The Forgotten: It Ends

The end! Huzzah!I seem to have finished The Forgotten. This happened quite abruptly.

Adventure games are often short. I remember completing Myst in more or less a single sitting. They don’t usually leave quite so much unresolved as this game, though. The docs describe this as the first chapter of a multi-part story, but it doesn’t even seem complete enough to be a chapter. It’s more like a story told by someone who stops in mid-sentence to take an important phone call. There are things that are clearly clues for puzzles that never appear, as if they had to cut things out to meet a deadline. The very first thing that happens in the game is that you find a box containing a rusty pistol and a broken pocketwatch, together with a note stating that you’ll know what to do with them when the time comes. Neither is ever used. I suppose that the entire game is just the first act, and Chekov’s rule talks about the third, but still.

It seems to me that there’s something like the opposite of a self-fulfilling prophecy here. (Self-denying?) The attempt at episodic narrative yields an incomplete and unsatisfying game, which results in bad reviews, low sales, and ultimately the cancellation of the project before any more episodes can be made.

By the end, I’d briefly held four cards, but not really gotten a chance to use any of them: two were acquired at the very end, and one had to be abandoned to solve a puzzle immediately after obtaining it. The game’s puzzles were mostly mechanical things of the sort that any post-Myst graphic adventure would have. I also learned, from the journals scattered about in lieu of characters, something of what other people had done with their cards: at least one deck provided the power of time travel, and Amelia Earhart apparently had a “flight deck”. Yes, Amelia Earhart figures into the plot. So does Anastasia Romanov. Using people who disappeared gives the authors an excuse to not have them around where the player can interact with them.

Like I said, constrained and linear. The game provides lots of scenery that you can look at, but relatively little that you can interact with, and basically no way to affect game state other than the ways that are necessary to complete it. In short, it’s a typical post-Myst graphic adventure.

The Forgotten: It Begins

There are basically bones all over the place in this game.So, after spending so much time on GTA3, I figure the next thing I pull off the stack should be as unlike it as possible. It has to be nonviolent, it has to offer highly constrained and linear gameplay, and, most of all, it has to be obscure. Searching the stack, I see the perfect thing: The Forgotten, an aptly-named first-person adventure game from 1999 in the gothic horror/fantasy/mystery genre. When this game was new, I played it until I got severely stuck, then shelved it. Starting over from the beginning, I find I remember very little about the game consciously, but it’s still familiar enough for me to waltz through the parts I had seen before. I’m already into new territory.

The premise of the game is like a cross between Cardcaptor Sakura and H. P. Lovecraft. Individuals called “collectors” pursue magical cards crafted by the powerful and mysterious beings who held dominion over the earth before the rise of humankind, but the cards are a kind of trap, and the collectors who use their power too much wind up collected themselves. This is a promising basis for a game. Collecting items that give you special powers is always fun. But so far, it hasn’t met its promise. I only have one card, and it’s only been usable once, teleporting me like a Myst book to a decrepit and abandoned street in New Orleans. It doesn’t even let me teleport back.

I like to think that every game has a lesson for us, whether about life or about game design. In the case of The Forgotten, the lesson concerns hubris. To quote from the docs:

The Forgotten is not just a single game. It has been conceived, and the plot line developed, as a series of games that will progress over time, each module developing the story line and taking advantage of the latest technology available to us during the development process.

The first installment, It Begins, is meant to introduce the player to the series: the plot line, the recurrent locales and themes, the interface and the basic nature of the gameplay. There are objects and cards collected here that will be used later as the player progresses through the story…

Such confidence! Elsewhere, the titles of the other six episodes are given. Eight years later, this is still the only episode. The official website has some material on episode 2, but this hasn’t been updated since 2002 at the very latest.