Archive for the 'Movie adaptation' Category


The Final Cut: Continued Frustration

Before my last session, I would have said that The Final Cut is a game that has to be played twice: once to find out by trial and error what you’re supposed to do, and a second time to use your knowledge of the solutions to spot the clues that you were supposed to have noticed the first time round. But now, I have doubts that even this would be enough.

In the beginning of chapter 2, the detective finally meets his client, Robert Martin-Jordan, in person for the first time. Naturally he has a lot of questions. Some of these questions are about things that just plain haven’t happened. For example, one of the questions is about the things said on an audio tape that I had found, but had not yet found a means to listen to. (Perhaps he has the psychic power to divine the contents of audio tapes? I know there exists a man who can read the grooves on LPs…) Another of the dialog options is to tell him about how you were attacked up on the scaffolding. I had been up on that scaffolding, but there was no attack. All that happened there was a puzzlingly pointless first-person cinematic in which I pressed a button, after which the game returned me to the bottom of the now-unclickable ladder. Oh, and that somehow triggered the end of the chapter. I think I was doing things in the wrong order there.

The whole scaffolding scene had seemed incomprehensible at the time. (In retrospect, the button was probably the one mentioned elsewhere that turns the fire alarm on and off, but it didn’t seem to do anything. Unless perhaps the sound glitches prevented me from hearing the alarm. But if so, did I turn it on or did I turn it off? And either way, why?) But if I was attacked in that scene and didn’t notice, something was very wrong. So I found a walkthrough online to try to find out what was supposed to have happened there.

That walkthrough diverged from my experience of the game before it was even done with the intro movie.

After she leaves for bed, you observe a green car and have a momentary psychic flashback to the time your parents were killed in a car crash.

No I don’t! I saw the car, but there was no psychic flash, and this business about the detective’s parents is news to me. So at this point it looks like it’s just skipping over some of the cutscenes. But only some of them, which is odd. Maybe they’re using multiple codecs? Searching the web for reviews, I don’t see anyone else who had my problems. I see a lot of complaints about the story and the puzzles, but I guess my situation is like the Sirius Cybernetics Corporation in reverse: the more fundamental problems blind me to the surface flaws.

At least the walkthrough showed me something that I had genuinely missed on my own: I had failed to find the camera angle that lets you access the document giving all the characters’ names. This is something to be careful about, guys. If you’re going to make basic information missable, some people are going to miss it. Given that the rest of the game assumes that you have this information, it would have been a good idea to make leaving the prologue and proceeding to chapter 1 contingent on finding this document. Instead, the game makes it contingent on watching Mr. Martin-Jordan’s welcome video, which contains no information that’s useful once you’re out of the prologue.

It looks like this one is going back onto the shelf for a while, alongside Tender Loving Care. I seem to be having poor luck with technical problems in adventure games lately. You might think that adventures would be less prone to failure than big-name titles, being less technically demanding, but this also means that they’re typically developed on low budgets by small teams with tight deadlines. Also, their low replayability means that they often don’t get a lot of fan attention after release, ScummVM notwithstanding.

The Final Cut: Initial Confusion

By now, I’ve voluntarily restarted The Final Cut several times. I’ve done this because the earlier bits don’t provide nearly enough context to understand what’s going on. You’re a detective, that much is clear. You’ve been hired to conduct an investigation. But no one tells you what you’re supposed to be investigating. The would-be filmmaker has left you a welcome-and-introduction videotape, but it fails to mention what he wants you to do, or even what his name is. The woman who hired you on his behalf goes to bed immediately after driving you to the mansion, and is mute besides, so there’s no getting information out of her. Snooping around the empty house yields a certain amount of data about various people, but at that point you still have no idea who these people are or what their relation is to the investigation; one of them may be the mute woman, but you haven’t learned her name yet at that point either. When you finally encounter a human being you can talk to, you can work out what the mystery is you’re supposed to solve: the cast and crew all mysteriously failed to show up one day. But the conversation only makes sense if the PC already knows this.

