Showing posts with label Wadjet Eye Games. Show all posts
Showing posts with label Wadjet Eye Games. Show all posts

Tuesday, September 4, 2012

GAME REVIEW: RESONANCE (2012)

A Game by Vince Twelve

Producers: Dave Gilbert and Vince Twelve
Executive Producer: Irina Pinjaeva

Programmers: Janet Gilbert and Vince Twelve
Lead Artist: Shane Stevens
Background Artist: Nauris Krauze
Music by Nikolas Sideris, North by Sound
Dialogue by Dave Gilbert, Janet Gilbert, Vince Twelve, and Deirdra Kiai

Cast
Edward Bauer as Ed
Sarah Elmaleh as Anna
Daryl Lathan as Raymond
Logan Cunningham as Winston


Review by William D. Tucker.


A homicide detective, a physicist, a doctor, and a muckraking blogger are all caught up in a search for the secrets behind a highly destructive technology that may or may not be the cause of a massive lab explosion and a citywide blackout. The destructive technology has supposedly been designed as a potential source of unlimited clean energy, but it could also be exploited as a superweapon. There's also a computer database compiling the DNA signature of every man, woman, and child in the United States. Both of these things have been created within the same American city. Coincidence or conspiracy?

There's also some doubts about whether the four investigators can trust one another:

 A conspiracy seems to be afoot with roots in both the federal and city government--is the homicide detective, Winston Bennet, in on it?

 Raymond, the blogger, is looking for a scoop--is he working on behalf of an anti-government faction? Or is he just another stooge of an authoritarian government run amuck?

The doctor, Anna, seems to have some troubled memories in her head--is she sane? Can she be depended upon?

 And Tolstoy "Ed" Eddings is the physicist-and that guy just seems like a bumbling, neurotic loser. If the conspiracy starts hiring bulky men in trenchcoats with automatic weapons this is the guy you'd want to trip to distract the attack dogs.

All four of these characters are placed at the player's command in a point-and-click adventure/mystery that had me hooked from the opening screen. It is fully voiced by a strong cast, has clever writing, and appealing, well-crafted visuals with massive retro-charm. The original score by Nikolas Sideris is pefectly matched to the material, and I listen to the soundtrack quite frequently just to stimulate thinking in everyday life. (I have it cued up in a playlist with music from the Kemco/Seika adaptations of Shadowgate, Dejavu, and Uninvited for the NES. That's a playlist you listen to while gettin' to the bottom of things . . .) The dialogue is clever, humorous, philosophical, deadly serious when necessary, and strongly performed by a lively voice cast, especially the four leads. The story is soaked in the paranoia of the New American Surveillance State, and the plot is as twisty, darkly comedic, and cruel as a gonzo South Korean cinematic thriller. Resonance plays like a lost masterpiece of the 1990s PC point-and-click adventure game boom.

 Not only must you deal with the usual sorts of inventory, logic, and dialogue puzzles, but you must also deploy your foursome strategically in different situations to succeed. This element of team endeavor allows Resonance to play with ideas of perception, professionalism, and ambition. Each character has a different set of priorities, skills, tools, and access to different areas of the game world. It got me thinking, "In a crisis situation, it's almost never the lone individual who prevails." Resonance doesn't quite fully exploit this dynamic, but it makes a noble attempt. One of the dilemmas facing designers of games like this is just how complex do they want to make the various puzzles, and how many different solutions will they build into a given puzzle. Such considerations are measured against the desire to have a smooth flowing narrative, since games like this are much more story-based than a sandbox, open world 3-D type of game. A sandbox game is more about simulating the complexities of a virtual life as one damn thing after another, enlisting the player in crafting the kind of narrative they desire from a range of choices and complex decision trees woven into persistent virtual arenas. A 2-D point-and-click game is more like a movie or a stage play. In fact, I would say Resonance has a lot in common with a stage play, since it emphasizes dialogue, character, and a three act structure with reversals, irony, and revelations of both the plot and the people caught up in it.  It will be interesting to see if future point-and-click adventure games extend the scope and detail of implementing a kind of  "group protagonist" as a player character.

One of the interesting ideas driving the game is how it uses something it calls "Short Term Memory." In order to ask an NPC about something that does not come up as an automatic dialogue option, you must point at the thing in question and drag it into one of your STM boxes. Other items and events become seared into your player character's "Long Term Memory" by various circumstances. Memory itself is a theme in the game, and it is clever how the designers have woven it into the gameplay mechanics. I think that perhaps a bit more could've been done with both the theme and and the gameplay mechanic, but I only came to this conclusion after my fourth or fifth playthrough. It's a meaty, satisfying experience in terms of both gameplay and narrative.

