11.03.2009

Roots to robots

It has been fascinating to follow the evolution of Amanita Design's work from the original Samorost 1 through to their latest offering, Machinarium. The first, while it introduced an innovative visual style and type of gameplay that inspired a slew of imitators, was formally little more than a loosely associated collection of hallucinatory set pieces. Machinarium, by contrast, is a much more mature and focused game. Samorost 2 was an important intermediate step, utilizing motifs from the original game and just beginning to rationalize that surreal, oneiric world by introducing elements like characters, plot, spatial continuity, and logical causal relationships. Machinarium takes the final step and brings us to a world that is solid and grounded, with rules and interlocking parts that fit together like — well, like a machine.


In Samorost 1, nothing was grounded — not even the ground.



It's like the druggy haze of Samorost 1 was already starting to clear in Samorost 2, and now with Machinarium Amanita has clambered out of the beanbag, combed its hair, put on a suit and tie, and gone out into the real world. Interestingly, the references to hallucinogenic substances that peppered the Samorost series (the name "Amanita" refers to a type of toxic mushroom, which is also the studio's logo) are largely absent from Machinarium, and the earthy roots, furry forest creatures, gnomes, and cosmic little green men of Samorost have been replaced by an industrialized metal cityscape of dive bars, jails, factories, and bombs, populated by rusty robots and hunks of junk, cops and crooks and gamblers and beggars. Is this what the world looks like when you come down?


The brave new world.



Paralleling this aesthetic evolution is a complementary formal one. Samorost 1's "click anywhere and things happen" mechanic has been gradually whittled down to a more traditional system of agency, and in Machinarium the player directly controls the main character, a charming tin-can robot, who walks, stretches, collects and manipulates items within his immediate sphere of influence. (Except for during the first two minutes, that is, where the player acts on the environment at large in order to bring the pieces together to assemble the robot in the first place — a final transition from the old ways to the new.) Gone is the out-of-body dissociative experience of Samorost 1, where the player's and main character's motivations were aligned, but their actions disjointed: the player operated directly on the environment while the sprite sat down and watched, with the player in the role of an unseen godlike manipulator, or maybe the world itself. It was the perfect gameplay model for what represented essentially a really groovy trip.


Sitting back and taking it all in.



It would have been interesting to see that mechanic developed further, but Amanita chose the opposite route and made the game world and mechanics more concrete, not less — and Machinarium is definitely the stronger for it. It's a rich, tightly-constructed game, made with purpose and clear direction. I would love to see Amanita — or someone else — go down the other path someday, though. It's perhaps a greater challenge to make a sustained, meaningful experience out of the whimsical illogic and disembodied agency that characterized Samorost 1. Can the player's sense of identity be even further shaken? Can the bounds of cause and effect be further strained? Can the resulting journey cohere and add up to something more than a succession of novel and entertaining images?


The first denizen of Samorost you encounter: a toked-out dude with his hookah.



Amanita seems to have shelved the hookah for now, and I'm glad to follow them out of the wild and into this exciting new urban junkscape. But I wouldn't mind going back occasionally into that wild forest, just for a little while. Just one more hit...

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7.22.2009

The Blue Beanie





The Blue Beanie is a new game by digital artist Daphne Lim, a student at RMIT in Melbourne, Australia, with music by Mark Holdaway. Inspired by Samorost, it's lovely new addition to the genre, a brief but beautifully executed piece with a gentle atmosphere of whimsy and woodland fantasy.

Thanks to Monalena for the tip.

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7.08.2009

Games on stage

The Brick Theater in Brooklyn is hosting an event all this month called Game Play, a series of performances and game nights that meld video games and theater. There will be machinima mash-ups, Rock Band karaoke, interactive plays, group MMORPG sessions, and a chiptune dance party.





What I'm really excited for is Adventure Quest, a play by Sneaky Snake Productions based on the classic Sierra and Lucasarts adventure games of the 80's, like King's Quest and Monkey Island.

The town of Perilton has been invaded by an evil wizard, and only our hero can save it! Cheer as he fights for the hand of the mayor's daughter! Gasp as he infiltrates the bloodthirsty Octopus Cult! Watch as he meticulously collects inventory items! Shift uncomfortably in your seat as the narrative gradually implodes! Glance around nervously as characters are brutally murdered for no particular reason! Despair as your faith in a meaningful, ordered universe is shaken! Evoking the Golden Age of home computer gaming, Adventure Quest is both a nostalgic treat and a glimpse into the yawning Void.

