Archive for the 'Adventure' Category


Bioscopia: Final Thoughts

Can’t escape the dinos!Bioscopia is now off the Stack. I resorted to a walkthough once — I tried to avoid it, out of a suspicion that once I started on the hints, I’d keep on hitting them. A game like this is pretty reliant on the wandering-around-confused phases, because that’s when you notice the hotspots you missed before, and find clues and items you’ll need for puzzles you haven’t encountered yet. But toward the end, when I had more or less exhausted the environment, this rationale wore thin.

The next three letters in this sequence are obviously T-O-V.There was one point earlier on when I was severely tempted to cheat: it involved four dials, each of which could be set to any of eight letters. A word puzzle? Unlikely in a game translated from a foreign language. The letters conspicuously included A, T, C, and G, the abbreviations of the bases that form DNA, so it seemed reasonable that these would be the four letters in the combination. But in what order? Only one ordering was accepted, it turned out, but if there was a clue about it, I missed it — and having looked at a couple of walkthroughs after the fact, I find that I’m not the only one. But assuming that it’s a permutation of these four elements reduces the solution space from 4096 possibilities to a mere 24, amenable to brute force search. Riven had similarly subjected the player to trying out the remaining possibilities in conditions of incomplete information four years previously, but it somehow seemed more acceptable there. Probably it’s because Riven was aiming for believability, and the occasional lack of pat clues worked into that. Bioscopia is far too fundamentally contrived to ever use realism as an excuse.

The game involves more situational use of biological knowledge than I gave it credit for at first, although it never really gives up on merely using science as inspiration for increasingly-elaborate combination locks. Also, I wondered earlier if the authors were aware of the irony of using robots prominently. It turns out that they are: the robots, it turns out, are the bad guys; the disease that overcame the researchers is caused by their fumes. So it’s kind of a nature-vs-technology plot, except that the whole place is still extremely artifical. There are no living animals to be seen anywhere in the game, which is particularly weird given that there’s an entire section about zoology.

Actually, there’s technically one animal: a human, a fellow explorer, trapped and sick and occasionally sending you text messages stressing the urgency of her situation. Curing and rescuing this damsel in distress produces the ending cutscene, a disappointing and slightly confusing piece of work, with some of the silliest-sounding maniacal laughter I’ve ever heard.

I’ve finished this game a full week ahead of schedule, but that’s OK, because the schedule itself has already slipped by two weeks. So I’ll be proceeding to 2002 without further delay.

Bioscopia: Symbols and Learning

Since my last post, I’ve started making progress again, mainly by revisiting places a lot to see if I noticed anything new. If nothing else, wandering in this way exposes the player to more “educational” content: in order to keep using doors, you have to periodically recharge your keycard by playing biology trivia at the card-recharging stations located in each major section, conveniently near the “big brain” machines that give you access to the in-game textbook containing all the answers.

The keycard turned out to be the key to my earlier stuckness, as it turned out that my initial low-clearance one could open two doors from the hub, not just one as I had believed. I could have sworn I had tried it on all of the doors, but I guess not. And by now, I have a superior card that lets me through any door with a slot. Not that all doors have slots. There are still puzzles to solve.

I guess it’s a PIPE ORGAN, right? (That’s Mighty Funny.)One of the first things I found this time around was an outsized organ attached to a wall, with an intake funnel and an outflow valve, like something out of a Fritz Kahn illustration. I’m not sure what organ it’s supposed to be — to me, it looks like a pancreas more than anything else, but that doesn’t fit the plumbing. At any rate, it was clearly a new type of puzzle: one based on interacting with biological mechanisms rather than just displaying knowledge of them. Mentally squinting, I think I can make out some less-obvious examples of this in the architecture, situations that are symbols of the processes that I’m supposed to be learning about, like how the circuitous entry into the inner part of the microbiology lab reflects the way a carrier protein transports a molecule through a cell membrane.

This sort of architectural symbolism was found abundantly in Chemicus, where the whole layout of the game was an imitation of the periodic table of elements (with the noble gases only accessible through a secret passage, indicating their resistance to ordinary connections). I suppose Bioscopia’s overall layout similarly resembles a cell, with the inaccessible tree in the middle representing the nucleus. I’ve been assuming that crossing that chasm is the passage into the endgame, which means symbolically, what, impregnating the compound? Virally infecting it? The ultimate goal of the game is to rid the place of an infection, a plague contracted by the previous tenants.