It’s as if I’m missing something I was supposed to learn all this from, possibly a manual. The only documentation I have is a jewel-case insert that explains the UI and not much else. I suppose I should search my pile of loose game manuals for something more substantial, but I remember being equally confused the first time I played the game, so I don’t think any such thing was included in the box. Maybe I’m the victim of a packaging error, or maybe the publisher decided to do without it in the American release. Still, relying on docs to deliver the premise is a mistake that few modern games would make.

The really galling thing is that the intro movie, which would be the perfect place to introduce the basics of the case, tells us next to nothing. The player character narrates how he got involved in this job, and does it in elliptic private-eye patois that evokes any number of films not by Hitchcock, but that’s all.

But then again, the lack of clarity doesn’t stop at the premise. While exploring a diner set, I was baffled by the PC suddenly writing “Sound Engineer: Fat guy” in the PDA he uses as a notebook. Only after restarting and playing the scene again did I notice that he had first glanced at one of the counter stools (there’s those subtle head movements again!), the seat of which was crushed. So, that explains the “Fat guy” part, but why did he think the sound engineer had been sitting there? Is this a manifestation of his psychic powers? Probably not; I’ve seen how his psychic powers work by now. He’s gifted with psychometry, or possibly cinemetry. When he touches objects, he sometimes gets a vision of a two-second clip from a Hitchcock film. (So there is a fair amount of FMV after all.)

Any confusion the player feels in the early parts of the game is exacerbated by the disorienting way that the camera cuts from position to position without warning as you explore the grounds. I recall getting lost and unable to find my way back to the mansion in my first session, years ago. By dint of repetition, I’ve got a better handle on the layout now — the main part is basically just two parallel roads with the mansion at one end and a large backdrop at the other, with various sets between them. It would be pretty much impossible to get lost if you could look around freely.

Fortunately, I seem to be pretty much past the initial confusion phase and into the phase of solving deliberate puzzles. This phase starts when you start finding bodies. There’s nothing like a corpse to give a detective concrete goals.

The Final Cut

Well, the Vintage Game Club is proceeding on to its next game1 , so I think it’s about time to admit to myself that I’m not finishing up the JRPGs just yet and proceed on to something else. Something nice and quick to finish, like an adventure game. I still have a passel of obscure European graphic adventures that I was formerly unable to play due to the GeForce bug.

So, last night, I reinstalled a couple of games, feeling kind of strange about it — it’s been quite a few months since I ran an installer from physical media. First, I tried out Ring 2, the second part of Arxel Tribe’s sci-fi adaptation of Wagner’s Ring cycle. Sound issues drove me away from this; if there’s one place you don’t want the music to be skipping and stuttering, it’s in a game based on opera. My second attempt was another Arxel Tribe title, The Final Cut. This had similar sound problems, but I was able to mitigate them with some fiddling. I still get some ugliness in incidental background noises, but at least the dialogue seems to be playing without problems.

The grand concept behind The Final Cut is that it’s based on, or at least inspired by, the works of Alfred Hitchcock. An oddball premise, but adventure games can get away with such things more easily than other genres. I haven’t got far in the game yet (I’m basically at the point where I abandoned it the first time), but so far, it doesn’t strike me as a very good match to the source material. I mean, if I were going to make a Hitchcock pastiche, I’d start off with the stereotypical Hitchcock protagonist: an ordinary man who, through no fault of his own, gets caught up in events beyond his control, like in North by Northwest and The Man Who Knew Too Much. Not all of his films have such a protagonist; sometimes it’s a spy or a master thief or something, but those sorts of roles aren’t specifically Hitchcockian; anyone can make a film about spies or master thieves. Well, the player character here is apparently some kind of psychic detective, which seems a bit outlandish. That’s the kind of premise you’d start with if you had heard of Hitchcock but had never seen his films. Or, more charitably, if you thought players wouldn’t be attracted to playing the Jimmy Stewart role.