For a taste of that classic gaming flavor, the creators designed a brief "walkthrough" for Time Out New York to introduce the world of the play. It makes me wish they'd done a real game, even if only a short one.





You are standing before of the Castle of Perpetual Delight. Blocking your path is a gloomy-looking centaur.

You are currently holding: a portable cauldron, a pair of diamond cufflinks, a unicorn femur, an Octopus Cult pamphlet, a waterskin and a magnifying glass.








There's also Thank You But Our Princess Is in Another Castle: Four Live-Action Machinima Theater Pieces.

Utilizing World of Warcraft, Halo 3 and Grand Theft Auto 4, Machinima Theater Auteur Eddie Kim presents four classical theater texts, as performed by online video game characters manipulated by gamers live on stage. Video games as digital puppetry! Technicians will use several X-Box 360 consoles and laptops linked to each other and to gamers over the internet to control digital characters in real-time in front of an audience. See the stories of Niobe and the Japanese poet, Ono no Komachi as never before. A digital movement piece, chiptunes interludes and a version of Alvin Lucier's legendary "I am Sitting in a Room" also will be presented.

You had me at the title.

I'll be attending Adventure Quest this Saturday, and I'm tempted to check out some of the other events, too. It looks like a great line-up.

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7.06.2009

Get your Machinarium now





Machinarium, the highly anticipated new game by Amanita Design (creators of Samorost), is due out in October 2009, and is available for pre-order now. Pre-ordering will get you $3 off the regular price of $20, as well as a "pre-order pack" containing a selection of hi-res images and mp3s from the game.

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10.27.2008

Fourth annual Halloween roundup

Happy Halloween, all. Here are some offerings in the spirit of the season. Enjoy.

Exhibits

A large collection of vintage Halloween postcards on Flickr.
Via Mira y Calla.






Spookshows.com is a treasure of vintage things suitable for Halloween, like this collection of vintage poison labels, or poster art advertising spook shows.
Via Mira y Calla.







The Art of Mourning is an excellent collection of antiques representing various funeral and mourning mementos and paraphernalia. There are also some articles about mourning art and practices through time.
Via Regina Noctis.









Cabinet Magazine visits the Museum of the Dead, a small church in Palermo that curates a startling display of preserved corpses.

There are no tickets and no reductions for this visit to the underworld. A fat, unspiritual, greasy monk just takes the money and throws it into a basket with unexpected abruptness. A guidebook I buy later dresses up the visit and, after a serious discussion of burial customs in different cultures starting in antiquity, talks about all the artworks lining the stairs going down into the catacombs. I don't notice these important paintings. It seems a minimal space, stripped bare of all pretense that what lies ahead is anything but grim.






Games

Ben Leffler is the talented designer behind the spectacular Exmortis series of games (1 and 2; there's also the horror short Purgatorium). I had hoped there would be an Exmortis 3 ready to offer you for Halloweentime this year, but no, it's still in development. There is, however, Goliath the Soothsayer. Rejoice. Play.
Walkthrough at Jay Is Games.





There's also a new sequel to The Bat Company's horror series, Atrocitys: Atrocitys 2: The Revenge. Point-and-click scarefest. Be warned, subtlety is not in their toolbox.





Scuttlebuggery is the latest flash oddity from super-stylish gothic design studio My Pet Skeleton. It's sort of like a game of liquid soccer played between beetles with drops of absinthe and formaldehyde. Is that clear?





In Zombie Inglor, you are an ordinary man who has been bitten by a zombie, and you have fifty days to find a cure. Saving the village from the zombie infestation would be nice, too. This is a neat little RPG game with adventure and combat elements, with some nice touches like day/night changes, weather, and fully voiced characters.
Via Regina Noctis.





How will you fare when the outbreak occurs and undead roam the streets? Take the Zombie Survival Quiz to test your fitness, wits, temperament, and knowledge.





Video

It's time for the annual pilgrimage to Childrin R Skary for the newest works from this prolific gothic animation studio. Check out the films playing in the theater, or visit author Katy Towell's non-Childrin site, Crookedsixpence.com, where you can find more movies like the gorgeously spooky Never Woke Up.