At any rate, the organ on the wall is one of the few cases of the game attempting to teach through an approximation to what Ian Bogost calls “procedural rhetoric” — that is, instead of presenting the audience with a statement directly, presenting a rule-based system that embodies the statement and letting the audience discover it by interacting with the system. It’s not a very advanced example of this technique, though, and it pretty decisively fails at its pedagogical purpose: I interacted with it, I solved the puzzle it was part of, and I still don’t know what I was supposed to learn.

Bioscopia: Stuckness

My second session of Bioscopia was completely unproductive. There’s a circular hub with a large tree in the middle and keycard-activated doors all around; I’ve managed to access exactly one of these doors, in addition to the sector from which I entered, for a total of two. This is my realm, which I wander, looking for hotspots. They’re hard to find.

There are obvious places to click, to be sure: doors, drawers, levers, etc. But they’re not always clickable. Things that are locked or otherwise inactive don’t even let you give them a futile rattle. And sometimes the difference between clickable and unclickable things simply makes no sense. There’s one room containing a bunch of desks, which visibly have a pair of drawers on the left and right sides, but only the left drawers can be opened. Even worse, one of those drawers contains a pair of projector slides, only one of which can be picked up.

You can tell when the cursor is over a hotspot, because it changes in appearance. (When it works, which it doesn’t always — this sorts of game has a perennial problem with things changing under the cursor when the cursor isn’t moving.) Thus, my adventures at the moment consist mainly of waving the cursor around on every screen, hoping to strike gold. There may not be any, mind you. There’s also the possibility of using inventory items on the environment, which provides no visual feedback about when it’s possible: you just have to look for plausible places to try each item. And even those won’t always work. I have a bucket in my possession, and I’ve tried it on every body of liquid I’ve seen, but apparently it can only carry the right liquid.

Sadly, I can’t even talk about how much better Physicus and Chemicus were in this regard. I recall them having similar problems, although I don’t think I ever got stuck for so long in them — since the puzzles were more tightly-bound to the lesson plan, I could always go to the in-game textbook for ideas.

Bioscopia and its kin

Around the turn of the millennium, Tivola Publishing released a series of three German-developed Myst-style first-person adventure games with educational aspirations, each focusing on a different science. The most celebrated of the three, and the one with by far the highest production values, is Chemicus. Andrew Plotkin’s review of Chemicus got me curious about it, and by extension, the other two, Physicus and Bioscopia.

Physicus and Bioscopia are both blatant Director games, Made in Macromedia and not too proud to show it, like many of their generation of cheap Myst imitators. All three games follow the basic model of wandering around a strange and deserted environment, poking at things with your cursor and solving puzzles that open up new areas — the puzzles, in these particular games, being to a large extent (but not entirely!) tests of your knowledge and understanding of the subject matter, which is also available through a sort of narrated and animated textbook within the game (sometimes a little shaky in its English translation). Physicus was much shorter and easier than Chemicus, basically a one-sitting game. I can’t really speak to the length of Bioscopia, though, because I haven’t finished it yet. I stopped playing fairly early on, finding it far less interesting than either of its brethren.

This isn’t because the curriculum was less interesting. It’s because it was less well-integrated into the gameplay. Chemicus worked as well as it did because it used practical chemistry to solve adventure-game puzzles — for example, freeing a golden object embedded in a block of silver by immersing it in nitric acid. Physicus was more like a bunch of concretized word problems: there were lots of machines that needed just one or two things adjusted, like the right weight to balance a lever, or the right amount of power through an induction coil. It was more contrived than the situational puzzles in Chemicus, but it was still based on interacting with the environment as an environment. Bioscopia, from what I’ve seen so far, mainly just tries to teach biology by occasionally quizzing you in various ways. There are puzzles about manipulating the environment, using object on other objects and whatnot, but these puzzles have absolutely nothing to do with biology. They’re mostly about manipulating machines, prominently including robots — were the authors aware of the irony here? And some of the machines require you to demonstrate biological knowledge, but they could just as well be asking you about art history or Doctor Who trivia.

