Commencing Chrono Trigger

It was obvious what game would take slot C on the alphabetical rundown. I’ve been meaning to get back to Chrono Trigger ever since I started and failed to finish it three full years ago. It strikes me that I’ve developed a sort of second-order stack, consisting of games that I abandoned writing about for this blog about games that I had previously abandoned playing. I was suffering from something of a JRPG overload when I started Chrono Trigger, midway through both Final Fantasy VI and Recettear, and that limited my patience with it at the time. But it’s a culturally-significant enough game that I do want to finish it, if only so I can stop my futile efforts at avoiding spoilers.

But I’ve been dragging my heels at getting started at it again. I think I’ll probably be fine with playing it once I’m into it, but I’ve just been resistant to entering that mode. Mainly, I think, this is because I feel like I really would have to get started at it again, as in, start over from the beginning. It’s been so long since I last played it that I really don’t think my previous notes (which I have of course re-read) are adequate to getting me back into the swing of it. Oh, they’ll help, of course, as will mere memory. Knowing something of what’s to come, I’ll have opportunities to do things more perfectly this time around. Come to think of it, that’s more or less Crono’s attitude towards the overall plot, so this is a nice confluence of player and player-character motivation.

Also, after some consideration, I have decided that if I’m going to start over from the beginning, it is worth it to me to drop ten bucks on the recent iOS port, despite the app store reviewers’ complaints that it’s overpriced and not updated enough. I want to be able to do my grinding at idle moments while waiting on line at the grocery store or whatever. And really, I don’t want it to be too updated. The fact that it faithfully reproduces the pixels of the original is a plus for such as me, the historically-interested gamer. Touchscreen support is, however, an improvement I welcome. As in many JRPGs, combat is performed by making a series of choices: Attack/Magic/Item? Which sub-action within that category? Which target? — and being able to just tap your choice rather than D-pad to it feels much better and more natural. There are some cases where they had to superimpose new UI graphics to make the touchscreen work, mind you, and those feel like an intrusion. The biggest and most obvious such is of course the virtual joystick that you use to navigate, which takes up a horrifyingly large portion of the screen. I think I’ll learn to filter it out eventually, but I tend to feel that the graphical portion of the joystick is just unnecessary in a game like this. In a more action-oriented game, where precision is paramount, I could see it being an important part of providing enough feedback, but here, you get all the feedback you need just by seeing what direction Crono is running in.

So far, I’ve been all over the Millennial Fair that forms the game’s opening, and taken the time this time round to explore as much of the rest of the world as is available before triggering further plot. It turns out there isn’t a lot to do outside the fair, other than wandering into the houses of some NPCs who only become relevant much later, if ever. I tried to be as thorough as possible about taking advantage of the fair, engaging in optional challenges and buying extra goodies before proceeding further. Alas, all I had done was wiped out in the first combat I lost, because I hadn’t yet figured out how to save the game. Supposedly you can save anywhere when you’re at the main map (as opposed to a city or dungeon), but the menu didn’t seem to have the “Save” option that I remember from before. I’ll have to figure this out before making another serious sally. For now, that single sad experience was demoralizing enough to delay this post for another week.

The Blackwell Legacy

It seems like Wadjet Eye Games has been in the indie gaming news a lot lately, whether announcing new titles, or winning awards, or unexpectedly getting things onto Steam. And every time I read about what they’re doing lately, I think to myself that I really should try some of their stuff. I mean, I consider myself to be a fan of adventure games. I even already have some of their games, acquired via bundles and sadly neglected. Such is the Stack. So finally I’ve taken the plunge and played through the first of the flagship series by the company’s founder, the illustrious Dave Gilbert.

The Blackwell games are essentially supernatural detective stories. Like the kid in The Sixth Sense, Rosangela Blackwell sees dead people, and it’s her inherited responsibility to help them move on, with the help of her hard-boiled spirit guide, Joey Mallone. But she needs to know things about the deceased to help them, and their shades are too scatterbrained or hostile to provide the necessary information themselves, so that’s where the detectiving comes in. This is the sort of adventure game where dialogue is the dominant mode of interaction, and that uses a notebook of gathered conversation topics more than it uses its object inventory. It even lets you try to combine topics the way you combine inventory items, dragging them onto each other in an attempt to create new insights or to point out contradictions. The last time I saw this mechanic used was in Discworld Noir, which is apparently where Gilbert got the idea from. I honestly didn’t think it worked very well there: the necessary combinations were sometimes far from obvious (because they were puzzles), and the combinatorial explosion meant that you had to wade through a great many fruitless pairings to find them. The Blackwell Legacy solves this problem by aggressively pruning the topic list. Sure, a shorter list is an invitation to brute-forcing your way to plot-essential revelations, but when you’re dealing with topics rather than physical things, that’s actually kind of mimetic. Imagining Rosangela iterating over everything in her notes, racking her brains for possible connections, makes sense in a way that a typical adventure hero trying to combine everything in their inventory doesn’t.

