as the good guy, and thus leaps to accept his host’s questionable assertion that all the prisoners in the castle are unreformable criminals who deserve everything that’s done to them, and that their steadfast protestations of innocence just prove that they’re additionally liars. (Not for nothing is his name an anagram of “denial”, I suppose.) But towards the end, Daniel’s culpability is his greatest weakness, the one thing that can cripple him into temporary inaction and unresponsiveness to player control. In the final confrontation, the enemy tries to use it against him, and the only reason it doesn’t work is that, as Daniel’s mentor in monstrousness, he bears at least as much blame himself.

Still, the ending confrontation leaves me a bit unsatisfied, probably because there’s so little to do: each of the non-Bad endings requires only one action, and they’re pretty much the only actions available. I suppose this is another part of why I prefer the Revenge ending: it makes you perform that action three times, which provides a little bit more opportunity to feel like you’re interacting with the world, rather than just answering a riddle.

References
1 An unlockable video of an “early alpha” version shows tinderboxes being applied as inventory items, which you need to open the inventory menu to access, rather than as single-click actions. Changing this was a good decision, as was the elimination of “sanity potions”.

Amnesia: Comparison

“More soon”, I said. I’m nearly a week late with this post. Of all the strictures of the Oath, the one about posting within 24 hours of a session is the one most frequently violated, but in this particular case, I’ve been procrastinating to a degree usually reserved for work. I think it has to do with the immense formal similarity between Amnesia and its predecessor, Penumbra: I’m having difficulty coming up with things to say about the former that I haven’t already said about the latter. So let’s focus on the differences here.

The most obvious thing is the premise and setting. Penumbra is set in modern times, in a secret installation under the frozen wastes of Greenland — an approach that’s reminiscent of some of Lovecraft’s stories of primordial horrors lying dormant in places remote and inaccessible until an ill-advised expedition goes poking at them. Amnesia takes a more classical horror route, putting the action in a moldering German castle in the 19th century, where the protagonist went in hope of help escaping a curse destined to kill him. Note that Penumbra‘s premise is automatically one of exploration and discovery, while Amnesia‘s is not. To make it into one, the authors added the amnesia gimmick. Conveniently, this allows for an absolute minimum of exposition at the beginning (especially in contrast to Penumbra, which had an intro cutscene that dragged on a bit). Amnesia is a cliché in adventure games, but that’s because it’s so convenient.

Penumbra was mainly structured as a series of hub areas, each with a number of puzzle-rooms on its periphery. Solving these rooms provided the means to proceed to the next hub area, after which point the passage back collapsed. Amnesia has some similar bits, but they’re not quite the same. In Penumbra, the hubs were where the monsters stalked you. That way, they didn’t have to interfere in your adventure-gaming in the peripheral rooms, where you could catch a breather from constantly running away, but still dread the moment when you’d have to come out and face them again. Amnesia inverts this: the hubs are the peaceful places, the peripheral areas are where the monsters can come crashing out of a side-chamber at any moment. This makes it all the more harrowing when you return to the hub after completing all the puzzles, and find that the walls have started growing fleshy pustules, a sign that the curse is catching up and it’s time to move on.

It’s open to some question just how real such changes to the environment are. As in the second and third chapters of Penumbra, the player character is definitely hallucinating at least some of the time. In Penumbra, it was plot-linked: at specific points in the story, you’d hit a hallucination sequence. It’s more sophisticated in Amnesia: hallucination is conditional on your level of sanity. In addition to the obvious effects that can be applied anywhere — the screen warps queasily and the camera swerves out of your control, you hear voices, at one point I even had imaginary bugs crawling around — there are less obvious things: in one room I noticed a portrait that can appear as either a normal person or a mutated monstrosity, depending on how sane you are when you enter. This makes me wonder what other places I’ve passed through have similar variations, which in turn makes me wonder how wise a technique this kind of variability is. Players will only appreciate it when they know it’s happening.

