Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

Thursday, March 26, 2009

Flight of the Amazon Queen

Year: 1993
Rating: ****
If you’re looking for a review FotAQ is fun. It has great puzzles, a decent art style and a silly but enjoyable plot. It’s also Freeware now so you have no excuse to not try it. Now for a long winded rant about adventure game puzzles.

Put me in front of most point and clicks and I’ll normally only care about the story. The mechanics of these games are never really interesting. Is a streamlined two click interface better than a complicated verb based one? No but who cares? Like wise I’m not normally fussed with the quality of the puzzles (except when they’re painfully bad like say Legend of Kyrandia). But with Flight of the Amazon Queen I found myself getting really excited by the puzzles. These are some of the best puzzles I’ve ever come across in an adventure game and with a couple of small changes they’d be the best puzzles I’ve ever played.

What I love about these puzzles is they cut out 90% of the bullshit. Two of the most common complaints against the adventure game are that items only ever serve one function and the internal logic is obtuse and impenetrable. Flight of the Amazon Queen figured out how to solve these problems and amazingly no one noticed or much less cared.

The reason is because it wasn’t very commercially successful. Hard sales figures for an obscure and old title like this are hard to find but suffice to say the publisher didn’t order a sequel and the studio shut up shop. Which is a shame when you realise that this game was a labour of love by two guys from backwater Australia. Just getting this game to market was an amazing achievement, especially in the days before the Internet made Indie development so much easier. That those two men managed to turn out a game with a LucasArts level of quality blows my mind. But no it didn’t set the world on fire and sadly the adventure genre was poorer for it.

All right let’s get down to brass tacks, why do I like the puzzles so much? Well for starters certain objects have multiple uses. For example the baseball bat gets plenty of use and in different and interesting ways too. And it’s not just inventory items that are useable in different ways. Game world objects really make use of the multiple verb system. For example there is a sarcophagus that requires you to use LOOK, USE, OPEN, CLOSE, PICK UP, and MOVE (PUSH/PULL collapsed to one verb) at different points to solve separate puzzles. Most adventure games with a SCUMM-like interface make half the verbs feel redundant. Flight of the Amazon Queen makes all the verbs feel important. Yes I need separate verbs for USE, OPEN, CLOSE, PICK UP, and MOVE. No a single hand icon will not do and don’t even get me started on this “Right Click” nonsense (Okay I could probably deal with OPEN and CLOSE being collapsed to one verb, I mean when do you ever need to open something that’s already open?). As a result the world feels so much more interactive and some how less gamey. Which in my book is totally sweet.

Plus these puzzles make sense, and when they don’t the game is smart enough to give you a clue. You’re usually given all the information you need to solve any puzzle. For example really early in the game you need to cross dress as a showgirl to sneak past an armed goon. Sure it’s an out there premise not one that would immediately spring to mind but right next to where you find a black wig there is a poster. When you look at it you notice that the woman in the picture has an Adam’s apple. When you hear about the goon’s love of a certain showgirl the wheels in your head should start turning. Now before you get on your “That’s hand holding” high horse consider the Achilles heel of the standard adventure game. No matter what puzzle you create, trying every interaction with every object, and using every object with every other object can always solve it. This is very tedious and dull but if your puzzle doesn’t make sense then the player will resort to it and they won’t have fun. Actually this is a problem with any genre, if the player can get away with doing something that’s boring but effective they will and they won’t have fun.

Look you don’t need to flash clues up whenever the player gets stuck. Hiding clues in things like posters, comic books, NPC dialogue etc all work fine. In fact they give the player a reason to really explore all the details of your game world which in turn pulls them deeper into your story. In a perfect world Valve’s multiple iteration, player first, design process would have been invented before the adventure game kicked the bucket. Have you played Portal? Do you ever remember ever getting well and truly stuck? Of course not, check out the developer’s commentary on it some time to see all the various ways they subtly poked and prodded you into the solutions. This philosophy applied to adventure games could be really powerful. Anyone engaged in the fight to bring back adventure games should seriously consider it. Flight of the Amazon Queen doesn’t quite hit those lofty goals (The giant snake is afraid of fire? How the hell was I supposed to know that?) but it’s so tantalising close to the promised land I can make out the hot chicks in bikinis.

One problem this game doesn’t quite solve is the where multiple objects could, in the real world, perform the same function. For example at one point you need to gather some sloth hair. Once you’ve lured the sloth into reach with a flower (which a priest is kind enough to mention sloths like) you use your knife on it but that doesn’t work. No instead you need to get the scissors from the pygmy hairdresser. Look I get it, it’s easier to design a game this way but seriously if you’re making an adventure game please remember that it doesn’t have to be this way. Just because Monkey Island did it doesn’t make it written in stone. I know Monkey Island was an awesome game I’m glad we all agree but wouldn’t you like to make a game that’s better than Monkey Island?

Every review I’ve read of Flight of the Amazon Queen says that they were heavily inspired by LucasArts and didn’t quite live up to their idols. How insulting, they weren’t just inspired by LucasArts they were inspired to try and beat LucasArts at their own game. Okay so they didn’t quite succeed. The writing, while fun, isn’t up to snuff but at least they tried. Learn from them because the only way we are ever going to see the adventure game rise like a phoenix and not a zombie is if someone finally has the talent and balls to make a better game than Monkey Island.

