Tuesday, December 9, 2008

Game Review: Gabriel Knight

In keeping with my re-exploration of old-school adventure games, I recently completed one of the few Sierra game series I never had a chance to play in their heyday: the "Gabriel Knight" trilogy, comprised of "Sins of the Fathers" (1993), "The Beast Within" (1995) and "Blood of the Sacred, Blood of the Damned" (1999).

There are a few factors which set "Gabriel Knight" apart from its contemporaries, even within Sierra's own product lines. First of all, it's the only series in which all the games had voice-acting (apart from "Phantasmagoria", though that doesn't really qualify seeing as how they were two completely unrelated games that happened to have the same title). Granted, "Sins of the Fathers" came out relatively late in the company's life - in fact, "Blood of the Sacred" was the very last traditional adventure game Sierra ever released - but even in 1993 you had games like "Space Quest V" that never got vocal treatment.

And the cast for "Sins of the Fathers" is pretty impressive: Tim Curry as Gabriel, Leah Remini as his assistant Grace Nakimura, Mark Hamill as Police Detective Franklin Mosely, and Michael Dorn as creepy voodoo expert Dr. John. Everyone involved delivers a great performance, with the possible exception of Curry's ultra-cheesy attempt at a New Orleans accent that actually got more outrageous in the third game. But we'll get to that in a bit. You also had a hilariously sardonic Cajun narrator mocking Gabriel every chance she got.

Another odd thing about the "Gabriel Knight" series is that popular opinion positions the first game, "Sins of the Fathers", as the best of the three. To be honest, while I think "The Beast Within" has its charms, I'm inclined to agree - it's the most "traditional" game in the trilogy in terms of gameplay, graphics and the interface, something that fits in quite easily with other Sierra masterpieces like "Quest for Glory IV" and "King's Quest VI". It has a strong, broad mystery that takes you from Louisiana to Africa to Germany and back, and it takes a very clear-minded (and surprisingly non-Hollywood-pop-culture-educated) view on Voudoun as religion vs. Voodoo as black magic. Also, "Sins of the Fathers" depicts Gabriel and Grace at their best: they bicker, they banter, they come pretty close to admitting mutual attraction, but neither of them are particularly interested in acting on it. At least, not yet.

None of this detracts from the fact that the second game, "The Beast Within", is appealing in its own way. The format shifts to interactive movie, so obviously it's a lot more streamlined and offers the player less possibilities in terms of plot-branching. But Jane Jensen again earns points for doing the research, taking the historical tale of Ludwig II, last king of Bavaria, and throwing werewolves into the mix, and players get to alternate between Gabriel and Grace, each tackling the same case from very different angles (Grace's storyline involves a lot of historical research, while Gabriel goes undercover and confronts the danger head-on). And if Dean Erickson takes the "pretty-boy" angle a little too far, flipping his hair every time he sits down like a slimmer Fabio, he still fits the mold nicely. Joanne Takahashi, on the other hand... let's just say Grace becomes seriously unlikeable in her first few scenes, generally played as an attention-starved stalker obsessed with Gabriel and biting the head off anyone who gets in her way.

Kudos are due for Jensen's use of homoeroticism - I'm not even talking about the explicit stuff like "Louie" being Ludwig's lover, but von Glower caressing a half-naked Gabriel as he sleeps? von Zell getting all bitchy because his ex-boyfriend has a new (and prettier) toy? Wow. Not the sort of thing I would've expected to find in a 1995 video game.

Which brings us to "Blood of the Sacred, Blood of the Damned". And... it just doesn't live up to its predecessors. I mean, it's admirable that they try something new every game, and here we have a fully 3D environment in which the camera can move completely independent of the player character - refreshing at first, but you'll get tired of it very quickly when it comes to navigating and/or finding a specific item or person in a huge sprawling area. Fortunately, the camera moves swiftly, but still, it's an annoyance.