I suppose the sanity mechanic invites comparison to Eternal Darkness. I haven’t played it, but judging by various Youtube clips, the insanity effects there are in the nature of pranks: something weird happens, like the player character’s head falling off, and after a moment everything goes back to normal. Insanity effects in Amnesia, by contrast, are continuous: once the screen starts breathing, the only way it stops is if you regain some sanity, and the only way that happens is if you make progress in the game. Since the insanity effects are unpleasant to look at, this helps to drive the player forward — my impulse, on seeing my character freaking out, is to find a safe place and sit there until he calms down, but that just doesn’t work. This is more like the sanity mechanic in the pencil-and-paper RPG Call of Cthulhu, where the chief way to regain sanity is to complete an adventure. CoC also has an interesting notion about an inverse relationship between sanity and knowledge: as your Cthulhu Mythos knowledge goes up, your maximum sanity rating goes down. While Amnesia doesn’t seem to have quite the same thing going on, it does seem like the voices and hallucinations you get from madness function, to some extent, as hints about what’s really going on. We learn early on that the protagonist, Daniel, deliberately induced his amnesia for his own protection. Thus, sanity goes hand-in-hand with suppression of knowledge, and a lowering of your mind’s defenses may be the path to regaining lost memories. But it’s still something that you really don’t want to do.

Which brings us to the problem of darkness. Both Penumbra and Amnesia give you limited light sources, but running out of lamp oil in Amnesia is a more serious matter than running out of flashlight batteries in Penumbra, partly because in Penumbra you could always revert to your infinite glowstick (which, I’ve argued, was a better light source anyway), partly because wandering around in the darkness in Amnesia eats at your sanity (sometimes with audible crunching). You can save on lamp oil by lighting stationary candles and lamps, using up your limited supply of tinderboxes instead. This can be worthwhile if you think you’re going to be spending some time searching a place, or revisiting it later — an element of planning that was absent from Penumbra‘s more diverse but shallower array of lights.

Now, both games have monsters that you need to hide from, and which have a harder time finding you in the dark. Escaping such a creature is a simple matter of turning off your light, crouching behind something, and waiting for the background music to indicate that it has gone away. But in Penumbra, that’s all there was to it, whereas Amnesia has the complication of sanity loss. Ideally, you want to flee into a room with a nice opaque door and a candle you can light. Such rooms are not always available. In fact, if you’ve been overdoing it with the tinderboxes, there might not even be a dark corner to crouch in.

And ultimately, you’re going to wind up wasting a lot of oil and/or tinder by blundering around the same areas trying to find what you’ve missed. Penumbra helpfully posted maps on the walls of its hub areas, helping the player explore thoroughly and plan routes to avoid the monsters. The thing is, by allowing you to feel like you know what you’re doing, aids of this sort work against the sense of nervousness. Areas in Amnesia have simpler layouts than in Penumbra, but you have to figure them out on your own, wasting valuable resources as you do so. You inevitably feel like you’ve wasted more than you should have — the game’s opening screens explicitly discourage save-scumming, so even if you reload and optimize, you’re going to feel like you’re doing it wrong. Well, there’s a close connection between fear and guilt, and some of the most effective horror games play on that. I’m thinking in particular of Silent Hill 2, but also Penumbra to some extent, particularly after Red’s death. Amnesia is beginning to look like it’s venturing into that territory as well.

Amnesia: The Dark Descent

OK, time for more recent indie goodness. Amnesia: The Dark Descent, by the same team as Penumbra, is one of the games from the past year that garnered the most praise from people whose opinions I respect. Like the Penumbra games, it’s a first-person horror game. True to its title, and also like Penumbra, it seems to involve going downward a lot. There’s a Call of Cthulhu-style Sanity stat, which diminishes not just from witnessing horrors and being attacked by abominations, but also just from being in the dark.

Of course, progressing to deeper underground chambers has the natural result of less natural light. There are lamps and candles located in stationary holders, and a lantern you can carry with you, but these are both based on limited resources that you have to find by exploring: tinderboxes to light the fixtures, oil to keep the lamp going. It seems like the game is inevitably going to make me run out of these things at some point, because that’s how horror in games works.

I have to say that the horror stuff is a bit more on-the-nose than I was expecting from other people’s comments. When you think you’re alone and you suddenly see a humanoid form dodging around a corner ahead of you, there’s good opportunity to make the player nervous: let us catch only a glimpse, and not know what it was that we saw, and our imaginations will run wild. But no, the figure stands there for a moment, and walks around that corner fairly slowly, to make sure that the player gets a good look at it. Having the same figure suddenly turn out to be right next to you when you rotate your view is effective, but only as a cheap jump-scare. But I’m still in the early stages yet; maybe I’m not yet up to the stuff people raved about.

The better, scarier stuff I’ve seen so far is the stuff that’s hard to interpret. Sometimes, for example, the screen just warps as if breathing. Is this a sign that I’m losing Sanity? I don’t know, and because I don’t know, I have to fear that it is. The rules in Penumbra were relatively cut-and-dried: your character had several discrete and easily-identifiable states, and it was always clear what triggered a state transition. Or maybe that’s just how I remember it, and the rules were no more obvious from the beginning there as here.