The game is driven by the same sort of interface seen in Grim Fandango, which is to say, it’s the Alone in the Dark interface with the addition that the player character turns his head to look at important objects (something that worked a lot better in GF, due to the PC’s freakishly elongated cranium). In this UI, you drive your avatar around with keyboard or joystick,2 and the camera switches between fixed positions depending on your position. And this is the game’s second stumbling block as a Hitchcock imitation — that the camera is controlled exclusively by the player’s position. Hitchcock’s directorial style heavily depends on his control of the camera: I think of the way it emphasizes the separation between inside and outside in Rear Window, or creates tension by lingering on the impromptu casket in Rope, or how in Frenzy it follows a woman to the killer’s door, watches her go through, and then slowly backs off the way it came, as if abandoning her to her fate (and thus forcing the audience to abandon her as well). But here, even in noninteractive bits — which is to say, the dramatic parts — the camera just sits there. I suppose that even with an engine like this, you could give the director control of the camera in FMV sequences, but so far the only FMV bit I’ve seen is the intro.

So, if we don’t have Hitchcock-style premise or direction, what, apart from the blurb on the box, lets us know it’s a Hitchcock game? Well, there are scattered references to specific films — in particular, one of the early puzzles involves piecing together film titles from fragments. And I think the sets are probably from his films. (Note that when I say “sets”, I mean sets: the premise involves a wealthy eccentric who’s making a film on his estate.) I’m not sure of this because, frankly, most of Hitchcock’s sets aren’t all that distinctive. Maybe a real devotee would look at the hotel set and say “Aha! It’s the hotel from scene 17 of Topaz!” But people like me, who have seen a bunch of Hitchcock films and enjoyed them but didn’t rush out to buy the action figures3, can probably recognize the Psycho house and maybe the schoolyard from The Birds, and that’s it.

You’re out. I didn’t say Simon Says.In short, so far this is Alfred Hitchcock: The Game in the same sense as Batman: The Ride. Still, there’s one bit that I’ve come across that seems like it fits the spirit of the films pretty well. Standing in for a missing actor, the player character gets in front of a bluescreen and mimes shooting at a dummy. As I go through that sequence, I know full well that it’s going to come back to haunt me later — I’m basically giving the filmmakers the raw materials to fabricate evidence that I’ve shot someone. And I can only assume that I was supposed to realize this, even as the PC blithely goes through with it, because that’s how suspense works: as in the famous example of the ticking bomb, it’s enhanced if the audience knows something that the characters don’t. But in a game, it can be taken a step farther: the audience doesn’t just watch the hapless protagonist do the wrong thing, but actively participates. Step by step, you’re given directions — “Stand on the X”, “Draw the gun now and point it at the dummy”, and so forth — and you execute them, because however strong your sympathy with the protagonist, your desire to advance the plot is stronger.

Hitchcock was no stranger to audience complicity, of course: he knew full well that people would pay good money to see him take sympathetic characters and put them through the worst day of their lives. He sometimes even made his audience feel like accomplices in his virtual crimes, as in the aforementioned scene in Frenzy, or the cleaning-up scene in Psycho, where the tension depends on the audience’s desire, at that moment, for the killer to get away with it. But it’s so much more direct in a game.


  1. As I write this, they’ve narrowed it down to four candidates, all of which I’ve already played. []
  2. The controls here are relative to the direction the character is facing, not the camera, which makes for awkward stumbling and running into walls. Grim Fandango at least let you toggle between character-relative and camera-relative movement modes. []
  3. On the other hand, I did buy the game, so maybe I’m just in the smallest part of the Venn diagram here. []

Lego Star Wars as a whole

It’s notable that the lego aspect of the Lego Star Wars games isn’t very strong compared to the Star Wars aspect. At no point does the player actually participate in assembling things out of legos. Oh, sure, there are loose piles of legos here and there to be assembled — created, in some cases, when the player blasts an existing lego structure apart — but the player’s involvement in the process is just plunking a character into the middle of the pile, holding down the “action” button, and watching the legos fly to their predetermined spots. Beyond that, lego is basically window dressing on a Star Wars substrate. Like all stylistic aberrations, you get used to it after a while, and basically stop noticing anything strange about it. (With some exceptions, of course. Seeing Lego Slave Leia for the first time was a bit of a shock.)