I suppose it shows something about the way the three subjects are taught in school. Chemistry and physics are presented as techniques, and techniques are things that can be applied in a simulated world. But biology is presented mainly as a collection of facts. It’s impossible to perform science of that sort.

Perhaps it’s best to not even think of Bioscopia as educational and just approach it as a game. We’ll see how well that works. But right now, I don’t think it works very well that way either.

1997: A New Beginning

Egypt 1156 B.C. has proved unplayable. For one thing, lines of dialogue frequently cut out prematurely — something that I’ve seen happen on other Cryo/Dreamcatcher games. The standard solution for sound problems is to turn off DirectX hardware acceleration, but that didn’t help here. Suspecting that the system speed was the problem, I also used Turbo to turn it down to 1%. This seemed to help somewhat, but there were still a lot of skipped lines.

I could probably work around sound problems in dialogue if necessary, by turning voice off and subtitles on, but that’s just the start of the problems. Opening a piece of papyrus in my inventory, I found there was no way to close it. Certain controls would blur it a little, as if it were going out of focus as part of a going-away animation, but it didn’t go away. Possibly relatedly, when I tell it exit the game, it sits there playing music and doing nothing until I press Esc. I recall that other games by the same company behave similarly, except that instead of an empty screen, they display the credits. So it looks like there’s some sort of graphics glitch here.

Someday, I’m going to put together a bunch of obsolete hardware and install Windows 98 on it for all these recalcitrant late-1990s games. If I were smart, I would have done this already, in preparation for this stage of the chronological run-through. As it is, I wanted to play an adventure game for 1997 in the hope that I could finish it in a single week, and instead, I’ve spent a full week exhausting my supply of them without getting started.

For my next attempt, I’ve chosen Evolution: The Game of Intelligent Life, an educational strategy game sponsored by the Discovery Channel and designed by none other than indie game icon Greg Costikyan. After a couple of false starts — running Egypt seems to make my system forget how DirectX works until reboot — it installs and runs successfully. That’s as far as I’ve gotten, and I probably won’t be getting any gaming in tonight, but we’ll see how it goes. It seems to be designed more or less in the general mold of Civilization, which gives me hope that I can get in a complete session over the next few days.

1997: The Final Revelation

So, I did a sweep of my records, updating everything with its release date as reported by mobygames. 1 The year listed with mobygames search results generally seems to be the date of the earliest release on any platform, so quite a few items on the Stack have been shifted back on that basis alone. But there were also quite a few outright errors in my listings, both forward and backward. There was never any good reason to list Dust as 1997, for example: even the specific edition I have isn’t a 1997 release. (Its readme gives instructions for installing it under Windows 98, which really should have made me realize this sooner.)

This done, I had two adventure games listed for 1997: Tex Murphy: Overseer, the last of a series that really epitomizes the 90’s FMV genre, and Egypt 1156 B.C.: Tomb of the Pharaoh, one of Dreamcatcher Interactive’s numerous ancient-civilization-themed pixel-hunts. I chose the former.

Overseer is unusual in that it shipped on CD-ROM and DVD together. The original packaging contained a double-width jewel case containing four CDs, and a single-width case containing a single DVD (and a fifth CD). I still haven’t removed the shrink-wrap from the double-width case, as the DVD version is just the obvious way to go here, both for the superior video quality and for simply not needing to swap discs during play. Unfortunately, it also depends on the same the lost technology as Tender Loving Care did: the MPEG2 decoder card, or at least a software driver capable of acting like one. Fortunately, unlike TLC, the Tex Murphy games have a fanbase. There are websites and message boards, some with fresh activity now that the CD version of the game is available on GOG. There were links to patches and DVD drivers, and after some looking, I eventually found ones that wasn’t broken. The Overseer intro movie, if nothing else, has successfully played on my system.

But in the process of looking, I found claims that Overseer was released in 1998. Checking mobygames again, I saw that, although the search results list it as 1997, the detailed game description says March 1998. So I don’t know what’s up with that. They’re at least consistent about Egypt, so let’s try that tonight.