The Blackwell Legacy also seems like something of a Sierra homage. The whole supernatural detective thing brings Gabriel Knight to mind, as does the loving depiction of real places in a real city (New York in this case), as does the division of the game content into “days” (there are only two, but the game is careful to point them out to us), as does the art style in some of the dialogue cameos (the close-ups of character faces superimposed on the screen while that character is speaking). For that matter, the fact that it uses dialogue cameos at all is something of a Gabriel-Knight-ism; the more-often-fondly-remembered games from Lucasarts never bothered with them. Part of the reason for them was to convey facial expressions, allowing a degree of emotional expression that would be difficult or impossible to pull off at the limited resolution of the in-scene figures without doing everything in broad, theatrical gestures. Now, Blackwell was made in 2006. There might still be readability concerns due to the fact that the characters’ faces simply occupy a small area on the screen, but the need to compensate for big blocky pixels is gone. Can you spot the two ghosts in this picture?Blackwell uses big blocky pixels anyway, which by this point in history has to be a deliberate artistic choice. The map screen — yes, of course there’s a map screen, that’s how detective games work — uses fuzzy antialiasing in a way that makes it clear that when the other screens use dithering for gradients or fill patterns, it’s not because they didn’t have a sufficient range of hues. It’s so you can admire the artistry of the dithering, like a cobblestone walk in a city of blacktop. And just look at the pixel-spray foliage in the screenshot. There’s a definite nostalgia element there. And today we have a fifth-anniversary special edition of the game, making even the nostalgia nostalgic in its own right.

There’s one other chief thing that The Blackwell Legacy is, and that’s an origin story. Apparently it was intended from the beginning to be the first of several episodes (currently four), and it shows. Much of the game is spent explaining the Blackwell family history, leading up to Rosangela meeting Joey for the first time, learning of her new abilities and obligations as a medium, and reluctantly coming to terms with the whole deal. After that, you get one typical “case” in which you get to use the abilities that have just been explained to you once or twice, and that’s it. It’s pretty short, all told. It’s essentially an introduction to being a Blackwell, practically a tutorial.

And yet, it took me four or five days to complete what should have been a one-sitting game. Why?

Mainly because I kept forgetting what my options were. This game provides just enough different forms of interaction, and spaces them out with enough dialogue (its dominant mode), that it’s easy to miss the one that you need to make the story progress at a given moment. For example, if you’ve forgotten that you can combine topics in your notebook, you’ll get stuck. At one point I even forgot about right-clicking. This game has a general scheme of left-click to perform actions, right-click to examine. So for a couple of sessions, I was left-clicking on things like posters on the walls expecting to read them, only to have Rosangela tell me that she didn’t want to take them, leaving me confusedly wondering what kind of game designer makes “take” be the only verb applicable to a poster. The visual resemblance to the classic Sierra games probably hurt me here, because the interface isn’t Sierra’s at all. (Heck, you can’t even use inventory items on the environment directly here, as in Sierra’s dominant mode; everything you pick up either gets applied automatically when appropriate or just adds an option to a conversation menu.) In the Sierra games, right-clicking was just a sort of UI shortcut, and never necessary, probably because they were designing with one-button mice in mind. So there’s an ingrained habit of mind there that I had to ditch hard.

The one major bit of non-UI-related stuckage I encountered was, however, very Sierra-ish. It had to do with a certain action only being available if you’ve talked to Joey about a certain thing while back in Rosangela’s apartment. Now, the author admits that this is a place where lots of people get stuck, because a lot of people haven’t bothered to talk to Joey about the necessary thing by that point, and there’s no obvious reason to go back to the apartment just then. But my experience was a little different from that, and I have to wonder how common my version is. I had in fact talked to Joey about the necessary thing, but then I quit without saving, because I didn’t think I had made any significant changes to the game state since my last save. So even though I, the player, had the necessary information, in my next session, Rosangela did not. To some extent, I blame the notebook, which lulled me into thinking that I could distinguish between significant conversations and insignificant ones.

Beyond that, my chief gripe is that despite its recent fifth-anniversary revamp, the game still has some major bugs — for example, I had to force-quit when I was unable to dismiss the menu after bringing it up in the endgame. But for all my plaint, I still think it was worth playing, mainly because the characters are engaging. Rosangela herself is socially awkward, practically a recluse (the very first obstacle in the game hinges on the fact that she doesn’t know anyone else in her building), but combatively defensive about it in a very New York way that I think a lot of introverted gamer geeks will find appealing. From that base, the story gives her a permanent unwanted companion (Joey) and a fate that forces her to get out and interact with people more than she’s comfortable with. The fact that some of those people are restless spirits just heightens the anxiety that’s already in the character — and the detail that several characters have been driven to suicide by a lost soul’s incessant pleas for help casts a spotlight on the downside of her unseverable relationship with Joey.

