Tag Archives: PC Adventure Games

Phantasmagoria: A Puzzle of Flesh

Publisher: Sierra
Developer: Sierra
Year: 1996
Platform: DOS, Windows

Review: About the only thing that the second installment of this “series” has in common with the original is full motion video.. Otherwise, near everything else, including the writer, director, actors, and genre have changed.

Exit Roberta Williams, enter Lorelei Shannon. Both were involved directly in the making of King’s Quest 7, one of the worst adventure games of all time. I have forgiven Lorelei after doing this project.

Unlike the first game, this is not horror. Shannon’s script has some tense moments, and there’s plenty of gore, but Puzzle of Flesh is more of a sci-fi thriller. And the tense moments that exist become so predictable that they could hardly cause a fright. What this script does have that its predecessor does not is an original plot and character development. During the game the player gets a good feel for nearly a dozen characters.

Curtis Craig, played by Paul Morgan Stetler, is the protagonist, an attractive single introvert who works in a cubicle for a pharmaceutical company as an editor. He’s at the low end of the totem-pole but appears content with his simple life. He’s dating one of his co-workers, but his true love is his pet rat Blob. No one really knows much about him; in fact, Curtis doesn’t know that much about himself either. Of course, some really bizarre, seemingly supernatural things begin happening to Curtis and those around him and he spends the entire game trying to figure out who, or what, is behind these events. Flashbacks are used extensively, giving Craig and the player information, little by little, about what might be going on.

Stetler is fantastic. He rarely overacts, and his non-verbal reactions are often right on target. His gay friend Trevor, played by Paul Mitri, is also very good. He makes a good contrast to Stetler’s character, and his acting appears very natural when he’s being funny (and junior high-like when he’s asked to do drama). Monique Parent, Cinemax soft-porn star, has a similar role here and does well enough for that role. Most of the supporting actors are sufficient, especially Michael Taylor Donovan as Stetler’s supervisor.

The real standout is Ragna Sigrun, who spends most of the game trying to seduce Stetler. Her range is evident throughout, and like Stetler, I found myself unwillingly attracted to her immediately.

The game’s main faults lie within the nature of the beast of FMV games. Continuity is very difficult to achieve, as the switch from still screens to video sequences tends to break atmosphere. Also, characters oftentimes seem to react inappropriately in situations because the player decided to do things in a slightly different order than the author had intended. Ultimately, though, there is very little freedom, as the days do not progress unless the character triggers certain events. Mimesis is broken quite often.

And the plot does have several holes. However, they are minor enough that they will probably not be annoying if you find the script material interesting. I did, so I turned my brain off at times to enjoy the ride. My main gripe is with the end sequence, as it is overlong and requires the player to figure out a puzzle, seemingly for puzzle’s sake. All remnants of pace and tension are wiped out, and as the game ended, I was glad. The last thing I want in a game is to be glad it’s over.  However, I did appreciate the multiple endings.

This game is not for kids. It may not even be suitable for teenagers. Even with the censors on, the heavy adult themes present may be too much for some to handle. A significant portion of the game revolves around S&M, gender identity issues, and child abuse.  Throw on top of that murder, several sex scenes, and lots of blood, and you got something the whole family can enjoy!

Like the first game, it is very short and pretty easy. It took me two days, but I enjoyed myself most of the time. A game like this should probably be short, as the emphasis is on the interactive movie experience and not puzzles. Just put yourself in a dark room and escape from reality for a few hours, much like a good movie.

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Contemporary RatingMedium. A little too much tedium at times, the story not advancing until you click everything that can be clicked.

Cruelty Rating:  Polite. A few points where you can die, but you’ll be saving regularly anyway.

