Archive for the 'Adventure' Category


PQ4: Stereotypes

For as long as Sierra had the ability to do something resembling acting with its sprites, that acting was hammy, all broad gestures and exaggerated accents. The broad gestures in particular are often the complete focus of the game: when the engine wants to play a special animation, be it something as minor as an actor emoting in the middle of dialogue, it’ll temporarily suspend interaction while you watch it, like it’s a mini-cutscene. I suppose it stems from the low resolution. 320×200 doesn’t leave a lot of room for subtlety, unless you’ve got a skilled pixel artist — stylized figures can suggest more than they depict. But the photographic approach of PQ4 makes that sort of minimalism impossible. There’s irony for you: the style is presumably supposed to lend the game a greater realism, but the end result is extreme theatricality.

The exaggerated accents are harder to excuse, but I’ve seen them try. I recall an interview or developer commentary video or something about The Dagger of Amon Ra that explained that they made every character in that game speak a distinct dialect so that it would always be obvious who was speaking in the scenes where you eavesdropped on unseen conversations, even if you had the sound turned off and were only seeing the dialogue as text. But that’s a highly-specific reason that only applies to the circumstances in the one game. Also, that game was set in the 1920s, and thus could be seen as drawing from period cinema. PQ4 has ambitions of being gritty and modern and ripped-from-the-headlines, and that makes the dialect seem particularly unfortunate. The initial murder takes place in South Central LA, where the possible witnesses are predominantly black. Their dialogue is all strained slang and “sheeit”, a white boy’s impression of a stereotypical urban negro.

Not that the white characters are much more convincing. Some of the cops, despite living in California, have the kind of exaggerated New York accent that I never actually heard while I was living in New York. The jolly morgue attendant tells ghoulish “jokes” at an approximate six-year-old level of humor, and laughs uproariously at the end of each one, always with the same animation. The receptionist at the morgue is Kooky. She even has her own kooky music that plays as she waves her kooky wave and talks to you in her kooky voice. Someone thought this was important enough to devote an entire scene to it, peripheral as it is to the investigation.

I don’t know how much of the game content Daryl Gates really wrote. Much of the above seems like standard Sierra goofiness. The pushy reporter who goes out of her way to cast the police in a bad light out of petty vindictiveness seems like an obvious thing to blame on him, though. It’s worth noting how that starts: you encounter her and her cameraman outside HQ and have no choice but to push her aside to progress. Even if you try to talk to her, even if you want to answer her questions to the extent permitted (or just provide enough content-free sound bites to satisfy her), all you say is “No comment”. Are we to take it that the police don’t even have the option of talking to the press? Whatever the case, it must be for a good reason, because the police just don’t do anything unjustified in this game. That’s their stereotype: the knight in blue. Not that they’re perfect in every way, but there doesn’t seem to be any notion that systemic problems like corruption or abuse of authority or even simple racial bias exist. There’s just individual weakness of character. The cop whose murder kicks off the whole story is said to have been under stress, and possibly even developed a substance abuse problem of some sort. Why? Because he couldn’t stand all the crime. He just couldn’t bear to see the good people of the city hurting each other so much. Seriously.

PQ4: Score

Just a short session this time, so let’s talk about something that has pretty much nothing to do with the game content: the scoring system. I’ve said before that I don’t really care about getting lots of points in games unless it affects gameplay in some way — for example, by giving you extra lives — or unless the game has achievements of some sort built around it, explicitly or implicitly. For an adventure game, the simplest sort of implicit achievement is the full score. Typically, you only get points for solving puzzles, advancing the plot, performing significant actions in character, and/or discovering easter eggs. Opportunities to do any of these things are limited, so it’s possible to do them all, and to a completist like myself, that’s appealing: it means that I’ve played the game as thoroughly as possible and seen everything it has to show me. If the maximum score is a nice round number like 1000, all the better.