For a whole pile of Halloween-themed animation, check out Newgrounds Presents Halloween 2008, a Flash film fest and competition from the popular Flash gaming site with ten cash prizes for the best entries. Some notable entries:

The Dark Room is slow, dreamlike, and gory, and features some very nice background locations. Aside from that, it's hard to tell just what happened.





While it may not feature the slickest animation around, Vampiric Wit is a short, humorous entry that wins points for its clever premise.





.Alice. is a moody little piece, short on plot, that aims to recreate the effect of a horror movie haunted highway scene. Very cinematic in style.





Fear.net is a horror-themed video site that offers a mix of full movies, clips and excerpts, shows, shorts, and other videos. It's a slasher/thriller/horror lover's playground. Try the Halloween FEAR Fest for some seasonal fun.
Via Regina Noctis.

ADDENDUM: io9 has just posted a great list of several places to find free horror movies online in addition to Fear.net.

For more, check the "Halloween" label for past years' offerings.

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10.25.2008

Game review: Phantasmagoria

I've been waiting for years to play Phantasmagoria. In 1995 when Sierra released it, the now-classic horror adventure game was both groundbreaking and controversial. Groundbreaking, for its unprecedented use of fully integrated full-motion video (FMV) production techniques, which required a 550-page script, four months of filming, a whopping $400 million budget, and an ungainly seven cds' worth of game data. Controversial, for its provocative move to expand audiences by introducing mature and explicit content into a computer game — then even more than now perceived as primarily a children's medium — including a much-publicized "rape scene" that got the game boycotted by some retailers and even banned in Australia.



The fateful Carnevash estate.



The mystique of mature content in a game drew me, especially coming as it did from Roberta Williams, prolific author of numerous well-known adventure games (notably the King's Quest series), since it seemed to be a departure from her usual style. I grew up on Roberta Williams, with King's Quest being my first foray into the adventure-gaming world (King's Quest V on NES, to be precise); I associated her authorial stamp with its sunny storybook locales and fairy-tale motifs, as well as with other nursery-ready works like her 1987 tots' title Mixed-Up Mother Goose. Williams herself is quick to point out that she has often worked with darker themes in murder-mystery games like Mystery House and The Colonel's Bequest, and that, far from an outlier, Phantasmagoria is representative of her body of work. While initially curious about what a "grown-up" Williams oeuvre would look like, having played it through, I would now have to agree that Phantasmagoria is Roberta Williams through and through. And that's not entirely a good thing.



Exploring the premises.



Phantasmagoria tells the story of novelist Adrienne Delaney and her photographer husband, who purchase and move into the old Carnevash estate outside a small town in Maine. The old mansion, formerly owned by a stage magician and rumored dabbler in the dark arts, is naturally haunted, inhabited by restless ghosts, an ancient evil, and memories of its dark past. While husband Don gets down to some manly restoration work on the property, Adrienne is left to wander around the place and get acquainted with her new home. She unwittingly releases the evil influence, and the phantasmagoria begins.



Meeting the estate's former master.



This is the perfect game for Halloween; in fact, it plays like a walk through a Halloween haunted house. It even takes place in October. Williams's taste in horror is, let's say, traditional. The opening cutscene features a fly-by through a dungeon corridor full of body parts, torture implements, mirrors, caskets, and monster faces. The in-game hint feature is in the form of a talking skull. (Which has no connection with the story, by the way. It's a totally superficial element of the interface.) Throughout the game, the requisite spooky atmosphere is reliably generated by crypts, blood, skeletons, rats, glowing eyes, swirly ghosts, and organ music. There's nothing wrong with the standards, of course. And if this is a haunted house, it's one of the fancy ones, with the big budget, sturdy props, and professional makeup artists. But that doesn't change the fact that it's full of horror-movie clichés. All that's missing is the orange and black crêpe paper.



Flight through a dark passage.



That's really the hallmark of Williams's work; she takes the clichés, mixes them together, polishes them off, and presents them in a pretty nice package. It's been a successful formula. But she wears all her influences openly, and never really makes anything hers. The earliest King's Quests were a collage of disparate nursery rhymes and tales. Marching from screen to screen, you could visit the Three Bears' house, Neptune's palace, and Dracula's castle, all cut whole from their respective worlds and pasted intact onto her own. Later games had slightly subtler stitching, taking maybe only an element or two or changing the names, but the Seven Dwarves, Wicked Witch, Beauty and the Beast, and other familiar types were still easily spotted. Williams has readily admitted to being influenced and inspired by the storybook tales that filled her childhood, dragons and wizards and princesses and ghosts. There's nothing wrong with using fairy tales and old stories — it's been done to excellent effect by the likes of Corey and Lori Cole and American McGee, to name a few who spring to mind. But there's a crucial element of interpretation missing. Williams's fairy tales read straight — and so do her horror stories.