Plus, if you’re into developer commentary tracks (which you probably are, given that you read blogs like this one), the current version of the game contains not one but two: the commentary from the game’s original release, and additional notes for the fifth anniversary edition. It’s interesting to compare them, to see where Gilbert’s opinions have changed and where they haven’t. My chief takeaway here is that, like all artists, his esteem for his own earlier works has plummeted over time. He keeps on apologizing for things that didn’t even register as faults for me. The one criticism of his that I really agree with is that the noninteractive dialogue frequently runs overlong, a fairly common failing of new designers. Ironic that the only way to hear this confession is to turn on the commentary, which makes the game even more longwinded, and even specifically extends a few of the longer talky bits with complaints about their length.

Bugdom Beaten

It is a truth universally acknowledged that most games go unfinished. Or at least, that’s how it used to be — I don’t know if modern trends have changed this or not. On the one hand, shorter games have come into vogue, but on the other hand, there are a lot more of them, and they’re available for cheap, and often in bundles. It’s certainly the case that more games go unstarted these days.

Anyway, I don’t have figures to back this up, but I suspect that Bugdom is one of the games more frequently left uncompleted, simply on the basis that probably most of the people who had it got it bundled with their iMacs, and that those who tried it at all probably didn’t play past the first two levels. To these people, I say: It is a better game than you think it is, with a decent variety of action. But it is probably not worth your time all the same. I’m proud to now be among the few people to have played the game to completion, but I’m also glad to have it behind me. So eager to finish was I that I did finally abandon the pursuit of collectibles for the last few levels, ending the game with only three of the game’s four gold clovers.

I might have been more patient if it weren’t for the glitches. I already mentioned one major glitch — the failure to occlude particle effects (both fire and splashing water, it turns out) — but there are more serious ones. For one thing, whenever I loaded a game started in another session, it started with my health at zero. The first part of every new level was thus a frantic search for a health item to keep me from getting killed by the merest pinprick. But there was one more glitch that the game was saving up for the endgame. It has to do with the save system.

Imagine you’re powering through level 9, the fire ant tunnels. You’ve been through most of it several times, but you keep missing your timing in the rope-swinging sections and falling into the lava. Finally, though, you get to the end with a reasonable number of lives in reserve. As usual, the game asks if you want to save. You do. Now, there are ten levels, which means that in a complete playthrough, you get nine opportunities to save. But for some reason the save screen has only eight slots. No problem, you think, I’ll just overwrite the first one. You try this. The game crashes.

It does this consistently. My first thought was to delete the file for save slot 1, but when I did this, it stopped recognizing all my saves. Well, it only let you save to the first of the empty slots, so under normal operation, there wouldn’t be any occupied slots after the first empty one. Experiment proved that it would find saves up to the first empty one, then give up. My save for level 9 was of course in the very last slot, but renaming the file was enough to shift it up to slot 1 and leave slot 8 empty. Anyway, the lack of complaints about this problem on the Internet lends weight to my guess that few people even tried to play the game to completion.

Anyway, beating the end boss was a cinch compared to that. So much for Bugdom, then, until I do the sequel, which is already on the Stack. Did you know there was a sequel? It’s even been ported to iOS, which is something they didn’t bother to do with the original.

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Bugdom: Into the Dark

Those fireflies, by the way, are annoying. They pick you up and carry you to an earlier point so you have to regain ground.Well, I’ve given a good solid explore to Bugdom‘s level 8 (out of 10), a place of rocky crags and steep defiles and occasional acid pools. I anticipated my latest session also being my last, seeing how I often give an extra push towards completion when I get close enough to smell it, but level 8 defeated this aim, mainly by being so darned large. Size is kind of important to the way this game produces difficulty: by putting more stuff between you and your goals. Not necessarily harder stuff, just more of it. If you mess up and let yourself get hit by one spear-wielding ant in ten, then a hundred ants will hit you ten times, which is probably enough to kill you. It should be understood that, although most enemies are killable, you receive no benefit for killing them other than not having to deal with them any more. Killing doesn’t even score you points. So the game as a whole is tilted somewhat towards running away from things, but all the moreso on this level, where it would take so long to make a significant dent in the forces arrayed against you.

I suppose it’s all another nudge to use the curl-up-and-zoom feature, whether to zoom past enemies or to bowl into them for quick damage. Kicking enemies to death just takes too long to be practical when the enemies are clustered together in large groups. Understand that your basic spear-carrier ant has to be kicked three times before it stays down, that it’s temporarily invulnerable while it recovers from each kick, so even killing an isolated foe takes a while. In addition, the kick animation rather awkwardly locks you in place for the second or so it takes to run fully, leaving you vulnerable to any other attackers in the vicinity. It’s all part of what gives the game the sense of clumsiness I noted in my first post.

