Reaching back into the adventure game vault again, I pulled out LOOM. I really had no idea what this game was about going into it, and I had tried to play it once before. It was during overtime at work though, so I was probably pissed, and it wasn't the best time to try anything new. (Before you start judging my work habits, know that we were stalled with nothing to do and were waiting and waiting...and trying LOOM...and waiting.) I don't think I at all grasped what was going on in that initial playtest, and therefore, I didn't stick with it.
What got me to jump in with both feet was The Adventure Gamer started playing it recently, and in his LOOM: Introduction blog post, he made me aware of the existence of a 30-minute audio drama that came as a cassette with the game. It covered much of the backstory, setting the stage for the prologue of the game. I bought LOOM on Steam, so I had no idea the cassette even existed. The audio drama is fairly well done and uses all the voice actors from the game. You could gather the backstory from bits and pieces in the game itself, but I really enjoyed the 30-minute exposition. It pushed me to start playing immediately. Give it a listen on Youtube if you're so inclined.
In short, you are Bobbin Threadbare, a child born of the LOOM. Your mother, Lady Cygna, created you via weaving a single grey thread on the LOOM after losing yet another child. She did this in defiance of the Elders' wishes, who thought this would be playing God. This act of rebellion led them to transform Cygna into a swan, banish her for her disobedience, and left young Bobbin all alone. Fortunately, he was taken in by Cygna's friend Hetchel and raised as her own, and while she was given strict orders not to teach Bobbin the Guild of Weaver's craft, she defied that decree and taught him some simple drafts.
A draft is the weaving of threads by playing four musical notes with your distaff in a specific order to affect change in the world around you. For example, ECED is the Open draft, which can be used to open doors and whatnot. More notes become available as you progress, allowing you to play more advanced drafts that you'll learn along the way.
You'll have to write these drafts down somewhere as there's no way in-game to keep track of them. If you have the original boxed version of this game, it comes with a "Book of Patterns" to write these down in, along with some useful descriptions of the drafts that I'm sure I would have found useful in my playthrough. You can manage without it though so never fear.
Since playing these drafts is the main way to interact with objects in this game, the UI for LOOM is a tad different from other LucasArts games. You don't have an inventory, and the normal verbage of USE, LOOK, PICK UP, etc. is gone. The lower third of the screen is occupied instead by your distaff and an area to display the image of the currently selected object.
When you mouse over an object that's interactable, an image of it will appear in the lower right. Clicking on that object in the game world will keep it selected, and the image will remain in the lower right corner, allowing you to use a draft on it. Clicking on the image itself will allow you to LOOK at the object, making Bobbin say a few words about it.
These controls work well enough...but it is a minor pain in the ass that you can't look for interactable objects while walking. You have to be standing still for the images to appear. I can do two things at once, LucasArts. Let me be efficient. Navigation is also a bit odd when there's multiple planes in one scene. For the most part, clicking high or low on the screen won't make you go forward or backward in the scene. It's the left/right location that's important. In instances where there are multiple depths at which you can move, you'll have to ease Bobbin onto whatever bridge or walkway leads to that second plane because just clicking where you want him to go results in him moving to that lateral location on whatever plane he's currently on. It's odd, but thankfully only two or three scenes share this problem.
Trivial. It's fine. The important thing was that the story was interesting and kept me engaged. The backgrounds were very nice looking, and there weren't any puzzles that were so convoluted that they couldn't be figured out. I made sure to take my own advice and didn't feel rushed or antsy to finish. It isn't a very long game, making it doubly shameful to cheat and look up hints. The few times I did get stalled, I allowed myself to be stuck and came back to it later, confident knowing that it was solvable. This was because LOOM was one of the first LucasArts games to adhere to their code of not letting the user get into some unwinnable state requiring reloading from a previous save or worse, restarting the game entirely. I appreciated this change in game design ideology. It's too easy to think you screwed up in some gargantuan fashion rather than remain calm and assume you're just not trying the right things. This leads to reluctant cheating. Reluctant cheating leads to frequent cheating. Frequent cheating leads to being an asshole. Thanks for nipping that in the bud, LucasArts.
I enjoyed the world of LOOM. There were interesting characters, lore, and unique game mechanics. The game was a bit short and rather easy at times, but it was an enjoyable experience throughout. The real shame of it is that the ending is clearly open ended, setting them up for sequels which never were to be. I'm only 23 years too late, but somebody want to make that sequel? I'm ready now. Telltale Games, perhaps? Anyone, anyone? Bueller?
As most gamers, I have a massive backlog of video games that I intend to play “some day", but as each year passes, that list tends to grow. No more! I intend to play through all my games, either completing them or deeming them bullshit and not worth my time. As I do so, I’ll post about said games here. They may be brandest new. They may be old as fuck. The goal is to beat 1 or 2 games a month until nothing remains of Backlog Mountain. Here goes...
Tuesday, October 29, 2013
Wednesday, October 9, 2013
Sam & Max: Season 1
Just getting this out there... "Sam & Max Hit the Road" might be my favorite adventure game of all time. Of all my adventure games, I'm pretty sure I've replayed it the most and could very likely quote the whole damn thing. Therefore, I was delighted that TellTale Games were going to pick up the torch and bring these characters I love back to video game land for "Sam & Max: Season 1" ...or "Sam & Max Save the World" or whatever the hell they're calling it.