Now, a lot of the Sierra games didn’t have nice round numbers for their maximum scores. One gets the impression that the authors just assigned points willy-nilly and counted them up after the fact. In fact, in one case they miscounted, leaving the maximum score as reported by the game tantalizingly unachievable. PQ4 avoids this problem by not giving any indication of what the maximum score is. (Although if I wind up with 998 points at the end, I’ll be suspicious.)

Still, despite this lack of feedback, old habit compels me to try to get all the points out of every scene. Sometimes the game makes this difficult. For example, in the opening crime scene, there are a couple of young men hanging around just outside the perimeter. If you talk to them and take notes in your official police notebook, you get two points. They don’t have any useful information, but you get points as a reward for thoroughness. If you show your badge first, you get another two points, a reward for following correct procedure. But if you decide to spend time inspecting the body or something first, they leave after a while, depriving you of these points — a punishment for guessing wrong about the game mechanics. No doubt I’ve already missed some points of this sort, and without knowing the maximum score, I’ll never know.

Except of course that I can know. We’re in the age of the Internet now. Walkthroughs and point lists are easily accessible online. (Even in 1993, this was starting to be the case, but the web has made game cheats so much easier to find.) Even in the old days, there were recourses. I personally went so far as to hack into some Sierra games in pursuit of the maximum score, decompressing the game resources and looking for anything unfamiliar, be it an animation or a line of dialogue. In one case, I even delved into the code — I never really decoded them completely, as SCI scripts are distributed in a byte code format (kind of like Java), but I was able to identify some byte sequences that were always found around numbers corresponding to score increases, and look for rooms that had more of those sequences than I knew about.

But that was long ago, when I had more free time, and when point-and-click adventures were still rare enough that I felt the need to squeeze all the entertainment I could out of them. (And yes, dissecting a game counts as entertainment. Sometimes it’s more fun than playing it.) I still have the tools I wrote to accomplish this, so I may wind up using them on PQ4 — it seems like a more honorable approach than reading someone else’s walkthrough. But there’s a good chance that they won’t work; Sierra did change how they packed their data once in a while. Some of the code from these tools was eventually folded into the FreeSCI project (itself now folded into ScummVM), so I may give that a look too. But I don’t know how much effort I’ll want to devote to this when the answers I’m trying to wring from the code can be more easily obtained at GameFAQs.

PQ4: Basics

Officially, Police Quest 4 isn’t Police Quest 4. Everyone calls it that, including internal identifiers within the game resources, but on the box, it’s Police Quest: Open Season, with no hint that it’s a sequel. And for good reason: it’s not. The first three Police Quest games, set in the fictional city of Lytton 1I assume that Walls wasn’t actually thinking of Edward Bulwer-Lytton when he chose this name, but it seems seems kind of appropriate that the games honor the patron saint of bad writing., California, told the story of one Sonny Bonds in his ascent from patrolman to detective. PQ4 drops all that, shifting the scene to Los Angeles and inventing a new protagonist. Lytton, even at its seediest, always felt kind of suburban; LA lets the game plausibly add racial tensions and a gang problem. Or it would if Sierra were up to the task. This is the company that let one of their player characters pose as a rap star by getting her face covered in toner, and I really don’t think Daryl Gates added a lot of nuance to that mindset.

Despite the shift, the basics haven’t changed: the game is a police procedural in which mundane tasks like filling out paperwork are expected of the player, or at least rewarded with points. Most of my last session was spent mucking about at headquarters, and only partly because I couldn’t figure out how to exit the building. (You have to go to the lobby and click right at the very edge of the screen.) But the passage of time makes us approach it differently. Back when the first Police Quest was released in 1987, it reminded a lot of people of the TV show Hill Street Blues, with the way it showed ordinary cops dealing with ordinary crimes (such as traffic violations). Looking at first few scenes of PQ4 today, I’m mostly reminded of CSI.