Resonance is the product of a collaboration between the company Wadjet Eye Games, headed by the husband and wife team of Dave and Janet Gilbert, and game designer Vince Twelve. I am pretty familiar with the Wadjet Eye catalogue, but have yet to play any of Vince Twelve's previous games. According to the commentary track that you can switch on during the game (don't do it until you've played through the game once or twice) Vince Twelve had been working on the game by himself for four or five years and then hooked up with Wadjet Eye to bring the game to completion and to market. It will be interesting to see if and when these two entities collaborate again, and what comes of it. Wadjet Eye Game's previous efforts include the one-of-a-kind The Shivah, perhaps the only video game with a two-fisted rabbi as the detective hero. The Shivah is like a one-act or maybe a two-act off-off-Broadway play with strong dialogue and characters tormented by inner conflict. Wadjet Eye has also put out the Blackwell series of paranormal mysteries, which are kind of like a series of clever fantasy novels mixing ghosts and murder plots with a freelance journalist protagonist and her ghostly detective sidekick partner. Vince Twelve seems to bring more of a hard science fiction flavor to the mix. As a science fiction literature fan I think it will be interesting to see Wadjet Eye and/or Vince Twelve come up with more games in the sci-fi mode.


Resonance is a pont-and-click adventure game that demands that the player think through some pretty tough puzzles. Well, they were tough for me. I've never been much of a math and quantitative skills kind of guy. I'm into literature, narrative, words, and there were times when playing Resonance where I became frustrated with this or that puzzle or problem. My frustration had nothing to do with the quality of the game or the design of the puzzles. I was frustrated with myself for not being up to the challenges at hand, and impatient to know where the story was going. But the game is worth the frustration. Of course, if you find yourself pulling your hair out, you can always hit up the various walkthroughs on the Internet. No shame in that. Only you and the NSA will ever know . . .

Which brings me to another set of musings: my enjoyment of Resonance, and point-and-click games in general, is largely a narrative one--in other words I come to these games for many of the same reasons I pick up a novel, or watch a movie. Although I try to tough out the most difficult puzzles, I must confess I often will consult walkthroughts because of my desire to know what happens next. With the exception of Chrono Trigger, Final Fantasy VII, and Earth Bound, I've never really been an obsessive, hardcore gamer. So I don't feel shame when I come up against something I can't figure out and decide to "cheat." I also find that "cheating" in this fashion usually does not lessen my enjoyment of the games as narrative . . . but something bugs me. What if these games are really puzzles meant to test my will to prevail? What if the more that I cheat every now and again, the more my will to prevail declines, and I find myself, some day in the future, facing a real life locked room puzzle, and with no FAQs, no walkthroughs, no nothing to save me?! What then?! Let's hope it doesn't come to that. But I still can't shake the eerie feeling that each one of these games is a little test, a mini-trial, and I'm not doing so great . . .

I've read in other places that nowadays no one really plays video games alone anymore, at least in the sense that the Internet is now the repository of human knowledge of all kinds, including all the trivia about video games and their solutions. So, maybe, the true test is learning to use the internet, use that collective repository of knowledge, to get through the tough problems. After all, in crisis situations, it is rarely the lone individual that prevails. Such a notion also ties in with Resonance's themes of collective action and collaboration amongst a group of determined people. So, maybe, I'm not a cheater at all.

How about that?

Tuesday, August 16, 2011

VIDEO GAME REVIEW: THE SHIVAH (2006)

Designer/Developer/Script and Dialogue by Dave Gilbert
Original Music Composed by Peter Gresser
Backgrounds by Tom Scary
Character Animations by Shane Stevens
Featuring the voice talents of:
Abe Goldfarb as Rabbi Stone
Ruth Weber as Rajshree Lauder
Joe Rodriguez as Amos Zelig
with
John Swist
Francisco Gonzalez
Kim Lee
Dave Gilbert
Published by Wadjet Eye Games, 2006


Review by William D. Tucker.

The Shivah is a PC game after the style of the point-and-click mystery adventure games of the 1980s and 1990s. It tells the story of Rabbi Russell Stone who leads a synagogue on New York's Lower East Side. His temple has fallen on hard times. No one shows up to hear his services, save for a sleepy old lady. His email inbox is filled with angry and disappointed messages from former members of his congregation who have been alienated by his harsh, cynical sermons. The bills are piling up, and he expects to be evicted from the property any day now. That's when the homicide detective shows up to tell him that his old friend Jack Lauder has been murdered. The Rabbi is a suspect because Lauder has left Stone a sizable fortune. Of course, the detective has no hard evidence, and so Rabbi Stone, piloted by the player, must solve the mystery and clear his name.

The Shivah orchestrates an intriguing dramatic situation around the murder investigation. Like any good murder mystery there is much more to the case than meets the eye. There are also issues tied to Rabbi Stone's sense of his own identity as a religious leader. He has sacrificed much of his own personal happiness to his profound sense of what it means to be a rabbi. The game doesn't come right out and reveal every last detail of this sacrifice, but it starts out with the broad picture, a depressed and embittered rabbi in a fading synagogue, and gradually zooms in on the specifics of Stone's past and, by implication, the nature of his personality that has led him to the particular dilemma he faces in attempting to clear his own name. The mystery isn't just, "Who murdered Jack Lauder?" It is also, "Who is Rabbi Stone?" It is this second mystery that the game as a game allows players a certain degree of freedom to solve. The choices you make determine the game's ultimate outcome. There are several endings, each one dependent on key moral and ethical choices the player makes as they pilot the Rabbi through the game.