Haven't I been here before? In King's Quest...like, Everything?



I am focusing on the stylistic and literary aspects because it is a truism of FMV games that interactivity must necessarily take a backseat to storytelling, due simply to the demands of producing a game with live-action avatars. And while the compromise struck here is a good one, and the gameplay is admirably well served — Phantasmagoria is not quite at the level of "interactive movie" as some have charged — it is still subject to the limitations of the medium. There's more do to than just clicking to trigger cutscenes, but the puzzles are fairly simple, generally of the talk-to-everyone, look-everywhere, manipulate-inventory type, and will not challenge experienced gamers. Which is why it's so important that the narrative elements be well-constructed and immersive. Which is why it's so disappointing that the story elements weren't executed better. A dime-novel plot is fine to thread together an action-packed shooter or even a nitty-gritty puzzler (7th Guest, anyone?), but Phantasmagoria needed more originality.



A vision of the past.



Adrienne looks and feels like a Williams heroine, that is to say, a watered-down Disney princess. (I had similar complaints about the two King's Quest outings that featured female leads, KQ IV and VII, the latter of which was developed concurrently with Phantasmagoria.) Just because the camera is pointed at her most of the time doesn't mean that she qualifies as a Strong Female Protagonist. April Ryan she's not. She's got the long golden hair, the doe eyes, the fragile wrists, and the man-pleasing instincts of a typical storybook porcelain doormat — and now, with her recent move into the Carnevash estate, she's got the picturesque castle home, too. Yes, she faces tough challenges, and she defeats an insidious evil (if you win the game, that is). But she does it with far too much simpering, whining, quaking, shying away from getting icky, gasping, crying, hesitating, and playing with her hair for my taste. Especially that last one. I checked out every mirror in the house, hoping for a ghostly vision or a message scrawled in lipstick or steam or a portal to another world. Adrienne checked out every mirror for an occasion to repeatedly pose, primp, and fluff for what seemed an interminable amount of time. And this was just during gameplay — about half of the interchapter cutscenes also take place in front of a mirror, with Adrienne putting on lipstick or brushing her hair. There's even a set of toiletries on the bathroom sink in some chapters that you can use in case you feel that Adrienne hasn't gotten enough grooming in what with all this adventuring business.



My soul is about to be devoured by infernal powers, so I want to look my best.



It isn't just the girly mannerisms that get me, though. Now, Adrienne doesn't have to be Action Adventure Woman to make me happy. Great games like Silent Hill get by fabulously on the conceit of throwing unheroic, ordinary people into dangerous horror settings — Harry Mason isn't exactly Duke Nukem, and that's a good thing. But I don't think Adrienne is an intentionally wimpy character. I think that's just how Williams sees her heroines. Likewise, I think she sees the character of Don (at the start of the game, before he gets possessed and turns evil) as the model of a sensitive, caring husband. I don't think he's supposed to come off as the controlling, condescending jerk that I saw. I could barely tell the difference between pre- and post-possession Don, except that he seemed to switch from passive-aggressive to aggressive-aggressive. And then there's the whole secret history of the manor itself, about a dark man possessed by evil (his name is Zoltan and he wears a black and red cape — that's how you tell someone is a villain in a Williams game), and the gruesome violence he inflicted on a series of hapless wives. Some have labeled Williams's world as misogynistic, but I don't think that's quite right. I just think her outlook is seriously, crippingly...ah, old-fashioned?

You may have a hard time believing it at this point, but I did actually enjoy playing the game. Yes, it was a little cheesy and schlocky, but what a way to while away an October evening. Lights down and speakers up, as they say. And the game goes by rather quickly. You can finish it in the same time it would take to watch a few cheesy, schlocky monster movies, and it wouldn't be time badly spent. Mostly I was disappointed that such an ambitious undertaking couldn't have been more, but in the end, I enjoyed it for what it was. It's a simple tale, simply told, with lots of flashy, spooky, gory Halloween effects. The much-ballyhooed "mature content" label doesn't connote any especially shifty, murky plots or provocative psychological themes. It's a straightforward ghost story, the kind any kid could murmur around a campfire, just with extra explicit gore, and sex, and alcohol. That's why the optional "censor" feature works so well — it just skips over the gore and sex (I think the alcohol remains), leaving a simple story that's no more troubling or challenging than the latest Goosebumps title off the YA rack at the bookstore. In short, it's camp. It's pretty good camp, at that.

