I'll get you, Ben Croshaw
Nov. 28th, 2007 03:09 pmNOTE: The cutscenes in this game are VERY gory and bloody, so this game is not for the squeamish. Alternatively, you could read the walkthrough before you play the game, so you won't be surprised.
All things considered, I should probably have heeded that warning. I had known about the 5 days a stranger series (or, as it actually seems to be called, the Chzo Mythos) for a while, but when
dr_dos mentioned that they had been created by Ben "Yahtzee" Croshaw of Zero Punctuation (who is very funny in a Marcus Brigstocke kind of way) it got my interest up enough to play it. And I have now been severely traumatized by an innocent-looking point and click adventure game.
The first in the series isn't too bad on the nerves. It's a bit tense at the same "ooh, this is a bit strange" level of most episodes of Doctor Who (i.e. those not written by Steven Moffat) but isn't likely to generate nightmares. You start off as a cat-burglar planning to loot an old mansion. Little does he know, however, that it's actually a DOOM HOUSE that is possessed by the ghost of what will later become known as John DeFoe - who takes the form of people when they touch an idol kept in the living room and gets them to kill others while wearing a welding mask and apron. And the warning on the download is slightly misplaced, as there are a couple of deaths, a body at the bottom of a swimming pool and a small amount of blood, but nothing like the wanton carnage that you're asked to prepare for.
Then I moved on to 7 Days A Skeptic. Unusually for a direct sequel, this game is set four hundred years after the original and on a spacecraft, which led me to believe that it would be entirely different from the first game. I was wrong. Shortly after the game begins, the crew recover John DeFoe's remains, which were shot into space shortly after the events of 5 Days A Stranger, and roughly the same thing starts happening to them. One of Yahtzee's favourite tactics, it seems, is to show your characters having nightmares. He's done this four times so far in the series, and the annoying thing is that I have not seen a single one of them coming.
The first part that really got me was just after the obligatory section where the hero is accused of the murders and locked up. In the middle of your protests, the possessed body of the captain wanders in behind your captor, breaks her neck and sets you free. Through some frantic clicking, you eventually force the monster into the cell where you were trapped and close it up. And then you wander off to warn the others. Except I went the wrong way, into the maintenance decks by mistake. Realizing my error, I turned around, opened the door and he appeared right in front of me. A scream and a shock cut to my character being strangled, and it was Game Over.
Once Whitney had peeled me off the ceiling, I somewhat foolishly decided that I would be able to continue, after looking up a guide to tell me exactly how to avoid things like that happening. But Yahtzee hits you with three things in a row. After the encounter with the possessed captain, the others decide that it's probably a good idea to escape, and go to sleep while the only available pod is refuelled. (Quite why an emergency escape pod needs a few hours to warm up is never really explained adequately.) In the morning, unsurprisingly, only two of the three remaining crew members turn up. Your character goes down to investigate the doctor's room, and finds what can only be described as a slaughterhouse, with a stitched-together torso abomination on the floor and spare limbs neatly arranged on the bunk bed. You would think that the similar scenes in Silent Hill would have been worse than this, but there's something about the clear pixelled artwork here that disturbs me immensely.
So after seeing that, you grab the key, run out of there as fast as possible, get back to the escape pod, open it up to discover that it is no longer there and are sucked out into space. I died here, and as my last save was before I went into the doctor's room, I decided I'd better stop. Then checked around the flat before going to bed in case anything was just around the corner with a machete.
However, I decided to face my fear and play it again on the way to work today. Passing all those scenes quickly, I got very near to the end, knew exactly what I had to do, approached the door to the captain's room, and the Welder burst out of it and stabbed me to death in much the same way as the captain had earlier. I'm not playing it again.
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I can't begin to describe how little of the mood of the game this shows. |
The first in the series isn't too bad on the nerves. It's a bit tense at the same "ooh, this is a bit strange" level of most episodes of Doctor Who (i.e. those not written by Steven Moffat) but isn't likely to generate nightmares. You start off as a cat-burglar planning to loot an old mansion. Little does he know, however, that it's actually a DOOM HOUSE that is possessed by the ghost of what will later become known as John DeFoe - who takes the form of people when they touch an idol kept in the living room and gets them to kill others while wearing a welding mask and apron. And the warning on the download is slightly misplaced, as there are a couple of deaths, a body at the bottom of a swimming pool and a small amount of blood, but nothing like the wanton carnage that you're asked to prepare for.
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This is a bit more like it. |
The first part that really got me was just after the obligatory section where the hero is accused of the murders and locked up. In the middle of your protests, the possessed body of the captain wanders in behind your captor, breaks her neck and sets you free. Through some frantic clicking, you eventually force the monster into the cell where you were trapped and close it up. And then you wander off to warn the others. Except I went the wrong way, into the maintenance decks by mistake. Realizing my error, I turned around, opened the door and he appeared right in front of me. A scream and a shock cut to my character being strangled, and it was Game Over.
Once Whitney had peeled me off the ceiling, I somewhat foolishly decided that I would be able to continue, after looking up a guide to tell me exactly how to avoid things like that happening. But Yahtzee hits you with three things in a row. After the encounter with the possessed captain, the others decide that it's probably a good idea to escape, and go to sleep while the only available pod is refuelled. (Quite why an emergency escape pod needs a few hours to warm up is never really explained adequately.) In the morning, unsurprisingly, only two of the three remaining crew members turn up. Your character goes down to investigate the doctor's room, and finds what can only be described as a slaughterhouse, with a stitched-together torso abomination on the floor and spare limbs neatly arranged on the bunk bed. You would think that the similar scenes in Silent Hill would have been worse than this, but there's something about the clear pixelled artwork here that disturbs me immensely.