Another fascinating element about Rabbi Stone is the fact that he is a flawed character. Many video game protagonists are screwed-up people. First person shooters and RPGs are filled with violent, heavily armed sociopaths, mutilation and power obsessed barbarians, and brain-washed militarists. Rabbi Stone's flaw is also his strength: his unwavering commitment to his sense of identity, and the kernel of remorse that he seems to feel over a harsh decision he made a long time ago. A decision that affected the life of his old friend Jack Lauder. Rabbi Stone is a dramatic character in the way of great literary characters: Oedipus, Sam Spade, Hamlet, Othello, The Continental Op, and Antigone. He isn't just another ultraviolent cipher to pilot around a dungeon or field of battle. He actually comes off as someone who could conceivably exist in real life.

The dialogue is excellent, sharp, and is worthy of a stage play or film. There are some rather impressive one-liners, and some pitch-black humor as well. One of the key elements of Rabbi Stone's character is his questioning nature. It seems, depending on which dialogue options you follow, that he is always seeking to respond to whatever trials that reality or God or whatever sends his way with the right question. Rabbi Stone's identity is tied to this view of life as a constant inquiry. This outlook is also a great fit with a mystery-adventure gaming dynamic.

A strong cast of voice actors, led by Abe Goldfarb as Rabbi Stone, lends a massive amount of credibility to the characters and the story. I would like to say more about individual performances, but I don't want to give away too much of the story. Suffice it to say, that all of the voice actors do top-notch work, including designer Dave Gilbert in a cameo role.

The visuals are consciously retro--way retro. Like, King's Quest retro, but very carefully done. All of the locations by Tom Scary are rendered with pixelated precision. The game presents synagogues, bars, apartments, stores, and subway platforms that look like they've actually been inspired by genuine New York settings. It's hard to describe, but it's rather impressive that such locations and atmosphere are so effectively rendered with such limited graphics.

The character animations by Shane Stevens are also effective, and include some surprising events. Whenever there is dialogue, the characters' faces are rendered in boxes and display a pleasing array of emotions and nuances which are complimented by the strong voice acting. The effectiveness of the dialogue animations reminded me of Scott McCloud's breakdown of emotions and expressions in Understanding Comics. McCloud puts forward the notion that sometimes visual storytelling can achieve surprising depths and abiding effects by paring real life actions and emotions to their bare essence and then sequencing those essences correctly. It's just another example of how a retro-game can offer worthwhile, involving experiences in a world of ultra-tech gaming.

A state of the art 3-D gaming engine could, of course, deliver photo realism, physics, and a persistent world to get lost in--but would it offer such a concentrated dramatic experience? The Shivah is like an intriguing Off-Off-Broadway play in a black box performance space. Or maybe a memorable crime novella you might find in an old paperback collection of murder mysteries. The retro-charm runs deep.

The musical score by Peter Gresser is mournful, jazzy, and achieves some epic highs as the drama escalates. The mournful, contemplative opening theme is particularly effective, establishing a mood unlike what you would find in most video games. It isn't at all intrusive, and, in fact, it helps with the investigation. I found it to be the perfect underscore for a murder case. Although Gresser's score is more accomplished, it put me in mind of the underscores for the Kemco/Seika NES adaptations of the classic graphic adventures Deja Vu, Shadowgate, and Uninvited. The music in those games, for me, was also mood enhancing and conducive to ratiocination.

The gaming element which is most distinctive is the Clue Inventory. In adventure games, it is not uncommon to have inventory puzzles, wherein you must combine items in your possession in just the right way and use them on some key element of the environment. The Shivah uses a similar dynamic with clues-words and phrases that Rabbi Stone picks up on while questioning people and investigating the various locations. You can then click on a clue and drag it over other clues, click, and see if the ideas work together to offer new insights. The clues also figure into the dialogue options. Clues beget clues, and so the investigation proceeds. The game is much too brief to fully realize this intriguing gaming mechanic, however it does reinforce the cerebral and questioning nature of Rabbi Stone.

Another interesting feature is the Kibbitz Mode, which is a DVD-style commentary that you can choose to switch on while you play the game. In Kibbitz Mode, as you play through, Dave Gilbert, the game's creator, pops up as a charmingly animated talking head and talks you through how he made the game, and offers interesting insights into how, why, and when certain decisions were made. Gilbert is an enjoyable commentator who offers a generous amount of insight into how and why he made the game the way he did. It is strongly advised that you do not switch on the Kibbitz Mode until you've played through the game a few times, as it gives away most of the puzzles and plot twists.

The Shivah is not a very long game, nor is it difficult. But it offers a compelling and concise dramatic narrative with clever dialogue, effective music, and a strong thematic focus.The Shivah is offered through Wadjet Eye Games's website for near-instant download. I say near-instant because it took about an hour for the company to process the order. For $4.99, The Shivah is cheaper than a movie ticket, and much better scripted and acted than what you are likely to find at the summer multiplex.