Tim Curry is back as Gabriel, and like I said, he's even more over-the-top here... So Bad It's Good? I honestly can't say. Anyway, after facing a voodoo cult and werewolves, Gabriel and Grace are up against vampires this time around. Sounds exciting? It would've been, if the game were actually about vampires. But that whole storyline gets sidetracked for most of the game so Gabriel can investigate - I kid you not - the Holy Grail. And it turns into a ridiculously muddled mess, with a bunch of scavenger hunters digging for treasure, some mumblings about alchemy, the 11th-hour appearance of the Wandering Jew and an origin story for the Ritter line that is so corny, so ludicrously and blatantly Christian-By-Numbers, that my eyes almost rolled right out of their sockets.

And if Grace and Gabriel didn't come off too well in "The Beast Within", they - and good old Mosely from New Orleans - are even worse here: Gabriel calls Grace a walking chastity belt while she's within hearing distance, and then he has a bad dream about a vampire attacking her and bamp-chicka-wow-wow, Something We Know Not What ensues. And the ending... abrupt, unsatisfactory, supposedly grows out of earlier events but I'm hard-pressed to see the connection. The whole Gabriel/Grace dynamic is just screwed to hell with this game, and that was a big part of the fun in the first game (and, to a lesser extent, the third as well). It doesn't help that "Blood of the Sacred" has some of the most obscure puzzles in the trilogy, especially towards the end with the whole "Indiana Jones and the Last Crusade" bit.

So, yeah, lousy ending to a great pair of games, for what that's worth. I'd say stick with the first two and give the third a pass - any closure you think you'll get from "Blood of the Sacred, Blood of the Damned" will be disappointing to say the least.

Saturday, December 6, 2008

Oy vey.

Oh, "Heroes". What am I going to do with you?

SPOILER ALERT, obviously.

1. So the ultimate outcome of the Big World-Changing Eclipse is... Elle dies? Mind you, she was getting ridiculously wishy-washy and I approve of hitting the reset button for Sylar, if only because it's marginally better than continuing the cockamamie redemption story... but on a show with so many problems, it's odd they prioritized getting rid of a genuinely talented actress whose character debut was one of the few highlights of season 2.

1a. And seriously, that's it? Mass power loss, everyone's vulnerable, everyone's expendable, and then the eclipse ends and we're exactly where we left off? This has driven home - with painful finality - a fairly horrible realization I've had about this show: it's not about the characters anymore, it's about the powers. It's not about taking risks, because the list of characters who could have died during the eclipse is huge, and most of those characters still have some S1 goodwill attached to them that their deaths would have meant something: Peter, Nathan, Claire, even Sylar. This was the best point to change something, and they didn't. Missed opportunity.

2. As I said, I'm happy about the Sylar reboot, despite feeling rather queasy at the whole Tilt-a-Whirl routine his character's gone through this season - seriously, in 12 episodes he got his powers back, was captured by the Company, became the Third Petrelli Brother (or is he?), teamed up with Bennet, sold out Bennet to kill Jesse, saved Angela, betrayed Angela, betrayed Peter, saved Peter, switched to Pinehearst, retroactively got a "hunger" added to his character makeup to make his redemption easier (in theory) to follow, retroactively got a love interest in Elle, became an empath, lost his powers and now he's gone back to his roots as the boogeyman serial killer (yeah, I vaguely remember a time when Sylar was genuinely scary). And I know I've been driving this comparison home ad nauseum, but it's really the foremost parallel that comes to mind: Spike, hanging around Sunnydale long after he doesn't have a purpose anymore, so he's evil and then he gets a chip and becomes Xander's pet and then he falls in love with Buffy and then he gets a soul, all these "grafts" that don't feel organic in the least because they're dictated not by the logical extension of the character arc but because the plot requires some kind of justification for keeping these popular characters around.

3. I like Breckin Meyer. I like Seth Green. Ever since it was announced that they'd be doing a stint on "Heroes", I was looking forward to it. My reaction to their role?



If I had any faith left in Tim Kring at this point, I might be charitable enough to attribute the total waste of brilliant guest-stars as some kind of quasi-meta commentary on how celebrities draw attention regardless of how substantial (or insubstantial) their actual screen time may be, much like Nichelle Nichols last season. Then again, Nana Dawson really didn't do anything and the sole point of Sam and Frack is to give Hiro the Uncle Ben speech, and so who are we kidding here?