"Season 1?", you say. I know. It's weird. While it's not the first game to employ an episodic release, I'm pretty sure it's the first that I've ever played in that vein, and I'm a little conflicted. Instead of releasing one game that took multiple years to develop, they release individual episodes in much quicker intervals, where each episode is a part of an overarching story. Granted, I didn't really get the full benefit of the episodic nature since I played it seven years after the fact...
I was busy. Shut up.
Each episode is about two hours long. Sam and Max have a new case each episode, all which tie in together to slowly reveal the parts of a massive hypnosis conspiracy.
I feel that it took a couple episodes for the developers to hit their stride. The first three episodes feel very samey. There is essentially three rooms in which the bulk of the adventuring takes place in, plus an additional "boss" area at the end. The puzzles in those early episodes are fairly straightforward, and it's fairly obvious what an object is for once you get it. The formula for those first episodes seemed to be:
1. Notice people are hypnotized in some fashion.
2. Bosco, the Inconvenience Store owner, has an item you don't have enough money for.
3. Your adventure reveals three things you need to do.
4. Do the three things, get money and consequently the item from Bosco, proceed to "boss fight".
5. Go through the Boss Fight dialogue tree a bajillion times to find the correct combo to win.
The fourth episode broke the mold a little bit and was by far the strongest and most enjoyable. The dialogue was better overall, more..."Sam & Maxish". There were more visually interesting locations and lots of back and forth between them. Items were both more obscure in their purpose and could be used in various ways, making the solutions not so obvious. It was the first episode I had to stop and think about a puzzle for a moment. Plus, you're chasing around a giant mechanized Abraham Lincoln, which is pretty great any way you slice it.
The remaining two episodes weren't quite AS good as the fourth one, but they were still solid in that the dialogue was humorous, and the puzzles required slightly more pondering. Visually, there were additions of vehicles on the street to add a bit of life, and in Episode 6, they made it look like dusk. Not huge changes, but I like that you're trying. I also appreciated that, in the last two episodes, they wrote new dialogue for each clickable item. Every episode, I clicked on every single item in that office. Thanks for eventually rewarding me with new funny words. It made it worth it, unlike my obsessive opening of 516 toilet stall doors in Fallout 3, every time expecting a ghoul to leap out and scare the bejesus out of me. Ghoul tease...
Anyway, I enjoyed my reunion with Sam and Max overall, and I'm hopeful for the remaining two seasons. I give Season 1 a rating of...six hyperkinetic rabbity things and vow it won't take me another seven years to get around to playing Season 2.
"Season 1?", you say. I know. It's weird. While it's not the first game to employ an episodic release, I'm pretty sure it's the first that I've ever played in that vein, and I'm a little conflicted. Instead of releasing one game that took multiple years to develop, they release individual episodes in much quicker intervals, where each episode is a part of an overarching story. Granted, I didn't really get the full benefit of the episodic nature since I played it seven years after the fact...
I was busy. Shut up.
Each episode is about two hours long. Sam and Max have a new case each episode, all which tie in together to slowly reveal the parts of a massive hypnosis conspiracy.
I feel that it took a couple episodes for the developers to hit their stride. The first three episodes feel very samey. There is essentially three rooms in which the bulk of the adventuring takes place in, plus an additional "boss" area at the end. The puzzles in those early episodes are fairly straightforward, and it's fairly obvious what an object is for once you get it. The formula for those first episodes seemed to be:
1. Notice people are hypnotized in some fashion.
2. Bosco, the Inconvenience Store owner, has an item you don't have enough money for.
3. Your adventure reveals three things you need to do.
4. Do the three things, get money and consequently the item from Bosco, proceed to "boss fight".
5. Go through the Boss Fight dialogue tree a bajillion times to find the correct combo to win.
The fourth episode broke the mold a little bit and was by far the strongest and most enjoyable. The dialogue was better overall, more..."Sam & Maxish". There were more visually interesting locations and lots of back and forth between them. Items were both more obscure in their purpose and could be used in various ways, making the solutions not so obvious. It was the first episode I had to stop and think about a puzzle for a moment. Plus, you're chasing around a giant mechanized Abraham Lincoln, which is pretty great any way you slice it.
The remaining two episodes weren't quite AS good as the fourth one, but they were still solid in that the dialogue was humorous, and the puzzles required slightly more pondering. Visually, there were additions of vehicles on the street to add a bit of life, and in Episode 6, they made it look like dusk. Not huge changes, but I like that you're trying. I also appreciated that, in the last two episodes, they wrote new dialogue for each clickable item. Every episode, I clicked on every single item in that office. Thanks for eventually rewarding me with new funny words. It made it worth it, unlike my obsessive opening of 516 toilet stall doors in Fallout 3, every time expecting a ghoul to leap out and scare the bejesus out of me. Ghoul tease...
Anyway, I enjoyed my reunion with Sam and Max overall, and I'm hopeful for the remaining two seasons. I give Season 1 a rating of...six hyperkinetic rabbity things and vow it won't take me another seven years to get around to playing Season 2.
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