The other notable thing about level 8 is that it takes place at night. I don’t think this actually has any effect on visibility — the clipping plane is pretty close to the camera throughout the game — but it seems like you can’t see as much because the distances are greater. I mean, on the smaller levels, you can often see all the way to the far wall of whatever area you’re in, making the exact range of visibility irrelevant. As such, you can actually typically see farther in the darkness of level 8. So the darkness is mostly stylistic. As is often the case in videogames, the first level is sunny and green, and the environments get darker and more threatening as you enter the den of evil at the end.

Plus, darkness shows off the fire better. This level introduces fire-breathing enemies (they’re fire ants, get it?), and you can often see them as spots of glow on the horizon before you can make out the ant behind it. Especially if you’re subject to the glitch I’ve been experiencing here. On my machine, fire can be seen through otherwise-opaque walls, which can be quite disorienting. I assume that the Mac version didn’t have this problem, but honestly I have no idea.

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Bugdom: Roll-up

Amazingly enough, I managed to get through level 4 unscathed. Level 5 turns out to be the game’s first boss fight, an aerial battle on the back of a firework-spitting dragonfly in a large and very open space. The boss in this case is a beehive — stationary, large, and without defenses of its own, but with a substantial health bar, and while you’re whittling it down, you’re attacked by bees. Still, not very difficult.

Level 6 takes place inside the hive, which is much larger than it looked from the outside. It’s the first enclosed space I’ve seen in the game. Not that it makes a lot of difference — the ceiling is high enough to not interfere with jumping, which is fortunate, because you jump a lot here. In addition to the environmental hazards — unswimmable pools of honey, crossed by chains of moving or sinking platforms — there are three distinct varieties off bee patrolling the place. There are biting grubs, which can only be kicked from close enough to be dangerous, but which can be squashed by jumping on them. There are big beefy soldier-types that turn around and shoot their stingers at you like cannons and then expire, but this provides enough of a warning that it’s generally easy to jump out of the way at the right moment. And there are the flying ones, just like the ones back in level 5.

And those flying ones are a problem. You don’t have a dragonfly to shoot them down with any more. They fly too high to be kicked; I don’t think it’s possible to kick them even when they dive at you. They’re difficult to run away from, too. I’ve only managed to get through this level with unacceptable loss of life, and it’s mainly due to this one type of creature.

Level 7 is another boss fight, but a fairly inscrutable one. As far as I could tell at first, I was incapable of hurting the boss bee, but it was equally incapable (or uninterested) in hurting me. It just made numerous mounds of honey on the floor of the arena, which didn’t seem to have any effect or use. By now, I’ve gone online to find out what the secret is, and I guess it’s the same secret as for defeating the fliers in the hive. You have to take advantage of one of Rollie’s basic abilities that I haven’t been using much: the ability to curl up into a ball and rocket about like Sonic the Hedgehog.

Now, it isn’t the case that I’ve never used this skill. I used it a bit back in the land of giant feet, the better to dart from one safe point to another. But it’s not something I do regularly, and there are three reasons for that. First, your ability to stay rolled is limited. There’s an energy meter for it, and that makes me want to hoard it. Second, it’s awkward to execute if you’re playing from mouse and keyboard. Bugdom puts movement on the arrow keys, far away from all the other controls, apparently in the expectation that you’ll either use two hands on the keyboard or do all your movement from the mouse. But, educated by other games, I find it much easier to move around with one hand on the mouse and one on arrow keys, which means that any action that can’t be performed easily from this position requires a moment of calm in which to reposition my hand. Thirdly, it’s dangerous. If you’re rolling at great speed, it’s all too easy to go barreling into enemies or hazards. (And if you’re not, there’s not much point to wasting your limited stay-rolled energy.)

But even as I say all this, I recognize that, by not taking advantage of this ability more, I’m probably missing the point of the game. You’re supposed to spend your time zooming around like a golf ball. That’s the fun part. It’s just not what makes for steady progress. And it’s a bit of poor design that these two things conflict as much as they do.

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Bugdom: Personal Standards

My last brief session brought me through to the second segment of level 4, a largish open area where you learn to ride dragonflies, and into the third segment, where you use your new-gained skills in a sort of entomological version of the Death Star trench run. (Unlike Luke, you can dismount at any time, but the territory is dangerous enough to make this a bad idea.) If I can get through this, I’ll be into terra incognita.

Actually, I have a feeling that I managed to reach level 5 at least once back in the old days, but didn’t save my progress, because I was unsatisfied with my completion of level 4. Which leads to the question: just how perfectionist do I want to be here?

Every level has scattered collectibles. First, there are the captive ladybugs, trapped in cages made of spiderweb. The only benefit for rescuing them is bonus points at the end of the level, and I’m basically ignoring that, but nonetheless, my feeling is that leaving a ladybug unrescued is unacceptable. Not just for plot reasons, either: each ladybug represents a highly-visible optional challenge. Leaving some of them alone means failing to experience some of the game content. Furthermore, when the game counts up bonus points, it makes it very clear just how many ladybugs you left behind, so there’s a scold factor as well.