I breezed through the first couple of chapters with relative ease. The various puzzles and obstacles served to delay gratification just long enough to have to work for it a little, but some basic diligence and thoroughness will ensure a minimum of aimless wandering, and very little throwing up of hands. Williams wanted her game to draw non-gamers, aiming for broad appeal by playing up the novelistic aspects and simplifying the interface, dispensing with a KQ-style multi-icon system in favor of a single cursor with point-and-click hotspots. In this, she succeeded, and casual gamers should feel comfortable and welcome here.



A lot of the time is spent watching Adrienne looking at things.



The dramatic climax in the seventh and final chapter changed things up a little, for better or for worse I'm not sure. I probably would have enjoyed the endgame vastly more if not for a perfect storm of individually very minor technical hitches that conspired in the aggregate to ruin my playing experience, and my mood. First, I will say that for a thirteen-year-old title, Phantasmagoria ran astonishingly well. From the start, I had no audio, video, memory, or graphic issues at all. It ran perfectly happily in XP without any of that tedious compatibility mode/color depth/screen resolution/emulator fiddling that's required for so many classic games these days. A full install option would have been appreciated to avoid swapping cds, but the chapter format helped keep cd-swapping down to an acceptable minimum of once per chapter.

The first problem was that inserting any cd, not just the first one, triggers an autorun that steals focus and flashes a prompt to start the game (no matter that the game is already running). This tripped me up several times. The first time, I thought I was being prompted to continue my game, and unwittingly launched a new one. (A new game can be started in any chapter, which is an interesting feature. It's good for going back if you want to see a certain part again, but it doesn't even have to be unlocked, which means that a new player can skip to any part of the game without finishing the earlier parts, if she is so inclined.) Even if you avoid this pitfall and click "cancel", if you've already started the next chapter before the autorun is triggered, the loss of focus will cause the introductory cutscene to be skipped completely. When you return to the game window, the gameplay portion will have already started. In fact, this was how I managed to completely miss the most controversial scene in the game, and I didn't even realize it.



Look, Adrienne, a mirror! Go on, check your hair. Oh, wait, is something supernatural going on?



The next problem was a more serious glitch — the inexplicable disappearance of all of my savegames after the third. I know they were there, because the game wouldn't let me create another game with the same name, but they simply did not appear in the list. Rather than continue my most recent surviving game, which was saved several chapters back, I had to start a new game in Chapter Seven. It wouldn't be so bad, but when you create a new game in a chapter, your inventory contains only the minimum items you would have needed to successfully complete the previous chapter. In this case, I started out missing certain items that I had already acquired in my lost saved game, and which I needed for this chapter. Some of the problems have multiple solutions, and an alternate to that item was available, but as far as I knew I had just lost a crucial and irreplaceable item, which there was no way to retrieve in the current chapter. This caused some frustration.

Finally, the cursor, which is a gold cross that changes to red over a hotspot, was rendered in a muddled black and white in this chapter, making me miss important hotspots and make disastrous mistakes during timed sequences. I learned that this is a known issue, that a quirk of the way the game processes movies in this chapter made a color cursor impossible to implement. I found that a poor excuse. If one of the seven chapters of the game simply can't handle a color cursor, then the cursor for the entire game should be redesigned to be black and white and change in a recognizable way over hotspots. Don't train the player in a feature that you remove when it most counts. Tsk tsk!

So for all of the foregoing reasons, I was having a horrible time with the endgame, which I think in other circumstances I might have rather enjoyed. Here is the only time in the game where the character is in peril, and there is a fairly exciting chase sequence and some timed decision points where you have to get yourself out of a tight spot. Failure is rewarded with death, and a chance to retry from the point where you first went wrong. There are multiple paths through the endgame, and it contains some of the game's most interesting sequences.