4. It's a point of concern that there's been a substantial death tally so far (Adam, Maury, Elle, Niki [in that her death was made "official" this season], Bob, Usutu, etc.) and yet I honestly can't think of a single death that moved me like Eden's or Isaac's or even Simone's for all the eye-rolling that followed. All the S3 casualties were pretty much written off quickly, almost as an afterthought, and you know, it might have actually meant something if Claire had died during the eclipse, because Bennet would have been devastated to have missed the last minutes of his daughter's life while he was busy avenging her, and... okay, it wouldn't have been a heroic death, at least not in the sense that she accomplished much besides sacrificing herself for her father, but it would mean something to other characters. Similarly, Peter - a character I really enjoyed in earlier years who I now find insufferable - could have gone out in a blaze of glory in Haiti, finally being a hero without having any powers at all. It's not like Peter's the focalizer for the audience anymore, those days are long behind us.

CONCLUSION: If I was ambivalent about it before, I'm not anymore. I'll stick around to the end of the season for closure's sake, but... yeah, the shark's definitely been jumped here, folks. Time to cut and run.

Wednesday, November 26, 2008

That's it?

So these are the diabolical fiends that got Chelsea Handler all worked up?

Hmm.

They seem harmless enough...

Friday, November 21, 2008

Damn.

Another one bites the dust. And, just to add insult to injury, "Pushing Daisies" is ending on a cliffhanger - one of my biggest pet peeves.

I'm feeling particularly frustrated about this one. It's like there's less and less space for intelligent programming these days; and when you do get fresh, exciting ideas, they're either dumbed down for mass consumption ("Heroes", which really should have stuck to the original plan of dumping the S1 cast and starting over fresh; "Veronica Mars" with its WB-infected teen melodrama of the later seasons) or painfully short-lived ("The Middleman", "Jake 2.0", "Freaks and Geeks", "Joan of Arcadia", the list sadly goes on.)

And the question then becomes: is it worth getting invested in these series to begin with? I mean, why should I bother to get into "Dollhouse" if it's not likely to last a full season? Why risk getting aggravated when the axe drops?

Wednesday, November 19, 2008

Game Review: Fahrenheit

Before I start, I should note that I played the uncensored European version of this game, "Fahrenheit", but American players might recognize it as "Indigo Prophecy".

A friend of mine noticed that I occasionally blog about DOS-era adventure games, like the Sierra Quest line. That was my favorite genre growing up - which isn't to say I passed up the occasional "Wing Commander" or "System Shock", and I'll even admit to playing a few rounds of "Doom" before realizing that I'm absolutely hopeless at first-person shooters. But adventure games made up about 90% of my hard drive back then.

Anyway, said friend noted that my lament for the adventure genre might be premature, given that - while they're much less prominent these days than they were ten or fifteen years ago - adventure games are still being produced today. As a somewhat-contemporary example, he suggested I should try "Fahrenheit".

The tutorial gives you a pretty good idea of how the creators of this game saw their product: while you're learning how to control your character, designer David Cage appears in the (digital) flesh and talks about how he and his team want the player to view "Fahrenheit" as an interactive film. Which actually reminded me of "Phantasmagoria", in the sense that you spend more time watching the story unfold than you do actively determining its course. To be honest, I don't mind that particular mode of gaming: there's something to be said for sitting back and enjoying a good story.

But the game interface is a lot more complicated than just clicking on objects; for example, you have to drag your mouse in specific patterns during dialogue as a way of selecting which topic of conversation to pursue; if you don't move fast, the timer runs out and the conversation swerves away unpredictably. There are also numerous action sequences reminiscient of Simon Says, where the player must repeat a string of keys as they appear on the screen; failure will result in the loss of a "life", at the end of which it's game over. It's an unorthodox addition to an adventure game, and in the case of "Fahrenheit" it's both a great strength and a great weakness. The action sequences add a lot of adrenaline and reflexive play to a typically sedate genre, but they're also incredibly distracting, in the sense that they tend to kick off at crucial moments in the story, only you're too busy focusing on which keys to press. Entire scenes can pass you by while you're struggling to survive.