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Thursday, March 19, 2009

Legend of Kyrandia

Year: 1992
Rating: *
Legend of Kyrandia is exceptionally mediocre. From the dull plodding story to the pathetic puzzle design it holds nothing of interest to anyone. It deserves to be forgotten and thankfully for the most part it has been.

The first thing you need to know about Legend of Kyrandia is that it contains the following puzzle.

You’re told that to get magical Macguffin #2 you need to collect your four birthstones and place them on the marble altar in the correct order. To get the gems you have to search the entire map hunting for gemstones, of which there are twelve. You only need four but you have to collect all twelve because you don’t know which four you will need. Once you’ve got all twelve you head to the altar and get to work. You place the gemstones on the altar one at a time. If they sparkle and disappear then you’ve used the right one. If they burn and disappear then you’ve used the wrong one. If you’ve used the wrong one you need to reload your save and start again because you may need to use that gemstone later in the sequence. There is no way to figure out the puzzle without constant trial and error. You will need to save every time you luck into using the right gemstone. You might think this is some elaborate copy protection, it is not. Consulting a walkthrough will not help because the gemstones you need to use and the order you need to use them in is randomly generated every time you start a new game. Once you are finished you will feel like you have just swam through a swamp of bullshit.

The second thing you need to know about Legend of Kyrandia is that this is not the worst puzzle in the game.

The last thing you need to know about Legend of Kyrandia is that the characters, world, plot and humour are completely lifeless. It’s a cheap Kings Quest clone without the charm. Check out the disclaimer they had to put on the box.
I mean Jesus Christ.

Why don’t they make adventure games any more? I don’t know but I think Legend of Kyrandia deserves some of the blame. It isn't to blame but I feel like making it a scapegoat anyway.

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Thursday, March 12, 2009

Police Quest

Year: 1987
Rating: ***
Did you know they once claimed that this game was used as a real life training sim for police cadets? By that logic I’m now ready to take down drug pushing thugs. Let’s just hope RL has a better text parser interface.

You know I’ve got to love Jim Walls. He works for the Californian Highway Patrol for fifteen years until he has a particularly rough day at the office (bullets were involved) and retires. What is a man to do in that situation? Well if you’re Jim Walls you befriend Sierra Co-founder Ken Williams who offers you a gig as a consultant on an up coming game called Police Quest. Somehow you take on the task of writing and designing said title despite having absolutely no background in the video game industry. Legend has it that when he began at Sierra he needed to be shown how to turn on his computer. I don’t know how true that is but at any rate he must have been a remarkably quick study because right out the gate he managed to create what many consider a classic.

I think it may have been his outsider status that gave him an edge. By the time Police Quest rolled around Sierra had already published three very successful adventure games. To a certain extent they had already found their formula. A formula that probably stayed unchanged for too long in the end. But Police Quest is a different breed of adventure game. Gone are the obtuse lateral thinking puzzles and spot the pixel item hunting. In their place is nitty gritty police procedure. I wouldn’t even call them puzzles really. Is it a puzzle to know that when approaching a suspect in a stolen car you should call for back up? Beating Police Quest doesn’t require you to figure out the Byzantine pathways of the designer’s mind. To reach the end all you’ll need is common sense, a working knowledge of cop shows and, yes, some patience.

Approaching the previously mentioned stolen car is the virtuoso scene of the game. I enjoy how it is subtly built up at the beginning. During your first briefing, in a throwaway line, the chief mentions that a light blue sedan has been reported stolen. I almost immediately forgot that detail. Later another hint is dropped and as you complete the next couple of missions the blue sedan is always sitting in the back of your mind. Those missions are fun and interesting but you're never in any real danger. Then when you hear the dispatch blaring to intercept a light blue sedan you think to yourself "Shit is about to go down".

I won’t ruin the scene by describing it but it is as tense as typing short sentences into a text parser can be. What’s remarkable is that you don’t even fire your gun. This game isn’t about violent cops and robber heroics it’s about the simple street level tension of being a cop. You may think that sounds boring and that surely no one would want to play it now days. Sure I’ll admit you probably couldn’t get away with a triple AAA console game like this today but anyone who thinks there isn’t a market for this kind of drama needs to take a look at all the police procedurals currently clogging book store shelf space and television prime time. When was the last time you saw a cop on Law and Order fire their gun? Sure it happens but that show can go for weeks without a single gunshot. That doesn’t mean that it isn’t filled with tense compelling scenes they’re just tense and compelling in a different way. Police Quest is like that at times.

There is one slight problem though and for me it really spoils the experience. When your character finally shots his gun it happens automatically so you never get to type ‘Fire Gun”. It’s in the final climatic scene too. I mean Jesus Christ I just wanted to waste one dude. The whole rest of the game can be a prick tease building up to the final moment but let me have my damn satisfaction. Don’t yank it away from me in a cut scene. Much more recently Army of Two does the exact same thing which makes you wonder when the hell are people going to learn. For all that Police Quest is an almost awesome game and one-day I’ll probably play through the sequels just to see if they ever managed to do it right. If they didn’t, well that just means there’s the potential and opportunity for someone else out there to finally close the case on this weird sub-genre once and for all.

Oh and at one point you dress like a pimp. It’s fantastic.

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