In particular, of the CSI games, with their toolkit of evidence-collecting devices. PQ4 gives you a similar crime scene kit, although a much simpler one: gloves, plastic bags, a flashlight, some chalk. The surprising thing is that, in the crime scene where the game opens — and that’s another point: like CSI (both TV and game), the game opens at a crime scene, unlike the the more Hill Street Blues-like Police HQ openings of the previous PQs — in the crime scene where the game opens, you don’t actually do any evidence collection yourself. You’re not a CSI, you’re a detective. CSI plays fast-and-loose with that distinction, but if there’s one thing a police chief as writer brings to the table, it’s an adherence to hierarchy. If you, the detective, see a piece of evidence you want collected, you mark it with your chalk, and then you tell someone else to collect it. It took me some time to figure this out.

References
1 I assume that Walls wasn’t actually thinking of Edward Bulwer-Lytton when he chose this name, but it seems seems kind of appropriate that the games honor the patron saint of bad writing.

Police Quest 4

pq4-hqI dropped out of Sierra’s Police Quest series after its second episode, playing the third only after the series was anthologized years later. PQ1 was a must-have item for me on its initial release, not because I’m a particular fan of cop dramas, but simply because Sierra-style adventures were scarce in those days. Sierra’s adventures were often badly-designed, usually goofier than intended, given to amateurish prose and misused words, but I was willing to forgive a lot to get my fix while they were the only game in town. Even today, launching this game and seeing the old familiar SCI-era Sierra logo animation gives me a little warm fuzzy feeling. But you’ll find a lot more people today with fond memories of the old Lucasarts adventures than of the Sierra ones, and it’s basically because Lucasarts had some actual writers on staff, and possibly even proofreaders. The designer of the first three Police Quest games, Jim Walls, apparently got the job by being a friend of the company founder; he had fifteen years of experience as a cop, and zero years as a writer or game designer. (And this from a company that had made games for the likes of Disney and Jim Henson.)

But PQ4 isn’t by Walls. By this point, Sierra had enough clout to get a famous non-writer: Daryl Gates, recently-retired chief of the Los Angeles Police Department. Gates presided over the the controversial transformation of the LAPD into a paramilitary force, a period that most of America remembers primarily as the Rodney King era. I’ve tried to avoid getting into politics on this blog, but it’s impossible to play this game without thinking of the man behind it. I find myself unavoidably watching for glimpses of the alleged racism and brutality that he’s no doubt scrupulously avoided giving any hint of here. It’s like looking at Hitler’s paintings.

But so far, the primary sense I get is simply one of goofiness and amateurish prose, a crime thriller by a wannabe writer. A body is described as “strewn” in a dumpster. The voice actors, obviously recorded in separate sessions, valiantly do their best with unnatural exposition. The narrator is just confusing: he addresses the player character, an experienced homicide detective, by name, but keeps reacting to player actions by explaining basic principles of police work, as if addressing a raw recruit. (This would have worked better as the PC’s inner voice, I think.) The graphics are all photographic, which makes this a work of proto-FMV, and it’s easy to think of this as related to the lack of polish in early FMV-based titles.

Penumbra: Requiem

The third game of the Penumbra trilogy is actually an expansion pack for the second game. Various blurbs say that it “ties up loose ends” in the first two games, but really, the only loose end is what happens to Shelter (as the secret excavation site is called) after Philip’s messages go out, and it doesn’t even address that. I suppose there are probably players asking “What happened to Philip after the second game? How did he escape?” — to which the only sensible answers are “Exactly what you saw” and “He didn’t”. It’s a horror story. Seekers after forbidden knowledge have to pay a terrible price.

Nonetheless, Penumbra: Requiem follows Philip’s further adventures. Just one problem: none of it is real. I’ll avoid spoilers about the precise sort of unreality it is — certainly there are multiple possibilities within the previous game’s fiction — but the game doesn’t take long to start dropping hints of irrationality underlying the world, like in a Philip K. Dick novel. For example, at one point, the automatic PA-recording voice, previously heard issuing GLaDOS-like cheerful reminders about how all personnel are required to bring their cyanide capsules when on shift and suchlike, addresses Philip by name, and whispers advice clearly meant for you specifically. Later, it addresses you as “Player”. (Add Metal Gear Solid 2 to the list of games Penumbra has reminded me of!) It’s surreal, but it also lowers the stakes somewhat: how can you be worried about the effects of your actions in a world that makes no sense?