Another interesting - though inherently problematic - element of "Fahrenheit" is the Sanity Meter. As you progress through the game, your protagonists have all sorts of optional activities they can do, ranging from watching TV to listening to music to having sex. Some actions - the sort that you'd find calming and reassuring - grant you Sanity Points. Actions that could discourage or even damage your character's psyche (losing a bet, finding a dead body) subtract Sanity Points. If the Sanity Meter hits zero for any of your characters, at any point during the game, you lose. Sounds complicated? It is. Because "Fahrenheit" - despite its wide array of choices - is still a scripted game, and certain events will happen whether you set them up or not. So you may find yourself losing points without being able to do anything about it (for example, Carla's tarot reading which goes completely south, costing you a whopping 30 points). No way out of it, no way around it. And if you don't stock up on points beforehand, you may find yourself in a losing scenario through no fault of your own.

The story of "Fahrenheit" holds together rather nicely for most of the game: you start off with Lucas Kane, a man who wakes up in a restaurant bathroom, having just murdered a man while in a trance. Lucas is sure someone else was controlling his actions, but he has no way of proving his innocence - your first task is to help him conceal evidence and escape into the night.

And once Lucas is away, control shifts to Carla Valenti and Tyler Miles, a pair of detectives investigating the very same murder Lucas committed. It's fun to unravel your own crime scene, and in fact, some of the best moments in "Fahrenheit" involve the constant shifting between Lucas on the run and Carla and Tyler hot on his trail. Of course, Lucas also has to piece together what really happened that night.

It's an imaginative storyline. Unfortunately, it takes a right-angle turn towards the end of the game, after the amusement park sequence with Tiffany. I'm not going to spoil the twist, because it's a genuine yeahbuhwhat? moment, but let's just say you have a very sudden clash between the supernatural and science-fiction, and these things don't co-exist easily when they're set up well in advance; cramming them into the last hour or two of gameplay just feels like either someone lost a bet or the last act of the plot was cobbled together from different scripts. There are multiple endings, but not one of them really delivers an appropriate payoff.

Still, poor endgame aside, I honestly enjoyed "Fahrenheit". It's a different kind of adventure game, and aside from my issues with the action sequences (somewhat ameliorated by the fact that when you complete the game most - but not all - of the sequences are available for play-through or viewing) I thought the game mechanisms and interface were refreshingly innovative. I doubt I'll play the announced sequel - seriously, the endgame is just that bad - but it was fun while it lasted.

Monday, November 17, 2008

X-Maestro My Ass

Hmph.

NEW EXILES #18
Written by CHRIS CLAREMONT
Pencils & Cover by TIM SEELEY
FINAL ISSUE!
They WERE the New Exiles…but after last issue’s shocking ending and a loss that will tear them apart, how can our heroes possibly continue? The answers await you here, true believers, along with clues as to what the future holds for our favorite dimension jumpers! Join X-Maestro Chris Claremont for a bittersweet chapter we can only call “BEGIN ANEW”!


This is one of those occasions where saying "I told you so" just doesn't carry any satisfaction with it. So Claremont tanked the book just like I knew he would - I'm still minus one monthly read. I guess I'd hoped they'd just replace him rather than axe the series altogether, but... well, short of a complete reboot (and honestly, we've had enough of those), I can't see anyone cleaning up his mess in an orderly fashion. It'd be bloody Xorn Damage Control all over again.

I'm just waiting for the inevitable Claremont interview where he whines about how he wasn't given enough time to really tell the story he wanted to tell...

Wednesday, November 12, 2008

Loeb-otomy?

So... is it me, or was this week's episode of "Heroes" significantly better than anything else the season has offered so far? Sure, I'm still not happy with Sylar (and Elle to a lesser extent) being Spiked, but every other character was in top form - I'd almost forgotten that Nathan and Peter had such amazing chemistry together.

Obviously, it's way too early to attribute this apparent rise in quality to the departure of Jeph Loeb, but it's nice to think that maybe the slump is finally over...