Thoughts, musings, ideas and occasionally short rants on the past, present and future of electronics entertainment
Friday, August 28, 2020
Saturday, August 22, 2020
Eldritch Quest
For those who are too young (or too old) to remember Sierra On-line was a California-based developer and publisher that was known for making a number of adventure game IPs with the word "Quest" in the title. Some of the most famous examples are King's Quest, Space Quest, Police Quest, and somewhat later on down the road, Hero's Quest (eventually renamed Quest for Glory in order to avoid copyright infringement with a board game of the same name). Two of the most defining aspects of Sierra games were item-based puzzle solving and a fair amount of text to support the on-screen visuals. Both of these things are fully represented in The Last Door. Where the game differs though is in the visual presentation. I'm not talking about the blocky character sprites...those are actually very true to the originals; right down to the minimalistic double digit pixel count. In truth, that aspect of the the entire design continues to work surprisingly well. It's kind of amazing how much visual information can be communicated just by adjusting the colors of a pixel or two. Want a character to look baling? Just make the pixel at the top of their head the color of skin instead of the color of hair. To make a character look unshaven all one has to do is use a slightly darker shade of skin tone on the lower two (out of four) facial pixels. No, that aspect is fine, rather it is the background environments that look noticeably different.
Back in the days of King's Quest I to III, Space Quest 1 and 2, in addition to the original Police Quest, every visual had to be made using EGA graphics. This meant developers had to choose a maximum of 16 colors from a total palette of 64 for any given onscreen image. The result was, unsurprisingly, very sharp images made up of mostly primary colors. The Last Door isn't limited by this constraint having access to several orders of magnitude more colors to choose from. Perhaps because of this, the backgrounds have a somewhat murky look (kind of like a low-res scan of an actual photo). On the plus side though, the wider color pallet allows for some interesting use of light and shadow. Combining that with parallax scrolling for foreground, middle ground and background objects, actually produces some truly unique visuals. Despite not being an accurate recreation of EGA graphics, the overall style does tie well into the game's themes of a veil that obscures reality and hides the true nature of the world.
The time period in which The Last Door is set is another interesting choice. 1890s London might be familiar to table-top gaming enthusiasts in the form of the "Cthulhu by Gaslight" RPG. Meanwhile avid readers of fiction might be well versed in that time and place through the works of novelists such as H.G. Wells, Sir Arthur Conan Doyle, Bram Stoker, Oscar Wilde, or William Hope Hodgson. Personally, I found the setting very similar to the "Cthulhu Casebook" trilogy by James Lovegrove, but unlike the other examples, he wrote those novels in recent years and just happened to set them in the 1890s. Regardless, it's an under-utilized setting in video games so I'm glad to see it represented here, albeit in a highly pixelated fashion.
Saturday, August 15, 2020
The Nut Behind the Wheel
Looking at the official soundtrack cover it's easy to draw a parallel to the GTA series (particularly Vice City). However, there's actually an older series that got started on the PSX, a game called Driver: You Are the Wheelman. The title is pretty self-explanatory and it plays a lot like the start of the film "Drive". The player accepts missions via messages left on his answering machine. Sometimes the player has a mutually-exclusive choice between two (or three) jobs and sometimes they get to listen to rather hilarious requests made by people who obviously had the wrong phone number. The missions themselves follow a similar theme of traveling to series of locations, tailing another car, ditching the cops or running someone off the road in one of four major cities: Miami, San Francisco, New York and Los Angles. That last location is the place in which "Drive" takes place. It's also set in around the same basic time period (1980s) and features a number of classic muscle cars. As far as I can remember, Driver was a very difficult game, with a mandatory tutorial at the beginning that was not easy to complete. The sequel allowed the player exit the vehicle and enter another, making it a kind of proto-GTA. Unsurprising, I suppose, when one considers that Driver: You Are the Wheelman and Driver 2 slightly pre-date all but the two-dimensional top-down GTA games.
Interestingly enough, The Driver series was heavily inspired by the old Steve McQueen film "Bullitt" in addition to other car chase films from that era of cinema. So, what we have here is a case of "Drive" being a film adapted from a novel, based on a video game, which in turn was a tribute to another movie. I'm almost tempted to say it should have been a game, but I think in order for a crime-themed driving game to work in this day-and-age the gameplay needs to have a certain Je ne sais quoi in order to work. Otherwise it's just a GTA clone, but with a more limited feature set.