But then, the stakes are already low, because there are no monsters at all this time around. That means it can’t really be described as a survival-horror or a stealth game any more. (Crouching in darkness produces the now-familiar hiding-in-shadows screen effects, but there’s no one around to appreciate it.) Since there’s no need for places to hide in or flee through, the hub areas made of networks of corridors have been eliminated too. Instead, what we have left is a series of self-contained puzzle scenarios with no logical connections to each other: each segment ends with Philip going through a teleporter. So, it’s more purely a puzzle game than the previous installments — the only thing that breaks it up is the frequent platforming elements (including, at one point, a Donkey Kong homage).

Oddly enough for an adventure game, it doesn’t use the inventory for anything except your standard tools (flashlight, notebook, pain relievers, etc). There are things you need to carry around, but it’s always done by dragging them from place to place in the scene itself, like in Half-Life 2 and Portal. Those games built puzzles around this interface, but didn’t explore it as much as Requiem does, or show how well it works in an adventure context. I’d say it works pretty well, as long as the puzzles are designed for it. It feels more natural than an inventory menu, more like a unified interface of the sort found in Mystlike games, but provides a greater range of action than a pure Mystlike click-on-stuff interface. One key mechanic to support it is the way that objects that have to be put in a particular place (in a slot, say) are guided to that position automatically when you get them close enough. This provides important feedback, letting the player know that they’ve done something right.

I should talk about the light. All three games give you three ways of lighting up dark places: glowstick, flashlight, and flares. Overture had text suggesting that the flashlight was the best light source, but the ridiculous rate at which it chewed up batteries meant that you’d sometimes have to resort to the never-dying glowstick. I personally found that this was hogwash: the flashlight may have been better for lighting things at a distance, but since you can’t interact with distant things, the glowstick, with its 360-degree illumination, was more practical. Somehow, though, I found myself using the flashlight more in Black Plague. I’m not sure why. Maybe it was changed to illuminate immediate surroundings better, or maybe the levels just had more long, dark corridors. At any rate, the whole idea of conserving your light fits better with the survival-horror stuff than with a pure adventure game, so Requiem dropped it, and gave you a flashlight with infinite charge. I basically never turned it off.

I notice that I’m talking mostly about mechanics this time, whereas my posts about the previous ones are almost entirely about plot. That’s because there really isn’t much plot this time around. I’d guess that the authors were thinking that, because this is just an expansion pack and not a proper sequel, it can’t have any important plot developments. It’s like the Sunday episodes of syndicated comic strips: since not all newspapers have a Sunday edition, nothing can be allowed to happen that affects continuity. The mechanics, though, are top-notch.

Penumbra: Cured

The ending of Penumbra: Black Plague, and the events leading up to it, confirm some of the speculation in my last post about the role of the virus in ancient times — at least, if you trust the central virus hive mind, which can’t be completely objective on the matter. (Yes, it’s another story about a misunderstood alien hive mind. The more I play of Penumbra, the more I notice ideas from other games I’ve played recently, including ones written later. It’s as if the attempt at so many formal genres at once has turned it into a kind of cliché nexus.) It claims that it was once benevolent, but has been fighting for its life ever since the Archaic (the secret organization that built the laboratories) decided that it was a disease and had to be cured. Ah, but what about the zombies? Just infected individuals sent out to patrol the outer reaches; their zombie-like behavior is a consequence of being too far separated from the core to participate in the hive intelligence properly.