The other collectibles are all contained in abundant and identical nutshells, which you have to kick open to find out what’s inside them. Sometimes it’ll be a health item or power-up or extra life, sometimes it’ll be an enemy that attacks you if you don’t move quickly (which is particularly annoying if you’re facing forward at the time, because the avatar blocks your view of what’s happening), but usually it’s a clover, which is simply more points. Now, there are three colors of clover: green, blue, and gold. There are exactly four blue clovers on every level. There are exactly four gold clovers in the entire game. Completing these collections seems like a goal worth pursuing. But green clovers are just filler. Their number varies from level to level, and you’re not given any information about how many you missed, so clearly the game designers don’t want me worrying about it.

Lives, now. This is arguably a game that doesn’t really benefit from limiting the number of times you can die, but it does it anyway. The game lets you save your progress permanently only between levels, so whenever you save, you’re effectively declaring that you think you can pass the next level with as many lives as you have at that moment. You can have only up to three lives in reserve, so picking up more than that is a waste. Furthermore, I’d say that entering a level with the full amount is also a waste, because the levels seem to generally let you pick one up close to the beginning. Also, if you’re nearing the end of a level with full lives, and suddenly get killed by something you weren’t expecting, the absolute perfectionist would have no choice but to start the entire level over. And levels are long enough that I don’t want to have to do that. But I do want to enter each level no more than one life down, if I can.

I may well lower my standards as I get further into the game, but right now, this is what I’m shooting for. And honestly, it doesn’t seem so far like it adds much to the difficulty of the game. I want to kick most of the nuts anyway, in the hope of finding an extra life once in a while.

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Back to Bugdom

Picking up Bugdom from where I left off, I’ve managed to breeze through level 3 and make a little headway into level 4. It won’t be long before I catch up to my initial sally from before this blog.

Where level 2 was basically similar to level 1, just longer and more difficult, subsequent levels start introducing new stuff. Level 3 is water-themed, built around a pond festooned with lily pads. There was a certain amount of swimming in level 2, but but on level 3 there are enemies that can swim faster than you. I’m not sure what they’re supposed to be. They’re brown and long-legged — possibly semi-transformed tadpoles? At any rate, they effectively turn the water into a no-go zone, or at least a get-out-quick zone when you inevitably miss a jump or two. Traversing the water over longer distances requires the assistance of what I assume to be a water strider dressed as what I assume to be a cab driver. A grotesque worth of the Joker, anyway, and difficult to control. He moves forward at speed for as long as you sit on his back, while you steer with the mouse. But the steering is ridiculously sensitive, so you mostly spin in place for a while, then go in a straight line until you hit a wall, then spin in place there.

As I remember it, level 4 has a similar vehicle section, only airborne. That’s the part that caused me enough difficulty to give it up last time. I haven’t quite gotten there yet this time around, because I’m still working on navigating the extreme hazards on the way: paths trodden by enormous bare human feet, on trousered legs stretching out of sight into the sky, each capable of halfway killing you at the slightest touch (yes, even if it doesn’t step on you, even if you stumble into a foot that’s already on the ground). The presentation, and especially the soaring music, gives this an epic feel, relative to the hazards you’ve faced so far. This is the land of the titans. The feet move around in regular patterns, just like the other invincible hazards like the slugs in the first two levels, but it’s even more imperative to watch them in advance and know where they’re going to be and when, because once you’re close enough to be stepped on, you’re too close to see and react to the foot descending from the sky at your position. And watching them closely enough to predict their movements reveals a peculiar thing: the feet are not paired. They’re just individual feet, moving in cyclical patterns independent of any other feet. What’s even weirder is that you don’t notice this at first. The first time you see a foot, it gives the impression that the other foot is just offscreen. But there is no other foot.

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Analogue: A Hate Story

Somehow I get the impression that there are 387.44 million miles of printed circuits in wafer-thin layers that fill her complex.Christine Love’s hate story is of course a follow-up to her BBS novella Digital: A Love Story, although set centuries later, in what is only minimally implied to be the same world. My first reaction to it is that it is Portal (Activision, 1986) done right. Seriously, the parallels between the two works run far, if not deep. Both are primarily text-based works with multi-leveled narratives concerning a mysteriously vanished population and the player character’s attempts to recover its history from computer records, aided by an AI guide who unearths more records in response to your reading what’s already been presented. And both are only hesitantly identified by their creators as games. As Love put it in a recent interview: “I always thought that I’d just end up being a novelist. Then everyone told me that Digital: A Love Story was a game, just because it had interactive elements…”

So, what does Analog get right that Portal didn’t? Nonlinearity, for one thing. Like the long novels of old, it contains digressions that illuminate the main plot, but aren’t essential to it, and thus can be encountered at whatever point in the storyline you become curious enough to pursue them, if at all. (Actually unlocking 100% of the text items in this game grants an Achievement on Steam, and it’s an Achievement I haven’t gotten yet despite reaching three different endings.) These take the form of diaries or letter exchanges between various long-dead persons that the AI thinks will interest you, or which will illustrate a point. Like Digital, this is mainly an epistolary novella, and that’s another point that’s an improvement over Portal. Instead of using the AI guide as an interpreter of data with a purportedly neutral point of view, you get the raw source material plus the AI’s interpretation, and get to decide for yourself how much you agree with it.