  1. Except Wizardry III, which I’m already committed to treating like it was released in 1986. []

Dust, and the continuing quest for 1997

1997 continues to elude me. I installed Dust and played it a bit — sometimes it crashes to desktop with an error immediately on launch, but once you’re in, it seems to be stable. Then, for reasons I’ve already forgotten, I checked its mobygames listing. It turns out to have actually been written in 1995. I had two more adventure games listed in my spreadsheet for 1997, and they both turned out to be from 1996. Probably at some point in the past I accidentally told Google Docs to “sort column B” instead of “sort sheet by column B”, or something along those lines. I’m going to have to scan for more errors more thoroughly at some point, but I’ve already found a genuine 1997 adventure game that was mislabeled for a different year. We’ll find out tonight if it runs.

Meanwhile, I did in fact play a couple of hours of Dust, so I suppose I should write about it. Dust is a first-person adventure set in a small frontier town called Diamondback in 1882 (as the first NPC you meet clumsily points out). Its full title is Dust: A Tale of the Wired West, although the “wired” part doesn’t seem to have anything to do with the content; rather, it’s shorthand for “It’s 1995 and we just found out that you can tell stories on computers!” The art is primitive in a way that almost looks naïvist. The sound is gratingly low-quality, and compounds the irritation of talking to characters with annoying manners of speech, which happens amazingly often — much of the dialogue is unnaturally full of colorful westernisms. It’s the sort of writing that probably reads better on the page than spoken aloud, but not by much.

In fact, sometimes the dialogue seems to go out of its way to annoy the player. At one point early on, there’s a dialogue containing a pause of a few seconds, after which the person you’re talking to says “Well, what are you waiting for? Go!” The player’s likeliest reaction to the pause is frustration that, even though nothing is happening, the game hasn’t yet given back control. To then scold the player for being on the receiving end of this mistreatment smacks of bullying, like knocking someone to the ground and then saying “Why are you lying down? Get up!”

Dialogue mode is where most of the game seems to be played. When you talk to a person, they stop being a stiff CGI model and turn into a photograph of a face, which animates in a stop-frame sort of way: it’s not quite FMV, but it clearly has FMV ambitions. Perhaps because it falls so far short, the technology here feels somehow more rustic than retro, as if this were the sort of crude computer game that the grizzled cowpokes and prospectors of Diamondback put together for their own amusement after seeing a kinetoscope in a penny arcade. Still, even the worst of the animation here, works a lot better than the complete lack of animation that a lot of adventure games have during conversations. (I’m thinking in particular of The Longest Journey, which was extremely dialogue-heavy but didn’t seem to realize it.)

For all that, the game is oddly ahead of its time. While the rest of the adventure-gaming world was scrambling to imitate Myst, the designers of Dust, oblivious to context, put together a sandboxish interactive environment with multiple viable approaches to your problems. For example, one of your chief initial limitations is lack of money. You can work around this to some extent by giving people items that they want in lieu of cash, or even just being nice to them, or you can try to pick up the money you need by gambling, and even have the opportunity to cheat at poker.

With the emphasis on dialogue and the alternate approaches, it plays a lot more like an RPG than an adventure. That’s why I shelved it the first time around. When I pulled it out of the bargain bin, I had been expecting a Myst clone.

1997 Failure Follow-Up

My success in getting the shooting gallery to work is only spottily repeatable, and I still have yet to get the chase to terminate correctly. Even if I managed to get that to randomly work after repeated failures, I’d be wondering throughout the rest of the game if I was missing crucial events through the same bug. So Blade’s a bust. It’s time for Dust.

Failing at 1997

Moving on, then. I’m already a week behind schedule, and I want to make some time to finish up the last few games, so lets go for something short. Adventure games usually qualify. It’s hard to pad things out when every interaction is a special case.

Unfortunately, we seem to have entered the danger zone, where the games are too old to run without problems on a modern system, but not old enough that I can easily get around the problem with a robust and stable emulator. The first game that I pulled out of the Stack for this week, an ill-regarded exercise in wackiness titled Armed & Delirious, consistently crashed to the desktop during the intro cutscene, with a popup reading “Unexpected Error”. No tweaking of the compatibility settings helped. Online searches turned up no patches and no record of anyone else ever having solved this problem, and precious few mentions of anyone even encountering it. Such is the doom of ill-regarded games.