Clarence, now. He’s a different kettle of fish. “Clarence” is the name that the player character’s infection gives to himself, sardonically choosing it after inspecting your memory of It’s a Wonderful Life. A complaining bully with an Oscar-the-Grouch accent, he’s both individually smart and unambiguously malevolent, even if he does sometimes help you survive. Furthermore, he has an unnerving amount of power over your mind. He can occasionally take control of your senses, make you see things the way he wants you to see them — for example, eliminating doors that he doesn’t want you to go through, giving an excuse for Silent Hill-style variable geography. He can even erase your memories to make more room for himself. There’s one bit where Clarence implies that you didn’t actually kill Red in the first game, but that your memory of doing so is just him messing with your head for lulz. He could be lying about that, of course. He lies a lot.

I’ve talked before about how annoying the “disembodied sidekick” in an adventure game can be even when the authors don’t intend it that way, but in this game, they just ran with it. In one scene in a library, Clarence repeatedly gives obvious hints that there’s a secret passage behind one of the bookshelves. It takes a while to find the fake book that triggers it, and while you’re looking, Clarence repeatedly berates the player’s intelligence. In most other games, this would be a bad thing, but here, it serves the authors’ purpose, which is, to make you hate Clarence even more.

When you eventually find a way to cure the virus, Clarence does everything he can to try to stop you, including, in the end, simply pleading for his life. (Strange behavior for a disease!) And despite everything he’s done to you, the simple abjectness of his position provokes some pity. You are, after all, murdering a conscious being, but what choice do you have? You can’t trust him to leave you alone. It’s him or you.

But having been infected once, you retain the ability to contact and be contacted by the hive mind, and thereby get the exposition I described back in the first paragraph. The hive mind isn’t like Clarence — it’s far more menacing. It doesn’t blame you for murder, because it too wanted Clarence dead. Not because he was evil, but because because he was too individual, too human. Fortunately, all it wants at this point is to be left alone, to have the outside world forget that it exists.

But that isn’t going to happen. We still have one more game to go.

Penumbra: Black Plague

Black Plague, the second installment of the Penumbra trilogy, starts shortly after the first left off, with Philip, the player character, waking up in a cell in a secret research station hidden under the mines. I’m immediately struck by a number of surface similarities to Half-Life: ruined-laboratory look, mutated zombie-like monsters, booby-traps made of explosives wired to laser tripwires across hallways. It’s a pretty big contrast to Penumbra: Overture in style, but the gameplay hasn’t changed much — if anything, it’s this episode plays less like Half-Life than its predecessor, as I haven’t found anything that can be used as a weapon, except perhaps some bricks I could throw. Presumably the creators got complaints about the awkwardness of melee in Overture and decided to just eliminate it.

This means that stealth is even more paramount, especially since some of those zombies have flashlights. They’re pretty smart for zombies, really, capable of speaking in coherent sentences and everything. “Zombie” is probably the wrong word. Call them “infected” if you like, because documents in the game are pretty clear that we’re dealing with an alien virus here. One that takes over your mind, or, at first, just produces a second mind, which the infected hear as a voice in their head. Red, the madman in the previous episode, wasn’t just insane from isolation, he was infected and knew it. And now Philip is too. There’s a point where you find documents describing the early symptoms of the virus, such as auditory hallucinations and déjà vu, and realize that you’ve already experienced most of them. Shortly afterward, you get a full-fledged voice in your head telling you what to do, taking over Red’s previous role as disembodied sidekick, but more antagonistic.

The interesting thing here is that it seems like the virus-personality might not be necessarily evil. It might, in your case at least, be more of a symbiosis than a disease. It’s certainly capable of being helpful, and there’s been mention made of the virus helping its host to survive (or, as in Red’s case, forcing its host to survive). To a large extent, Philip’s new brain-buddy is as new to this whole situation as Philip is; its whole personality seems to be formed from reading his memories, which means that its notion of what it is and what it should be doing is informed by its host’s expectations. The whole phenomenon is linked somehow to pre-Columbian Inuit superstitions and practices that were abandoned as demonic with the conversion to Christianity (as described in a document in the previous game — this story is starting to pull together elements that didn’t seem connected before). When the infection takes hold, you have a series of nightmarish interactive visions/hallucinations/ordeals involving elements of ritual sacrifice and elements of events in the previous game (with Red’s death qualifying as both). Until you reach the end and come back to the real world, the game basically stops feeling like Half-Life and instead feels like Silent Hill. This whole bit seems like a kind of initiatory passage through the Abyss, and I can easily imagine ancient shamans, who hadn’t yet been told that the spirits are evil, deliberately becoming infected/possessed to share their wisdom.