Apart from the technical difficulties and setbacks, though, a few further aggravations mar what should have been the game's high point. For one, the movies aren't skippable. So if you mess up, like I did, and have to retry a dozen times or more, like I did, then you have to watch the same series of movies and watch yourself be gruesomely killed in the same way over and over and over again. Suspenseful sequences like that lose some of their effect when you get to know every pixel by heart. Second, there are a few key items you need, but I wasn't really sure what they were, since during the all-important scene in any game where the wise old character explains to you what you need to do, the conversation happens offscreen! All I heard was a list of items, many of which I had never heard of before, and one of which it isn't even possible to obtain ahead of time, so I could never go in knowing I had everything I needed. The whole time I was fighting through that endgame, I wondered if I would make it to the very end only to fail because of a lack of supplies. Meaning I'd have to watch all those movies again. And in fact, that is exactly what happened. Theoretically, it seems that the automatic retry feature would protect against you constantly replaying a path that had already been screwed up by an earlier mistake, but it only looks at the moves you make — it doesn't care what you have in your inventory, so I was in fact replaying a doomed path. All of this combined to make me very, very, very glad when I finally finished the game.



Run!



So how does Phantasmagoria stand up? Its historical significance cannot be denied, both for its technically ambitious envelope-pushing and the sheer buzz and consternation it caused. It's also an important cornerstone in Roberta Williams's long career. None of which is sufficient cause for anyone to play a game, of course, excepting the scholar or completist. I have mentioned that it's appropriate for the growing audience of casual gamers but, as the screenshots will amply attest, it's not for those who have a low tolerance for the graphics of earlier eras. Impressive in its day, and fine for my classic gamer eyes, but I'm told that many people find that kind of obvious bluescreening and grainy low-res video an affront to the senses, so I must issue appropriate cautions on that front. And as far as story goes, I am the last person on earth to discount the importance of story to a game, but, even given all the flaws I've painstakingly described, it has to be admitted that there's far worse. Phantasmagoria is enjoyable, in varying degrees based on your enjoyment of fright-fest horror fare and your tolerance for hammy acting.

So I would say, if you're a casual or adventure gamer, if you like B-movie horror, if you liked King's Quest, if you're bored, and if you can find a cheap used copy on Amazon, and especially if it's almost Halloween, then go for it.

If not, then come back for my review of Scratches, which is my next game. I started it last night. It's about a novelist who buys and moves into an old haunted Victorian mansion in October, then weird things start happening. Spooky, huh?

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8.24.2008

The Quest for Glory II: Trial by Fire remake is here!

I've been waiting years for this.

Today AGD Interactive finally announced the release of their third project, the remake of Quest for Glory II: Trial by Fire. My favorite installment from the better of Sierra's two fantasy adventure series, the original Trial by Fire was a wonderful game sorely in need of a VGA update. (Sierra did its own VGA remake of the original EGA Quest for Glory I: So You Want to Be a Hero, and Quest for Glory III: The Wages of War was created during the VGA era, leaving Quest for Glory II, with its 16-color palette and much-maligned text parser, rather out in the cold.) I've been waiting for this remake ever since I first fired up the original after finishing Quest for Glory I in VGA, and longed to experience Shapeir in that same shiny, point-and-click, 256-color goodness. And it's finally been done!





Formerly known as Tierra Entertainment, AGD (which stands for "Anonymous Game Developers") Interactive are the people who brought you the superlative remakes of King's Quest I: Quest for the Crown in 2001 and King's Quest II: Romancing the Stones in 2002. Their games are faithful recreations of the Sierra classics using the AGS engine, sometimes incorporating small improvements but overall respecting and honoring the integrity of the original games.





The Trial by Fire project started back in 2000, and pushed back planned releases in both 2004 and 2005, with the development cycle constantly lengthening in order to maximize the quality of the game. Judging by their past efforts, the wait should be well worth it.





On a related note, Himalaya Studios is the commercial venture of the people behind the non-profit fan enterprise AGDI, and so far they've released one great title, the original Western-themed adventure game Al Emmo and the Lost Dutchman's Mine (for a limited time, you can get a free exclusive Trial by Fire poster with the purchase of the collector's edition of the game). If you enjoy AGDI's work, their original offering is well worth checking out -- and since AGDI is not allowed to accept donations for their Sierra game remakes, it's a great way to show your support for the hard work of talented indie developers.





For more Sierra adventure remake goodness, don't miss the also excellent VGA version of King's Quest III: To Heir is Human from Infamous Adventures, who are currently at work on a Space Quest II remake.





Now if you'll excuse me, I have a new game to play.