Anyway, more to come.

Vigil: Blood Bitterness

I’ve just played the very beginning of Vigil: Blood Bitterness, stopping because of problems with the cutscenes: there’s one that doesn’t play at all when it comes up in the game, and when I try to play it from the in-game play-cutscenes-again menu, the game crashes. I suspect a missing codec or somesuch. Googling, though, I mostly see people who can’t get any of the cutscenes at all to play, and most of them are playing from Windows 7 or Vista. So, I’m putting this away until I feel like figuring this out.

Cathedral: Blood BitternessBut, having played it for about five minutes, I’m obliged to post some first impressions. I bought this as part of one of Steam’s Indie packs, but I had played a demo some time previously, and had been struck by its visual style. In fact, the visual style was the chief thing that seemed interesting about it. I’ve mentioned how Killer 7 defines shapes through shadow, but Vigil takes this even farther. Nearly everything is made of stark, sharply-defined patches of black and white, which seems to reflect the player character’s world-view.

Menu: Blood BitternessOne other visual trick of note: the blurring. In UI design, an element that’s currently singled out to receive input — for example, a text input field that will receive the characters typed into the keyboard — is said to have “focus”, and elements without focus are sometimes said to be “blurred”. This game takes those notions literally: in menus, the button with focus is displayed in sharp focus, while everything else is blurred and fuzzy. It’s another neat visual trick, but on first encoutnering it, it just feels like a failure of some sort. Games in the Half-Life 2 engine have taught me that blurriness at the menu is a sign that it’s still loading and not interactive yet.

Samorost 2

It only just occurred to me that the guy on the right probably lives in that shell and is hammering it to fix it.As you’re no doubt already aware if you’re the sort of person who reads blogs like this one, Wolfire Games organized a second “Humble Indie Bundle” this holiday season, a collection of indie games offered on a pay-what-you-want basis for charity. This has served as a reminder that I still haven’t played everything from the first Humble Indie Bundle, which I purchased just before this year’s chronological rundown. So, let’s start to take care of that.

Samorost 2 is the sequel to the free web-based Flash adventure game Samorost, and has a lot in common with it. Both games are basically click-and-wiggle affairs like Windosill, things where your the results of your actions aren’t very predictable and you just have to poke at things and observe the effects until you figure out how to poke at them in the right order, or with the right timing, or whatever is necessary. The Samorost setting is a bizarre little world, consisting of highly-detailed asteroids that look like they’re made of decaying tree bark and similar materials, populated by a collage of cartoon, photograph, and things in between. Interesting art, good music, lots of things that react to you — although perhaps not enough to really satisfy.

In both games, your goal is to help a little man (gnome?) in a white stocking cap overcome the obstacles on a strange asteroid in order to return peace and tranquility to his home asteroid. And I’d like to emphasize the word “help” there: in no sense do you play the character of the little man. Most often, the objects you click on are completely out of his reach; sometimes he’s not even on the screen until you prepare the way for him. You can sometimes make him move from place to place, but it seems more like a polite suggestion than a command. You could think of this as a kind of naivism in interactivity design, ignoring questions like “What is the player in the game-world?” and “Does this sort of activity make sense?” in favor of simple, gut-level manipulation of things. The one big change that Samorost 2 makes to the interactivity of the original is that now you can sometimes pick things up and click them on other things. (Not that there’s an inventory. It’s more like the pseudo-inventory in Myst, which let you carry one red or blue page at a time.)

The original Samorost was quite short, consisting of a mere six screens worth of random-ish environmental puzzlery. The sequel is quite a bit larger, but it’s still a one-sitting game, unless you miss a hotspot and get stuck. That’s altogether likely to happen, though; I had to consult a walkthrough at one point to unstick myself, and it was of course because of a hotspot I missed. This is the sort of game where you have to wave the cursor around a lot to distinguish clickable details from non-clickable details, and sometimes the clickability of something changes in response to your actions.

IFComp 2010 wrap-up

Unrestrained comments on various games in the Comp after the break.
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IFComp 2010: East Grove Hills

And now, the last game on my docket, submitted by someone going by the pseudonym “XYZ” — very fitting for the end of a sequence of 26. Spoilers follow the break.
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IFComp 2010: A quiet evening at home

Spoilers follow the break.
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