But then again, zombies. If the infection is supposed to be benevolent, something has clearly gone wrong. If I understand right, the virus has basically killed the original personality in these cases, and, in the process, left itself stunted. But perhaps it did this in self-defense.

Penumbra: End of the Overture

Penumbra: Overture ends inconclusively, which I suppose is its right, as the start of a series. There are certainly loathsome things in the depths — there are a couple of harrowing chase scenes involving gigantic annelids that remind me of D&D‘s Purple Worms — but the one character who talks to you is convinced that there’s something worse beyond the sealed door at the game’s very end.

penumbra-furnaceAbout that one NPC: He calls himself “Red”, and you never meet him directly; the closest you ever get to him is the other side of an unopenable door. He communicates with you by radio (don’t ask me how that works in a mine). He’s been trapped in the mine for a long time, and has gone quite mad, and talks very oddly 1At one point he says “There is much that should leave my throat box now, but words elude me”, which immediately made me think of “My blood pumper is wronged!” and is apparently a cannibal as well, if his stilted rantings are to be believed. But he talks as if he expects you to come meet him (despite the obvious danger), and his messages provide you with cryptic guidance through most of the game. And in the end, you kill him. Or he uses you to kill himself — he admits that he really guided you to him for that specific purpose, because the entities that share his head won’t let him do the deed himself. He’s locked himself in an incinerator, along with a key you need to open that final door, the one he desperately wants to remain closed. And it’s a peculiar moment, one of those uncomfortable places where you hesitate to go where the game is leading you. The floor of the room is littered with crude planking crosses — one of the writeups at Gamefaqs sees this as evidence that Red is a vampire, but that interpretation strikes me as bizarre and out-of-place; more likely it’s intended as a somewhat confusing comparison of Christ’s self-sacrifice to Red’s suicide-by-proxy, implicitly casting the player in the role of Judas. There’s definitely a sense of agency about turning the furnace on — you can choose to just poke around avoiding the issue for long as you want, but the consequence of not doing it is that you can’t finish the game and get stuck there forever in the bottom of the mine, just like Red, which presumably means you have a lifetime of eating rats and losing your mind to look forward to. So I make the unpleasant choice.

There’s one more slight detour before you can get through that final game-ending door, and that’s going into Red’s living quarters. You get to see how this unfortunate man lived, and the things he surrounded himself with, and suddenly the dominant emotion isn’t fear but sadness. A letter reveals that he’s been trapped for 30 years, since the age of 14. And that, for me, is the emotional climax of the game. Actually going through the forbidden door and getting jumped in the dark by persons unknown is denouement.

And that’s probably where I’ll leave it for a while. Near the end, I started having those graphics card issues I’ve been having lately. Taking the system apart and blowing the dust out seems like it might have helped me get through the ending, but I want to do a fuller investigation before I start any more graphically-intensive titles.

References
1 At one point he says “There is much that should leave my throat box now, but words elude me”, which immediately made me think of “My blood pumper is wronged!”

Penumbra: Overture

When I lived within easy walking distance of a good art theatre, I used to go to a lot of movies that I had never heard of. There was something enjoyable about coming into the experience with no expectations beyond the title. It was in something of this spirit that I bought the Penumbra series when Steam put it on sale a few months ago. They were billed as horror adventure games, and seemed to have gotten pretty good reviews, and that’s about all I knew — and, since people who categorize games often have only a vague notion of what the adventure genre is 1For example, Steam also gives the Adventure designation to such titles as Earthworm Jim, Rayman Raving Rabbids, and Terminator: Salvation. , even that much was uncertain. From the title, I vaguely expected something sci-fi — “penumbra” connotes eclipses to me, which suggests a plot involving orbital mechanics, but I suppose to another person it would connote constitutional law, and that person would be as wrong as me. The setting of the first game is an abandoned mine in the cold wastes of northern Greenland, where the people apparently dug too greedily and too deep, and awoke something ancient and terrible in the darkness, as tends to happen in mines in games. 2I myself have used this premise multiple times when I needed a plot for a RPG session and couldn’t think of anything else. One time I even used it in Dogs in the Vineyard, which is a real stretch.