So where does that leave the Star Wars aspect of the games? If I’m not mistaken, Lego Star Wars and Lego Star Wars II taken together form the only complete game adaptation of the entire 6-episode saga in a single consistent idiom of graphical presentation and gameplay. The closest I’ve seen is a coin-op rail shooter from 1998 that only covered the original trilogy, not the prequels (which hadn’t been released yet). Absurd as it sounds, this makes the Lego games something like the definitive game adaptation of the series.

As such, they provide a good perspective into Star Wars and its relationship with games. It’s hardly news that the prequel trilogy was more videogame-inspired than the original trilogy — the race in Episode 1 and the platformer-like droid factory in Episode 2 in particular have aroused suspicion that they were added to the movies specifically in order to provide fodder for videogame adaptations. “Racing games are popular,” one imagines Lucas saying. “We need a canonical basis for a racing game. Can we use the Endor speeder bikes? Nah, let’s do something more completely like Daytona.” Even if that’s not how it happened, it’s hard to imagine that these scenes could have been produced without anyone involved in the production consciously imitating videogames. The original trilogy, on the other hand, went the other way: instead of videogame-inspired, it was videogame-inspiring. The movies were showing things that couldn’t be effectively done in games yet, but it all looked so cool, and had such obvious promise for the fledgling game medium, that people tried anyway. And they kept trying until the technology caught up and they really could do something that looked as cool as the movies, or cooler. And then they did it again with legos.

As much as I’d like to say that the innovative original trilogy yields better game material than the imitative prequels, it’s just not so. Apart from specific set-pieces, there’s one thing that really separates any game adaptations of the two trilogies: the bosses. The prequel trilogy had a whole bunch of characters that were basically level bosses, such as Darth Maul, Count Dooku, General Grievous — even Sebulba, as the only opponent with a distinct name and personality, is effectively a boss for the Super Anakin Kart sequence. Darth Maul was a disappointment as a character in the movie, especially after all the hype, because all he did was attack the heroes every once in a while. But in a game, that’s not disappointing at all; it’s exactly what we expect. So the prequel trilogy gets a gold star for its colorful array of baddies. In the original trilogy, it’s basically Vader, Vader, Vader. Oh, and briefly Boba Fett, but mainly Vader over and over again, on the Death Star and Bespin and Dagobah (even if that’s just a mystical vision, it’s still a boss fight), until the end, when you fight the Emperor, who isn’t very interesting as a fighter — he basically just zaps one of the two player characters with Force Lightning until you switch to the other character and hit him. They had to turn that scene into a series of platformer puzzles in order to make it viable.

[added June 9 2007] Vader basically has the opposite of Darth Maul’s problem. Unlike Maul, he does a great deal more than just attack the heroes: he captures the princess, interrogates her by extreme means including making her watch him destroy an entire planet, orders underlings around and force-chokes them to death when they fail him, exposes Obi-Wan’s lies, and ultimately switches sides and betrays the Emperor. But only the last of these points translates into gameplay; the rest are shown in cut-scenes, if at all. So he’s less interesting as a videogame character than as a movie character.

Lego Star Wars II: Extras and Secrets

Getting through the Return of the Jedi section of Lego Star Wars II didn’t take long. Cleverly, they used Vader’s redemption at the end of the movie as an excuse to turn him into a player character. This was something of a relief, because it means there’s one Dark Force wielder who doesn’t have to be purchased with lego studs. Once you’ve been given control of him once, you can have him in Free Play mode whenever you like.