So after seeing that, you grab the key, run out of there as fast as possible, get back to the escape pod, open it up to discover that it is no longer there and are sucked out into space. I died here, and as my last save was before I went into the doctor's room, I decided I'd better stop. Then checked around the flat before going to bed in case anything was just around the corner with a machete.
However, I decided to face my fear and play it again on the way to work today. Passing all those scenes quickly, I got very near to the end, knew exactly what I had to do, approached the door to the captain's room, and the Welder burst out of it and stabbed me to death in much the same way as the captain had earlier. I'm not playing it again.
no subject
Date: 2007-11-29 01:45 am (UTC)Yes, it looks like it's possible to stick yourself there. If you save just after opening the coffin, then when you "continue" you'll be in the room before the coffins but you still won't be able to get past the room. This is doubly frustrating because "just before trying to walk over something dangerous-looking" strikes me as exactly the kind of place you'd want to save. I'm surprised that with my overcautious nature in these games I didn't ever do that.
I haven't ever played any of the Phoenix Wright games, but I have it on good authority that they're fantastic. And there are plenty of freeware examples of adventures around now as well, such as the ones above if you can get through them without diving under the bed, or another one that I enjoyed a few years ago called "Out of Order". They do share a common temptation to look up a walkthrough at the slightest provocation, though. Maybe I'm just terrible at them.
(PS: I read your message. Site exploded again. Bugger.)
no subject
Date: 2007-11-29 02:16 am (UTC)Come to think of it, now I'm not sure why I never did that, either. I guess I just knew that there was something really bad about that slime, and I'd want to preserve the "before-I-spilled-it" state. That, and as far as puzzles go, "you can freely pass this room as long as you don't open the third coffin" is pretty lenient as far as Shadowgate is usually concerned.
Wait, don't you need an item that's in one of the other coffins? I think, now that I'm trying to remember this more clearly, I must have saved before opening any of them because I just knew one would lead to instant death, found the one with the item, and didn't disturb the others. Unless I am just completely remembering this wrong.
And count me in the pile of people saying that Phoenix Wright is amazing. I cannot possibly recommend them more highly. Make sure you start with the original if you play them, though, since the overall story is a direct continuation from one game to the next.
(Perhaps we should switch to e-mail or something. husky kjorteo net.)
no subject
Date: 2007-11-30 01:28 am (UTC)In those chase sequences it has something much like the feeling of Clock Tower, like a nightmare where you're continually hunted by an unstoppable enemy. That was another thing I played for about five minutes before switching off (shortly after finding the body in the shower, as it happens. 5 Days parodies that by getting you to nervously approach a drawn shower curtain and move it aside, only for Trilby to say "Well, that was anticlimactic".
I'm fairly certain that you could get a sceptre from one of the coffins, but I can't remember what it did. The last openable one contained a banshee which escaped and screeched at you, but unusually for Shadowgate, didn't kill you.
(Continued via email, realized it was sent to wrong address, had palpitations, turned out to be a non-existent domain, PMed, emailed, or something)
no subject
Date: 2007-12-03 08:10 pm (UTC)Anyway, I kind of let myself get sidetracked there, but my point is that it's a typical murder mystery, but the very last chapter involves a full fledged "oh crap he's after you" chase from the killer, conveniently dressed in an identity-disguising full black cloak years before Scream came out and wielding a wicked flail. You have to run all around the museum to try and escape him, and just like absolutely anyone in an old King's Quest game who isn't you, he caves your skull in the second he's close enough. Unlike anyone in an old King's Quest game who isn't you, his movement is set to "beeline straight toward you," not "wander around completely aimlessly." It's horrible.
And yeah, I never figured out what was up with that banshee.
no subject
Date: 2007-12-03 09:04 pm (UTC)That situation in Amon Ra sounds pretty much exactly like the final stages of 7 Days, in fact (and an exact example of the situations I talked about in the post I just made to the
no subject
Date: 2007-12-03 09:22 pm (UTC)no subject
Date: 2007-11-30 02:13 am (UTC)The one that actually inspired me to post this is a ladder near the start of the game (I think it's where you use the sceptre, in one of the identical-looking holes in the wall where you have to place sticks, rods, and various other synonyms at random). It's a hole in the floor with a ladder clearly sticking out of it, so you move to it only to be told "Actually, the ladder was broken two rungs down. You slipped, fell to the cold hard stone floor below, broke all your legs and died instantly. You stupid git."
I should have put this in
no subject
Date: 2007-12-03 08:17 pm (UTC)Or, how about the fact that not having a lit torch at any time equals instant death, even in rooms that are clearly not even remotely hazardous. I could understand the rickety rope bridge over a spike pit type rooms, but a random spot that looks more or less like a living room? Even the game's own description can't do better than "You stumble around blindly, and trip and fall down." I can see that, but it's a bit of a leap from "you trip and fall down" to "obviously, you're dead now." That, and some of the rooms clearly have plenty of external light sources. (I can't see a foot in front of my own face without a small torch in the inferno Hell room, huh?) Then again, this is Shadowgate, so maybe it isn't that much of a leap.
And clearly, it was obvious that you were supposed to avoid that hole until you knew EPOR. It just makes sense.