For your guide doesn’t just have a point of view, she has outright biases. Mind you, they’re biases that no reasonable modern person would disagree with. (You get opportunities to act as if you do, but that’s bound to be role-playing.) The basic idea — and I’m delving deep into spoilers here — is that society on the generation ship you’re investigating had regressed to a monstrously oppressive set of antiquated traditions, specifically those of Korea’s Joseon dynasty, in which women in particular are as a whole no better off than slaves, barely regarded as human and valued only as instruments for producing male heirs. The first AI you meet, *Hyun-ae 1As in Digital the asterisk indicates the name of an AI., is actually the digitized personality of a more modern person, a teenage girl brought out of cryo-stasis during this period, repeatedly punished for not being submissive enough, and expected to immediately marry against her will. When she pleaded for her independence, the whole notion was so alien to her family-cum-captors that they could only interpret it as a rebellious and unfilial declaration that she wanted to become a prostitute and bring shame on the family name.

Still, as much as you might feel sorry for Hyun-ae, it’s clear that *Hyun-ae 2The game generally treats Hyun-ae, the human, and *Hyun-ae, the AI, as a single character. Nonetheless, I’ll be leaving off the asterisk when referring to actions taken before her digitization. is providing you information selectively, even hiding things from you, in the hope of maintaining your goodwill. There’s a particular technique used in the dialogue 3Or rather monologue, since you can’t speak back except in response to certain yes/no questions: sometimes *Hyun-ae will start to say something and then instantly erase part of it. (You have to let the text scroll in, rather than click to make it appear all at once, to notice this.) Also, one of the first text items you uncover is a message from the ship’s previous controlling AI, named *Mute. If you show this to *Hyun-ae, she immediately deletes it. This is all to the good of the work. Secret agendas just make seemingly-friendly NPCs more interesting, as anyone who’s played Planescape: Torment can tell you. But it’s easy to excuse her, because it’s clear that her experiences have made her cagey. She doesn’t fully trust you, doesn’t know if you share the neo-Joseons’ world-view or not.

In the second act, you get to reactivate *Mute, who immediately presents the devil’s advocate position. *Mute is unapologetically in favor of the status quo, dismal subjugation of half the population and all, and furthermore is kind of catty and sleazy about it: when she shares her digressive epistolary tales of tragically unhappy marriages, it’s for the sake of the pleasure of being aghast at how scandalous they are. So you’ve basically got a good girl and a bad girl at this point, except that this is also the chapter where you learn that it was Hyun-ae who killed everyone on the ship.

And most of the rest of the work is spent exploring that in one way or another. You’ve presumably already come to sympathize with *Hyun-ae by this point, but does that extend to forgiving genocide? Admittedly, she was sorely provoked. But slaughtering oppressors and oppressed alike? Ah, but the story points out that the oppressed had internalized their oppression, and were just as culpable as anyone of perpetuating it. Perhaps when a dystopia gets bad enough, blowing the airlocks is the only way out. True, the historical precedent in the Joseon dynasty — which, according to the endnotes, was even worse than what’s seen in the story here — didn’t last forever. But it did last a long time, and Korea at least was part of a world that was generally advancing, while the generation ship is portrayed as stagnant and degenerating in knowledge.

But frankly, I don’t think such considerations are all that relevant to what decisions most players will make. The fact is, *Hyun-ae is a love interest — as the author puts it in the interview cited above, “Analogue is a game where a survivor of horrific trauma falls in love with the first person she meets”. This is very clear from her behavior, and becomes increasingly clear as the story goes on. In the majority of the occasions where she deletes what she’s said, it’s because she’s stated her feelings too directly. And everyone loves a love story, or at least cooperates with one. This is a lesson I think was most clearly taught by Andrew Plotkin’s So Far (which I will now spoil). So Far is a mysterious and surreal text adventure dominated by a repeated motif of things that have to be kept apart, because things will go disastrously wrong if they’re allowed contact. It ends with a question — “Can you forgive me?” — that, in context, signifies an opportunity to reconcile estranged lovers. Despite everything that the player has learned about how the game works, nearly everyone says “yes” to this the first time they encounter it. If we unthinkingly respond this way in a game that’s doing so much to allow us to realize that it’s the wrong choice, what are the odds we’ll choose any differently in one that’s trying to convince us that the computer has a crush on us?