About those lego studs. Lego studs fill the same role as “bolts” in Ratchet and Clank: little money items that you acquire mainly by breaking stuff. Some of the various secrets and extras can be purchased with lego studs, but, in most cases, you also have to unlock them by completing some other task, such as completing a level or finding a special “power brick”. There are also gold bricks which accumulate to open up bonus areas, and which are mainly earned by accumulating a certain threshhold of lego studs within a single play-through of a level. It’s all rather byzantine, but it’s done with juicy feedback, both when you attain a goal and again as a summary of your accomplishments on finishing a level. Even if you don’t know what you’re doing, you know when you’ve done it, and even if you don’t know what it means, you know it was a good thing.

To use my earlier nomenclature, finding power bricks is a Challenge, and accumulating lego studs is an Activity. So getting all of the extra powers requires both. One of the powers is particularly worth noting: it multiplies stud yield by 10. So this would be the perfect thing to aim for in order to minimize your time spent stud-farming, except for the fact that it costs more than all the other purchasable items put together. Seriously, there are only two reasons to go for that one. One is that you just enjoy making your games display very large numbers — not something that appeals to me, but this is for the people who keep on trying to beat their own high scores at games they’ve already won. The other is the completist’s urge to catch ‘em all, to not have any gaps in their collectibles. Well, Lego Star Wars II is officially off the stack now, but I definitely want to keep hunting secrets at least until I finish all the mini-kits. (Each level has one, in ten scattered and hidden pieces. I don’t know much about the toy line, but I assume that they’re all replicas of actual purchasable lego kits.) Whether I go for the 30-million-stud exercise in uselessness depends on how close I am to it after that.

Lego Star Wars II

When I first became aware of the original Lego Star Wars game, my first thought was of an enormous lego Death Star that I had seen in a store window. The whole idea of taking that huge sphere of grey bricks and blowing it up, sending a firework-like shower of lego flying through space in all directions, was tremendously appealing to me. So you can imagine my disappointment when I learned that the game only covered the prequel trilogy, and my delight at the sequel covering episodes 4-6. That’s two Death Star explosions, one in 4 and one in 6.

Well, I can report on the first of those explosions now. It wasn’t all it could have been. The game keeps the scale too consistent to make the moon-sized Death Star noticably lego-like from a distance. Still, that’s the only disappointing thing in this game so far. (It’s so similar in style and gameplay to the first Lego Star Wars, it usually meets expectations exactly.)

The Lego Star Wars videogame franchise is, needless to say, peculiar. Game adaptations of things that are adaptations themselves actually aren’t all that unusual, but usually it goes book — movie — game (like the various Lord of the Rings and Harry Potter movie tie-in games) or comic — movie — game (like the mandatory tie-in game for every superhero movie since 1990), not movie — licensed toy line — game. 1 One effect of mediating the adaptation of the movies through lego is that it becomes pointless to take it all too seriously. We’re presented by a world, yea, a galactic civilization populated entirely by lego people. The designers run with that, throwing in lots of slapstick and silly hats — the silly hats have no effect on gameplay; a silly hat is its own reward — and allowing comic dismemberment. We’ve heard about Wookiees pulling people’s arms out of their sockets, but now we get to see it happen. It happens quite neatly: Chewie pulls on an arm, the arm pops off.

For all its flippancy, it’s actually a better-designed game than most of the other official adaptations of the saga. Well, okay: there have been Star Wars-based videogames for nearly 30 years at this point. The Death Star trench run and the Battle of Hoth have been made and remade in so many games, it would be surprising if they weren’t getting pretty good at them by now. Indeed, the designers of Lego Star Wars II seem to want to avoid repeating other games here: the trench run is surprisingly short, and Hoth has various innovations added to spice it up. (Basically, the tow cable has uses other han tripping up AT-AT’s.)

