Archive for the 'Adventure' Category


The Forgotten: It Ends

The end! Huzzah!I seem to have finished The Forgotten. This happened quite abruptly.

Adventure games are often short. I remember completing Myst in more or less a single sitting. They don’t usually leave quite so much unresolved as this game, though. The docs describe this as the first chapter of a multi-part story, but it doesn’t even seem complete enough to be a chapter. It’s more like a story told by someone who stops in mid-sentence to take an important phone call. There are things that are clearly clues for puzzles that never appear, as if they had to cut things out to meet a deadline. The very first thing that happens in the game is that you find a box containing a rusty pistol and a broken pocketwatch, together with a note stating that you’ll know what to do with them when the time comes. Neither is ever used. I suppose that the entire game is just the first act, and Chekov’s rule talks about the third, but still.

It seems to me that there’s something like the opposite of a self-fulfilling prophecy here. (Self-denying?) The attempt at episodic narrative yields an incomplete and unsatisfying game, which results in bad reviews, low sales, and ultimately the cancellation of the project before any more episodes can be made.

By the end, I’d briefly held four cards, but not really gotten a chance to use any of them: two were acquired at the very end, and one had to be abandoned to solve a puzzle immediately after obtaining it. The game’s puzzles were mostly mechanical things of the sort that any post-Myst graphic adventure would have. I also learned, from the journals scattered about in lieu of characters, something of what other people had done with their cards: at least one deck provided the power of time travel, and Amelia Earhart apparently had a “flight deck”. Yes, Amelia Earhart figures into the plot. So does Anastasia Romanov. Using people who disappeared gives the authors an excuse to not have them around where the player can interact with them.

Like I said, constrained and linear. The game provides lots of scenery that you can look at, but relatively little that you can interact with, and basically no way to affect game state other than the ways that are necessary to complete it. In short, it’s a typical post-Myst graphic adventure.

The Forgotten: It Begins

There are basically bones all over the place in this game.So, after spending so much time on GTA3, I figure the next thing I pull off the stack should be as unlike it as possible. It has to be nonviolent, it has to offer highly constrained and linear gameplay, and, most of all, it has to be obscure. Searching the stack, I see the perfect thing: The Forgotten, an aptly-named first-person adventure game from 1999 in the gothic horror/fantasy/mystery genre. When this game was new, I played it until I got severely stuck, then shelved it. Starting over from the beginning, I find I remember very little about the game consciously, but it’s still familiar enough for me to waltz through the parts I had seen before. I’m already into new territory.

The premise of the game is like a cross between Cardcaptor Sakura and H. P. Lovecraft. Individuals called “collectors” pursue magical cards crafted by the powerful and mysterious beings who held dominion over the earth before the rise of humankind, but the cards are a kind of trap, and the collectors who use their power too much wind up collected themselves. This is a promising basis for a game. Collecting items that give you special powers is always fun. But so far, it hasn’t met its promise. I only have one card, and it’s only been usable once, teleporting me like a Myst book to a decrepit and abandoned street in New Orleans. It doesn’t even let me teleport back.

I like to think that every game has a lesson for us, whether about life or about game design. In the case of The Forgotten, the lesson concerns hubris. To quote from the docs:

The Forgotten is not just a single game. It has been conceived, and the plot line developed, as a series of games that will progress over time, each module developing the story line and taking advantage of the latest technology available to us during the development process.

The first installment, It Begins, is meant to introduce the player to the series: the plot line, the recurrent locales and themes, the interface and the basic nature of the gameplay. There are objects and cards collected here that will be used later as the player progresses through the story…

Such confidence! Elsewhere, the titles of the other six episodes are given. Eight years later, this is still the only episode. The official website has some material on episode 2, but this hasn’t been updated since 2002 at the very latest.

Skullmonkeys/Neverhood comparison

I reinstalled The Neverhood and played through a bit of it to see if my earlier comments were at all accurate. If anything, I understated things. I called the look “handmade”, but I didn’t specify that the scenery had finger gouges all over the place.