After giving that up, I switched to plan B: Blade Runner, a point-and-click adventure loosely based on the movie of the same name. Blade Runner: The Game doesn’t tell the same story as the movie — or, for that matter, as the novel it was based on (again loosely) — but instead puts you in the shoes of a different cop/murderer hunting for a different set of synthetic humans. It’s more or less a sci-fi police procedural, and I’ll probably be comparing it to my recent experiences with Police Quest if I keep on playing. I have to say, it’s a pretty slick package, if low-fi and over-antialiased by today’s standards. I’m particularly impressed by how smoothly the FMV scene transitions are integrated into the action (something probably helped by the fact that I copied all four CDs to my hard drive).

Operation of the game seemed trouble-free at first, but then I hit a wall, ran out of ways to progress. The last thing I did to advance the story was chase a suspect through an abandoned building. The chase ended at a locked door in a room with no other hotspots. Lacking anything better to do, I left, then tried out the shooting gallery back at HQ, only to find that there was nothing to shoot — no targets ever appeared. Growing suspicious, I hit up the net for information. Walkthroughs confirmed that the chase scene was supposed to end with a triggered event: when I reached the locked door, the guy I was chasing was supposed to jump me from behind. I’m hoping that this is the same sort of trigger that was supposed to make the targets in the shooting gallery appear, because I’ve solved that part. An old FAQ suggested that it had problems on fast systems, and that I should use a slow-down program like Turbo to cut the system speed down to somewhere between 30% and 50%. I had to set it to 1% to get the shooting gallery working — and until that happened, I wasn’t even sure that Turbo was having any effect at all.

But I still haven’t completed the chase successfully. Going back to the locked door after having left it once has no effect. I’m probably going to have to do the chase over again — and since my only save is after that point, that means starting over from scratch. If it doesn’t work, I suppose it’s time for plan C. (Or rather, plan D. I don’t have any unfinished adventure games from 1997 beginning with C.)

Icebreaker: The Text Adventure

Grassland
You are in a pleasant grassy meadow. To the north, south, east, northeast, southeast, and southwest is a meadow; to the west and northwest is seething lava.
A red pyramid stands to the north.
A green pyramid stands to the south.
A blue pyramid stands to the east.

Since people have expressed interest in the IF adaptation of Icebreaker included on the CD, I suppose I should say a few words about it. In a way, it’s similar to the IF adaptation of Doom: when something is about to kill you, you simply type in a command beginning with the word “shoot” and that’s that, with no possibility of missing. Unless, that is, two seekers happen to come on you simultaneously from different directions, which can happen, but isn’t likely as long as you stay in the region where the pyramids and the natural obstacles are. This seems to be a 6×6 region, much smaller than in a normal Icebreaker level, and there are only 14 pyramids to destroy in it. It’s just as well that it doesn’t try to create a full Icebreaker level, if you ask me. The whole thing is basically a curiosity, and is just large enough to make its point.

The most interesting part is also the chief way it differs from the game it’s based on: the point of view. In the original game, you see a broad area around you — not the full playfield, but enough for you to make plans based on where everything is, and to see the Seekers coming. In the text version, all you can see is the square you’re on and the squares adjacent to it. Information about what’s going on elsewhere is conveyed through sound — which, actually, happens to some extent in the original game too: you can always tell when a Seeker offscreen has crushed a green pyramid from the distinctive “kssh”. But in the text game, “offscreen” means almost everywhere, so the noises play a larger role. Apart from that, the fact that you can see only one square around you means that it’s possible to forget where you are relative to other things — in other words, to get lost. Which means that, in grand adventure-game tradition, there’s motivation to draw a map.

The mechanics aren’t completely faithful to the original. You can’t edge between a pair of adjacent pyramids here; any attempt at movement sends you straight at the center of the square in the specified compass direction. You can shoot stuff by specifying a compass direction, but your shots seem to only have a range of one square: shooting at a red pyramid from two squares away does nothing. I have no idea if the pathing algorithm for the Seekers bears any resemblance to that in the original — it’s hard to tell, when you can’t see beyond one square — but I suspect not, because it has to happen on the level of grid-squares here, not on the pixel level. Still, you expect changes when going from one format to another. Icebreaker: The Text Adventure does a reasonably good job of aping the experience of the game it was based on, and that’s all we can really ask of it.

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