Right now, I’m all the way through A New Hope and The Empire Strikes Back, which is to say, I’ve gotten 2/3 of the way to the end. It took the better part of a day. Like the original Lego Star Wars, this is a pretty short game. Or rather, it’s a game for completists, and their close kin, perfectionists. Reaching the end of Episode VI shouldn’t take long, but getting all the stuff — the golden bricks and the hidden multi-part lego models — will take slightly longer. Reaching the end of the game is in a sense only the beginning, just a way to unlock all the characters you’ll need when you go back to hunt secrets. Some optional areas are accessible by using the dark side of the Force. There are only two characters in the movies who can do that, and I suspect that they’ll be the last ones to become available for play.


  1. The only other pattern I can remember seeing offhand is book — comic — game without any movie involved at all. This was done by an adventure game based on Druillet’s comic adaptation of Flaubert’s Salammbo. This, incedentally, is one of three games I own that I discovered only after purchase to be based on French comic books. []

The Dark Crystal: Final Thoughts

Don’t worry!  Kira has a save disk too.Has it really been more than a week since my last post? Believe it or not, I haven’t abandoned the Oath. I just haven’t played any Stack games in the last week, owing to a confluence of (a) tax preparation, (b) nice weather, (c) the release of the new DROD demo (about which more soon), and (d) a certain amount of dread about continuing The Dark Crystal from where I left off, stuck near the end on one of those one-turn guess-right-or-die puzzles that plagued Time Zone. A nudge from a list of recognized verbs got me through that one, and the rest of the game was smooth sailing, aside from some more difficulties guessing the right commands to do things that I knew I needed to do. This game seemed to have that problem more than the other two games, perhaps because of the way that the necessary actions were chosen to fit a pre-existing story rather than designed to fit the game engine.

The guess-the-verb problem is basically how most people remember text adventures. This may seem like an ignorant prejudice to a fan of modern IF, but it has its foundation in these older games. Especially the early illustrated games, where, as I’ve said, the emphasis in development was on the pictures rather than the gameplay, the story, or the prose. I keep being reminded of the ad campaign that Infocom ran in 1983, extolling the ability of prose to create more vivid images than graphics. Sierra’s games were a large part of the reason this was so convincing at the time.

And yet, I think that if you wanted to make a better adaptation of the movie, the graphics, not the prose, is the main thing you’d have to improve here. The Dark Crystal is a more visual movie than many, and the Apple II is stretched to its limits just making a skeksis recognizable and a skeksis and a landstrider as a landstrider. It must have taken a great deal of work to get it even this far — creating graphics was a laborious process in the days before the mouse, and it looks to me like this game contains far more vectors per illustration than its predecessors. But even if you filled the game with still frames from the actual film at full cinema resolution, it would be less than satisfying: the puppeteer’s art is about movement. To really do this movie justice, you need animation.

I understand that there’s a sequel to The Dark Crystal in the works. I’m not sure how I feel about that, especially with the original creators uninvolved, but I definitely look forward to the inevitable game based on it. May it be a better representation of Froud and Henson’s world than this one.

The Dark Crystal: Plot and Characters

I always suspected that this guy was related to Gonzo somehow.I’ve reached the point in the story where Kira, the female lead, shows up. This makes all of the background illustrations different. They could have generalized the problem of adding another gelfling to all the pictures by overlaying an unvarying image of Kira on the same images, like they do with dropped objects. But they chose not to, and it’s probably a good thing. Unless the room graphics are very uniform in layout — which they’re not in this game — that approach frequently winds up displaying things floating in the air or in the middle of a river or something. I wonder again if the experiences gained in making this game led to King’s Quest, with its uniform perspective and sprite-based engine.

Kira’s presence causes the landstriders, which have been present in one room thoughout the game, to suddenly become ridable, something I don’t think I’d have guessed without knowledge of the movie. The Dark Crystal follows the movie pretty closely. It inserts puzzles into the movie’s framework — for example, you have to solve a puzzle to find the double flute that Jen was playing in the movie’s first shot of him — but a significant amount of the game consists of simply replicating Jen’s actions from the movie. The whole thing would probably be bewildering to someone who hadn’t seen the original, but that’s really to be expected. It’s a rare adaptation that really stands on its own. But here, we have the additional handicap of lacking one crucial piece of the game designer’s art, one that hadn’t really been developed yet at this early juncture: cut scenes.