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8.04.2008

Game review: AGON: The Mysterious Codex

AGON, which stands for "Ancient Games of Nations", is a multi-chapter adventure game by Hungarian developer Private Moon Studios. Originally distributed online as short individual games, the first three episodes of the planned 14-episode saga have been collected into the first chapter of the story and released in 2006 as AGON: The Mysterious Codex. (The longer fourth episode, The Lost Sword of Toledo, comprises the entirety of the second chapter and was released in the UK earlier this year.)



Uncovering mysteries.



You play the bookish Professor Samuel Hunt, an employee of the British Museum. The year is 1903, and Professor Hunt is about to be drawn out from the safe confines of the venerable museum and his small but cozy office to embark on a journey spanning continents, in search of of an archaeological treasure and the solution to a puzzle only hinted at by a mysterious missive that arrives on his desk and spurs the chase. After some illicit after-hours prowling around the museum itself in the first chapter, Hunt is off to a remote outpost in snow-bound Lapland for the second chapter, and the third sees him braving the jungles of Madagascar in search of the next piece of the puzzle.



The jungle hides its secrets.



Despite the similarities in profession and milieu, Samuel Hunt is no Indiana Jones. He carries no rope or whip, and his feats are mostly intellectual and personal -- talking to people, solving puzzles, fixing things, making friends. The secret of AGON turns out to involve not occult rituals and mystic talismans, but the sheer, simple pleasure of playing certain traditional board games, a humble pastime imbued with magical significance. AGON is a genuine academic adventure, one that actually engages the intellectual spirit rather than merely borrowing the trappings of academia to dress up the balls-out, guns-blazing exploits of a grizzled treasure hunter (looking at you again, Indy). The puzzles are believable and based whenever possible on real-world systems and phenomena. You'll learn real languages and codes, apply real physics to solve these puzzles. None are terribly challenging -- hardcore puzzlers will have to look elsewhere for their mental workouts -- but they are blessedly logical, nothing arbitrary or overly frustrating. Reasonably original, too. There are no convoluted locking mechanisms or sliding puzzles here, thank heavens. The model is generally explore, read, and learn, then synthesize and apply to the world around you. It works.



Out of the library and into the field.



The various environments in the game are absorbing and convincing, with a careful attention to detail that fleshes out the historical and cultural contexts of the period beyond what is strictly needed to accomplish the mechanics of the game. In the Madagascar section, for instance, the game doesn't use the setting as a mere convenient source of exotic jungle backdrops and friendly brown villagers, but acknowledges the historical realities of piracy and changing social values, and incorporates them into the plot. Environmental details like accurate cartography, art reproductions (check out the Waterhouse in the Director's office) and authentic cultural artifacts lend a rare realism to the adventure.



Follow Professor Hunt's globetrotting in the interludes between adventures.



Above all, AGON is an admirably literate game. Bibliophiles will delight at the expansive libraries available for perusal, both in the museum, with its textbooks and treatises, and out in the field where manuals and travelers' journals are found in abundance; some of the books, most of which look like scans or reproductions of authentic period texts, contain hints and information relevant to the puzzles at hand, but many are there just for flavor, and contain several pages' worth of reading just for the fun of it, if the player is so inclined. I, for one, am just as capable of getting my gaming kicks by reading about dead languages or weather patterns or the scientific properties of crystalline formations as by engaging in feats of derring-do, so I very much appreciated the supplemental material. If you have an itchy trigger finger and just want to get to it, most of the reading is non-required, but it's nice to be able to stop and smell the virtual roses all the same.



A sample page from one of AGON's many books. This one is about the history of tea.



I realize this might sound tedious -- more study session than rollicking adventure, too dangerously "educational" -- but that's not it at all. AGON is full of compelling characters and gorgeous locations with plenty to touch and see and do. It ranks with the best adventure games in that regard, bringing lovely artwork, skilled voice acting, solid sound design and some very pleasant music to the mix, creating a well-rounded environment that's as much fun to move around in and explore as any other. There's no single element I would care to single out for particular criticism. AGON comes off as well-crafted, smooth and cohesive. What elevated it to a favorite in my book is the noble design aesthetic that makes this an intellectual adventure rather than just an adventure about intellectuals. It's a nice world, and I am looking forward to exploring more of it in future chapters.



Lapland's beautiful but forbidding terrain.



Where to get it: AGON: The Mysterious Codex is available from Amazon for Windows and Mac.

Where to get help: You can find a complete walkthrough for the game at Adventure Lantern.

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