I also mentioned the impression of three-dimensionality. This goes way beyond the look of the graphics. The Neverhood goes to great pains to give an impression that the gameworld is a single continuous physical object, using the tricks employed by graphical adventures from Myst onward. You get maps, glimpses through windows of distant locations that you’ll visit later, puzzles based on adjacency of locations you can’t walk between directly, and physical manipulation of large landscape features to alter what locations are accessible. Presumably many of the backdrops were assembled and photographed individually, but some of the exterior scenes had to have been done by moving a camera around inside a large clay model. Skullmonkeys, by contrast, is clearly a disjointed series of levels assembled out of sprites. How disjointed? Travelling from level to level involves jumping into a “warp gate”. Even though some of the level graphics in Skullmonkeys are quite attractive (particularly the “Castle de los Muertos” level, which involves running across battlements in silhouette against a red sky), I have to call The Neverhood’s overall approach more impressive.

The one area where Skullmonkeys really beats Neverhood is in its framerate. The Neverhood‘s animation looks unbelievably clunky after playing Skullmonkeys for a while. It doesn’t take long to get used to it, though.

City of Secrets: Spoilers

So, let’s talk story. You’ve got this nameless city, ruled with an iron fist by one Thomas Malik, who keeps the city in an illusion of perpetual daylight. To sustain his magics, he secretly abducts travellers and extracts their souls, rendering them insane. He earnestly believes that everything he does is for the best. Opposing him is a Gnostic sect led by one Evaine, who might possibly be heir to the dynasty of Queens who ruled the city long ago, although I never found any definitive confirmation of this, and strongly suspect that there is none to be found. Malik’s enforcers are hunting for Evaine on the grounds that she’s a rebel and a terrorist, but in the end you learn that the two of them have some personal history together, which makes it seem like the whole city is in the grip of some kind of twisted lover’s spat or something. In a way, it reminds me of Aeon Flux.

As with most heavily plot-based adventures, reaching the end is not difficult: if you just keep plowing ahead wherever the plot guides you, important events will keep occurring until you reach the last important event, which is the ending. But it’s striking that you don’t have to do it this way. Usually, “plot-based” means highly linear and skimpy on simulation, both of which stem from an author’s decision to give priority to their one preimagined storyline over player choices, but that is emphatically not the case here. For example, there’s a point in the story when Malik asks for the player’s help in finding Evaine. In my first play-through, I took him up on it. I suspected that Malik was the bad guy by then, but accepting missions is what you do in these games.  The option to refuse a mission is, in nearly all games, a fake choice; if you choose it, the game will either find an excuse to force the issue or just end. Playing from the beginning a second time, I tried putting up a sterner resistance to Malik in order to see what would happen, and was surprised that he let me go. If I didn’t want to help him, I could just walk away and try to cope with the mysteries of the city on my own. It did not break the plot, although the decision would certainly have consequences.

The only part where player agency really goes away is at the very end, which is a little ironic, because the solution to the final puzzle is precisely to assert your agency, to refuse to be railroaded into doing what the game tells you to do.

City of Secrets

City of Secrets is a text adventure by Emily Short, written on commission for a band that wanted it as an extra on their CDs (although this plan fell through for various reasons). It’s one of the few games on the stack that I did not, technically, buy.  It was never for sale; it’s freely downloadable from the Interactive Fiction Archive.  However, I did purchase the feelies, and that gives me the same sense of commitment-to-play as if I had paid for the game itself.

Feelies are tangible objects from the gameworld, a tradition dating back to Infocom and still indulged in from time to time. I purchased the CoS feelies back in 2003 because I enjoyed Emily Short’s previous works and wanted to do my part to support their production. Then I played the game for about fifteen minutes, got intimidated by how much information it was throwing at me, and didn’t get back to it until now.

I shouldn’t have been intimidated. Although the game possesses a great deal of depth of detal, it does a good job of keeping the player from getting lost in it. Plot-crucial information is often available from multiple sources, so it’s seldom if ever necessary to ransack a particular NPC’s entire dialogue tree or read every book on a shelf. This is contrary to adventuring habits, but once you’re used to it, it’s quite liberating.

As to the content: it’s set in a fantasy world with both magic and high technology, trains and robots and illusions.  The player character is a visitor to a big city who gets ensnared in a conflict between the city’s possibly fascist ruler and a mysterious rebel, both of whom are magicians. There are plots and counterplots. One of the first things that I learned was that I had been drugged, although the drug turned out to be an antidote for another drug.

I’ll say more when I’ve completed the game.  Despite the author’s estimation that it takes about three hours to play, I’m about five hours in now, probably because I spend so much time poking at inconsequential details, an activity which the game rewards.

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