It turns out to be a blend of adventure, survival horror, and stealth game, all done from a first-person perspective with the familiar FPS-style control scheme. (It was quite pleasant trying the standard keys and seeing that they all worked. Can I run? Yes! OK, can I crouch? Yes! Oh, man, I can even lean!) Stealth and horror are such a natural fit that it’s surprising that they’re not explicitly blended more often. After all, given the presence of a horrible monster, what’s more natural than hiding from it? One of my big complaints about the Resident Evil style of game is that fighting monsters and winning tends to weaken the sense of fear. And it had something of that effect here, once I realized that the most common monsters can actually be fought. (There are no guns, but a hammer or a pickaxe can be used as a melee weapon.) Still, fighting is extraordinarily risky, due in part to the awkwardness of the weapon-swinging interface, so stealth is your best bet most of the time. Monster dogs of some sort (rabid? demonic? zombie?) prowl the mines; if you crouch in the darkness without moving for a second or so, your view stretches out and turns blue, simultaneously signaling that you’re safe from canine eyes and putting an unnatural cast to the experience. The best part is that hiding makes the player character anxious: if you look directly at a dog, you start to shake and can give away your location. This is a brilliant touch. Scary stuff is often scariest when merely glimpsed, and here the player is given a game-mechanical motivation to choose mere glimpsing.

The monster-avoidance parts have a certain amount of adventure-game-like content, but not more than is typical for a survival horror. It’s in the isolated safe places that the adventure content really comes to the fore and the game turns into a self-contained puzzle scenario. It’s also in these sections that the game seems least like a horror story. It’s all about repairing machinery and improvising explosives and other such hard-headed masculine activities. Much of it is physics-based, too, with things you can stack on top of each other or throw onto ledges or whatever. Inventory items are typically applied in point-and-click fashion, but most items don’t go into your inventory at all, and instead have to be dragged around with the mouse cursor. Sometimes this can be difficult; I’ve had a terrible time trying to turn valve handles this way. Still, I find it satisfying to see adventure content in a full-freedom-of-movement first-person system, a combination that hasn’t been done enough for my liking.

The overall structure so far seems to be a linear sequence of hub areas made of dog-infested corridors, each of which has several adventure-game rooms on its periphery. Backtracking is made impossible by frequent cave-ins. I could make sarcastic comments about that, but I actually think the cave-ins are presented really well. Especially the cloud of dust that they raise. I can practically smell the dust clouds in this game.

References
1 For example, Steam also gives the Adventure designation to such titles as Earthworm Jim, Rayman Raving Rabbids, and Terminator: Salvation.
2 I myself have used this premise multiple times when I needed a plot for a RPG session and couldn’t think of anything else. One time I even used it in Dogs in the Vineyard, which is a real stretch.

Textfyre

And so my month-and-a-half of IF blogging draws to a close. There were 11 games listed on the IFWiki front page when I started; a twelfth has been added since then. I’ve only posted about ten of them so far. The remaining two are both works of Textfyre 1Not to be confused with Textfire, a fictional company that was the subject of an April Fool’s Day hoax back in 1998. , a small company that’s trying to make text adventures commercially viable again by catering to a new audience.