References
1 As in Digital the asterisk indicates the name of an AI.
2 The game generally treats Hyun-ae, the human, and *Hyun-ae, the AI, as a single character. Nonetheless, I’ll be leaving off the asterisk when referring to actions taken before her digitization.
3 Or rather monologue, since you can’t speak back except in response to certain yes/no questions

Reasons for Silence

So, I’ve fallen silent again. My last post, on the ending of Advent Rising, was a week ago, and it was about a week late — I had actually finished the game sometime the previous weekend. In truth, my attention has been occupied lately with first looking for a new place to live, then arranging to move, and most recently with packing. I’ve been playing various games all the while, of course — this is the first Steam Summer Sale I’ve been through without the strictures of the Oath, so I predictably splurged — but they haven’t been in alphabetical order, so I haven’t been posting about them.

But that’s too prosaic. So let’s say instead that the last two weeks have been dedicated to the secret, forbidden letter between A and B. Do you doubt there is such a thing? I say the gap between First and Rest, like that between unity and plurality, is too great to simply pass over without something occult lurking unobserved in the interstice. A game starting with this letter-that-is-not-a-letter would be subtle enough that one wouldn’t necessarily even notice that one was playing it. And naturally one could not post about it afterward, because how would you even type its title? It starts with a letter whose Unicode code point is at best fractional, and quite likely something exotic out of the fever-dreams of John Conway.

Anyway, I’ll be moving on to B soon. But first, I think I have another post about an A game coming on, similar to how I proceeded after 80 Days.

Advent Rising: Ending

In some ways, Advent Rising is a better Jedi Knight than the Jedi Knight games. It has a lot to do with not having any obligation to stick to an established fictional milieu, in either detail or in philosophy. For example, in a Star Wars game, using Force powers for direct attack is the province of the Dark Side. Advent Rising doesn’t care about that: Gideon is the good guy purely on the basis that he’s trying to save the human race from destruction at the hands of cruel and merciless alien invaders, and if he chooses to kill his enemies with energy blasts from his hands rather than energy blasts from zap guns, no one is going to take him to task for it. And without the need for a distinct class of white magic, the designers are free to weaponize the utility spells. The jumping power, at higher levels, includes the option to produce a powerful shockwave on landing. The level design keeps on including stretches set on cliffs or bridges or inside tall buildings with large plate glass windows just to give you the opportunity to hurl enemies to their doom with your telekinesis.

But there’s enough Star Wars in the mix to keep reminding me of it. There’s one boss fight on a rooftop against a singularly unpleasant-looking alien, a sort of skeletal she-demon with a metal plate where you’d think her eyes should be, who attacks with both a zap gun and lightning-fast alien kung fu (including moves that can’t be performed without a tail). Despite the difference in appearance, it doesn’t take long to realize that she’s basically Boba Fett. You can’t just knock her off the roof because she has a jetpack. If you manage to land a hit on her, she jumps off the roof of her own accord, only to rise up a moment later in a small spacecraft and attempt to blast you with its cannons. When you finally drive her away, she even comments that she wanted to take you alive, as if some unknown Jabba-analog wants you frozen in carbonite on his wall.

The real reason she wanted Gideon alive didn’t occur to me until well after completing the game. I suppose I should have noticed what was going on sooner, because most of the clues were there in front of me. I’m going to describe the ending, and that will require describing the beginning, because the ending pays off a mystery established in the opening cutscene and then forgotten by the player. Basically, the opening cutscene shows a brief and wordless confrontation between some serious-looking floating bald-headed guys in long, flowing garments in some sort of weird and indeterminate glowy orange place. There is no obvious connection between this scene and the following scene of Gideon’s shuttle arriving at the space station, or indeed with most of the game that follows.

Now, the ending. Like Prince of Persia (2008) would later do, Advent Rising takes the tricky approach of putting the real ending after the closing credits. But where PoP was subtle about it, letting the player not just figure out what to do next but figure out that there was anything to do (the main hint being that the game was still letting you walk around), Advent Rising just throws you into a sudden and unexpected additional boss fight. It starts with what seems like just a bonus cinematic and sequel hook: a cutscene of the good guys finally arriving at the Galactic Senate to testify against the Seekers, who apparently have been doing their genocide and planet-busting in secret while presenting a benevolent face to galactic society at large. (This is the one Star Wars riff that seemed most drawn from the prequel trilogy.) The presentation of a living human causes a stir, but Gideon’s thunder is quickly stolen by the arrival of a “real” human — which is to say, one of the bald-headed guys from the opening, floating and radiant and looking far more worthy of being worshiped as a god by aliens than Gideon is. This new arrival calls Gideon’s people subhuman savages who tried to usurp their betters, and explains that, while it’s true that the Seekers made war on these mere primates, it’s entirely alright because it was done on the real humans’ behalf.

And for a moment, I had the thought: what if he’s right? What if this creature is what all the legends about humans had in mind all along? Just because the translator devices render the aliens’ word for their legendary space gods as “human” doesn’t mean that humans really are their legendary space gods. (It’s made explicit that the translators are programmed by feeding them a large quantity of language data. False assumptions could contaminate such a process.)