Yes, cut scenes. Strange to think that there was a time before them, seeing what a simple idea they really are, but it wasn’t until the mid-to-late 1980s that they started showing up to any significant degree. It just wasn’t part of people’s idea of how games worked. And without some means of showing things that aren’t happening to the player character, this game has to leave out everything that goes on in the Skeksis castle before Jen gets there. That’s a big chunk of the plot. Instead, the Chamberlain, a major character in the film, just shows up in Jen’s path with no precedent or explanation, and disappears shortly thereafter.

The Dark Crystal

I bet everyone uses this screenshot.I have a perverse fondness for games adapted from movies. There’s a kind of art to them that isn’t found in original works, a balancing act on the designer’s part that I find fascinating, like a highly constrained poetic form. Much of the enjoyment comes, not from the gameplay itself, but from seeing how they used the techinques of the new medium to try to reproduce the feel of the original.

Of course, the answer is often “badly”. Sturgeon’s Law applies, and games based on movies don’t have to try as hard to get an audience. And so it has become common wisdom that games based on movies are hackwork, and best avoided, with the possible exception of those based on the Star Wars franchise (which are more often original works set in the Star Wars universe than adaptations per se). But I don’t care. As far as I’m concerned, movie adaptations cannot be judged by the same criteria as other games.

And in the case of The Dark Crystal, it’s also separated from the bulk of games by history. This seems to be one of the earliest games based on an official movie license — it was released in 1982, the year that also gave us the Tron coin-op game and the infamous Atari 2600 E.T. It was certianly the first movie to be officially adapted as a graphic adventure. So, unlike today’s adaptations, it didn’t have a lot of established techniques to work with. Roberta Williams had to figure the whole thing out from scratch: how close to adhere to the source material, how much to add.

Probably the strangest choice she made was to include Jen, the player character, in the illustrations. Understand that there is no animation, and that Jen’s picture is not a player-controlled avatar. He’s just part of the illustration for each room. This probably makes it the first adventure game with third-person graphics. Appropriately, the text is also in the third person: instead of the Infocom-standard “You are in the Valley of the Stones” or the Scott-Adams-style “I am in the Valley of the Stones”, it’s “Jen is in the Valley of the Stones”. This is very unusual for an adventure game, but I can understand why it was done this way: the illustrations are mostly based on still images from the movie showing Jen, and once you have that, you’re clearly not seeing it through the player character’s eyes. Also, unlike previous Sierra games, Jen is a character distinct from the player, rather than a projection of the player into the gameworld. This would become the norm for them, even as they dropped the third person grammar and addressed the player as the player character (”Oh no, Sir Graham! You’ve fallen off a cliff!”)

I wonder how much these experiments with presentation inspired the development of King’s Quest? The on-screen player character seems like it could be a stepping-stone towards the fully-animated player-controlled avatar. Perhaps this game’s importance to the history of the medium has been grosssly underestimated, due to its being regarded as merely a movie adaptation.

In other respects, the environment has a lot in common with both King’s Quest and Time Zone: it’s mostly a grid of exterior scenes, sparsely scattered with usable objects. This is actually pretty appropriate to the source material, as The Dark Crystal is in large part a travelogue of a bizarre fantasy world, with lots of shots devoted to showing off the sets. I only wish the game had more interactive details. The setting is more fully implemented than in Time Zone, at least to the extent that you can often get one-sentence descriptions of scenery objects, but it doesn’t do justice to the film’s twitching, chittering wildlife. There’s a bit in the film involving what I can only describe as mountain sea-anemones. They lie still, looking like tentacled plants, until, at Jen’s approach, they all simultaneously and busily withdraw into their crevices in the rock. I’d love to be able to trigger that kind of reaction in a game.