There has always been IF marketed for sale by individual creators — Howard Sherman alone would make sure of that, relentless huckster that he is 2This article isn’t really the place to go into detail about Sherman, so I’ll just point you to a blog post by the illustrious Dave Gilbert. — but Textfyre is, to my knowledge, the first serious effort at making a real company that solicits and publishes IF by multiple authors since the brief life of Cascade Mountain Publishing a decade ago. And it can even be called into question whether CMP really counts as a “serious effort”; it apparently started up without much thought about how to gain an audience outside the IF community. I’ll probably go into more detail about CMP in the future, because half of their catalog 3Once and Future, by G. Kevin “Whizzard” Wilson. The other half of the catalog was a remake of Doc Dumont’s Wild PARTI by Mike Berlyn, which I had already played at the time. is still on the Stack. I bring them up mainly to contrast them with Textfyre. Although they only started releasing games this summer, Textfyre has been in the planning stages for years, and has a good notion of its market position. Just look at the website, with its “Parents” and “Teachers” tabs. David Cornelson, the company’s founder, understands that he’s competing with videogames, and that, although text games can be enthralling when you’re actually playing them, they can’t hold a candle to today’s graphics for the kind of obvious appeal that makes people look at an ad and say “I want to play that”. And so he’s marketing the games at one remove, overcoming the handicap by replacing the appeal of “I want to play that” with “I want my kids to play that”. How well it works, only time will tell.

The commercial aspect does have one disadvantage for this blog in particular: by the terms of the Oath, I can’t buy them yet. I haven’t gotten anything off the Stack since September, and Steam weekend sales haven’t stopped during that time, so my game budget is all tapped out right now. But there are demos, which I have now played. There are currently two games on offer — Jack Toresal and the Secret Letter, by David Cornelson and Michael Gentry, and The Shadow in the Cathedral, by Ian Finley and Jon Ingold — each meant as the first episode of a series. These are all known names, with a number of titles under their belts, major and minor; just to name a couple, Gentry wrote Anchorhead, which I was commenting on in passing lately, and Ingold wrote Make It Good.

secretletterThe Secret Letter demo seems satisfactorily solid and lushly detailed, and makes it clear that even in the part that I saw, there are interactions beyond what I tried. In short, it’s the level of professionalism that we demand even of amateur IF these days. Also, it’s very much written to appeal to the target demographic: this is young-adult fantasy to a T, and reminds me a lot of some of Lloyd Alexander’s books, particularly the Westmark trilogy. The setting is a fictional kingdom in something resembling an 18th century. Complications in the royal succession are mentioned enough times to make it clear that it’s going to be a big part of the plot later on, but the player character starts at the bottom of society, as a penniless orphan who spends time filching food from the open-air marketplace and getting into trouble. And is secretly a girl, as we find out towards the end of the opening chapter. By now, you presumably know if this is the sort of story that appeals to you. There are noninteractive text sequences of a length that I think I’d normally consider excessive, but they seem fine here, probably because they keep the story moving, rather than degenerating into infodumps. (The storybook-like interface may even help a little here, changing my expectations of how the text should look.)

The Shadow in the Cathedral is considerably sparer in its prose, preferring to do its world-building through the accumulation of little details mentioned in passing. It’s set in a world that literally worships clockwork and considers it sacred, providing a point of view that seeps all the way down to the player character’s automatic habits and the idioms used to describe the world. This demo seems a lot smaller than the Secret Letter demo, but it has a lot of promise. Specifically, it promises lots of opportunities to interact with elaborate mechanisms, and that’s always fun. It’s also the sort of thing that IF can do really well, much better than it can do interaction with characters. The gameworld is clockwork anyway, so we might as well celebrate it.

Anyway, that’s a lot of words said already about mere demos that you can try for yourself if you want to, so I’ll just conclude by saying that I look forward to playing the full versions of both of these games, once I can afford them.

References
1 Not to be confused with Textfire, a fictional company that was the subject of an April Fool’s Day hoax back in 1998.
2 This article isn’t really the place to go into detail about Sherman, so I’ll just point you to a blog post by the illustrious Dave Gilbert.
3 Once and Future, by G. Kevin “Whizzard” Wilson. The other half of the catalog was a remake of Doc Dumont’s Wild PARTI by Mike Berlyn, which I had already played at the time.

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