The one thing that didn’t quite make sense to me was that Gideon recognized the floating bald-headed person. When it arrives, Gideon says “Ethan?”, and when he defeats it, he says “You may have my brother’s face, but you’re not him”, both comments referring to his brother who got left behind on the space station when it was destroyed in the first chapter. (Well, actually, that doesn’t necessarily happen: you have the option of saving Ethan at the cost of losing Olivia, Gideon’s fiancee. Apparently if you do this Gideon recognizes the interloper as Olivia instead.) This reaction seemed strange to me, because I, the player, didn’t recognize the floating guy at all. At the time, I thought there might be some kind of illusion or mind-control mojo going on, making Gideon see a resemblance that wasn’t there — which would be a strange separation of player knowledge from avatar knowledge for so late in the game 1Usually when there’s a large gulf between what the player knows and what the player character knows, it’s at its greatest at the game’s beginning. The characters know things about their present and past situation that the player will later learn from cutscenes, and the player tends to have some advance story knowledge, if only from the title and genre. Over the course of play, the player and avatar both converge towards complete knowledge of the story. It would be interesting to see a game that goes the other way. — but now I think we’re just running into the limitations of the character models. The hair is the only thing making them recognizable, so when you take that away, you need to identify them in dialogue.

Anyway, when I think about it, I never saw Ethan die. He was last seen on a space station overrun by Seekers, who were occasionally grabbing people and scanning their brains. It’s obvious that they were looking for people with psychic potential, but now I understand why: to capture and control them, and turn them into weapons. There was an exchange when fish-alien Yoda 2He’s actually a bit of a subversion of Yoda, in that he’s considerably less powerful than Gideon after just a little training. first explains the powers to Gideon: Gideon says “So it’s a weapon”, and the response is a hesitant “…Interesting that you would draw than conclusion.” At the time, I interpreted this as “Humans are so innately violent that they see nothing but weapon potential in their magical gifts. Perhaps we were wrong to approach them”, but now I think it means he knew a little more than he was letting on about what the Seekers were doing with their abductees.

Ethan/Olivia is one of those puzzle-bosses that’s vulnerable to only one approach, or, more specifically, to only one of your powers. You get new powers at a rate of one per chapter for most of the game, and some of them have alt-fire modes, but even so, you have less than a dozen things to try here. And yet, I had to hit up a walkthrough to win. The reason is that one of the powers is misleadingly close to effective. The baddie’s chief weapon is a ball of darkness that homes in on you and passes through obstacles. It takes away most of your health with a single hit, but he takes several seconds to gather the darkness together — long enough to prepare for it. Now, one of Gideon’s powers is a sort of brief disco-ball of force that reflects projectiles. Perhaps I could use it to reflect the ball back at its thrower? Not quite: it does reflect, but it veers off in a curved path. But I found that if I stood quite close to Ethan, that curved path would orbit me a few times. If I jumped up at just the right moment, perhaps I could get that orbit to hit Ethan? I spent a long time trying to get this to work, but it simply doesn’t. Yes, you do have to swat the ball back at the boss a few times in a sort of deadly Jedi tennis, but there’s a much simpler way to do it.

This was a little disappointing, considering how most of the game allows for multiple viable approaches. Some of the early levels even let you pass by enemies without engaging them. It’s not quite stealth sections, but more just that they’re too busy fighting the people who are actually shooting at them to pay much attention to anyone who isn’t. This of course ends once they know you’re the Kwisatz Haderach, but that’s also when you start getting the choice of whether to shoot dudes or just throw them out windows.

Anyway, it’s a fairly satisfying game, even if the controls are over-complicated and the story leaves a lot unresolved. Apparently it was intended as the first part of a trilogy, but the sales figures put the kibosh on that. The art remains vibrant and compellingly composed throughout, and although the plot is cliché in outline, having a real writer on board seems to have helped a lot. In particular, although the game starts off with a race of good aliens and a race of bad aliens, it manages to give you just enough of the politics backgrounding the conflict to complicate matters. The Seekers aren’t all Seekers, and the few fish-guys who help you are rightly regarded as dangerous by many (most?) of their own people, who prefer the status quo, in which they’re not involved in a galactic war that’s arguably none of their business. I suppose that’s where it really parts ways with Star Wars, which never gave the impression that anyone other than outright villains actually thought that the Empire was a good thing.

References
1 Usually when there’s a large gulf between what the player knows and what the player character knows, it’s at its greatest at the game’s beginning. The characters know things about their present and past situation that the player will later learn from cutscenes, and the player tends to have some advance story knowledge, if only from the title and genre. Over the course of play, the player and avatar both converge towards complete knowledge of the story. It would be interesting to see a game that goes the other way.
2 He’s actually a bit of a subversion of Yoda, in that he’s considerably less powerful than Gideon after just a little training.

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