Sam & Max Hit the Road

Publisher: LucasArts
Developer: LucasArts
Year: 1993
Platform: DOS, Windows, Macintosh

Review: A couple of the more popular heroes in the history of adventure games, Sam & Max, freelance police, spawned many rabid fans and eventually their own morning cartoon (that won an award, no less). Sam is a well-dressed, sarcastic canine that was pulled straight out of 40’s noir. Max is crude, narcissistic, and a self-proclaimed violent lagomorph. And they’re both dedicated to solving their client’s plights, as long as there is substantial monetary gain to be made.

The premise is yet another bulls-eye for LucasArts, and is apparent from the opening sequence, where Sam and Max rescue a damsel in distress from a mad scientist, by the simplest method available, a thorough butt-kicking. Shortly after, they make the following discovery:

Max: He’s not a real guy, Sam! Can I keep his head for a souvenir? Why do you suppose its ticking?
Sam: That’s no head, Max! It’s one damned ugly time bomb! Let’s leave this criminal cesspool pronto!
Max: Good idea, Sam. Maybe we can ditch the head somewhere while the credits are running. Mind if I drive?
Sam: Not if you don’t mind me clawing at the dash and shrieking like a cheerleader.

The exchange would be funny enough in an episode of Police Squad, but is classic coming from these furry creatures. Further, after the credits sequence finishes:

Sam: Well, that was a pleasantly understated credits sequence.
Max: I enjoyed the cheesy retro ambiance.
Sam: What the hell are you talking about, Max?

This self-awareness remains throughout the adventure, with Sam and Max making comments to the player and to the game designers. In fact, how you feel about the game will rely heavily on your taste in humor, as you will be barraged with one joke after another, some subtle, some crass, and some intentionally lame.

As for the game itself, the plot is quite bizarre. Your case directs you to find a missing “Bigfoot” and a giraffe-necked girl that were kidnapped from a carnival by country-western star Conroy Bumpus. You’ll visit several quirky tourist traps, some based on real places, like the World’s Largest Ball of Twine in Minnesota, with exaggerated effect. The characters you meet are mostly human caricatures intended to dig at pop culture, country music, and Western civilization in general. The interface itself is point-and-click and very intuitive. The graphics are sharply detailed, and the soundtrack is adequate. There are no dead ends, timed puzzles, or other such annoyances for the beginning gamer. And the voice actors for Sam and Max are excellent, with the supporting case up to the task, including a Bigfoot who has seen too many James Stewart flicks.

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The puzzles are inventory-based, and few are of the lock and key variety. While you play the game as Sam, Max tags along causing trouble over the screen, but you can use him as an inventory item to solve any number of puzzles!  They usually involve gratuitously disgusting or violent acts, but not always. While nearly all of the puzzles are unique, they unfortunately require leaps of logic from the player on more than one occasion. They aren’t terrible, but slowed down the pace of the game considerably for me, which is the last thing I want in a comedy.

As typical for LucasArts, there are several amusing mini-games to play(including an entertaining variation of Battleship), Lucas films are spoofed (with a hilarious puzzle from Raiders Of The Lost Ark), and a few Easter eggs are present. I enjoyed many parts of Sam and Max, but was not satisfied on the whole. The characters seem more suited for a PG-13 or an R-rated audience, but their humour is necessarily toned down for the PG audience it was also aimed at. And while I laughed out loud a good half-dozen times, I feel as though their potential was never realized.

Thankfully, Sam & Max’s adventures didn’t end here.  They have three whole new adventures thanks to Telltale Games.  If I finished those, I am sure all three would hit the top fifty.  But despite enjoying them immensely, I sadly haven’t found the time to finish any of them.

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Contemporary RatingHigh. While some of the puzzles are unfairly difficult, a quick trip to an on-line walk-through should eliminate most of the frustration.

Cruelty Rating:  Merciful. Like with most LucasArts games, you can’t even die, let alone get stuck.

The Beast Within: A Gabriel Knight Mystery

Publisher: Sierra
Developer: Sierra
Year: 1995
Platform: DOS, Windows, Macintosh

Review: Sierra took a risk by taking a successful game (Gabriel Knight: Sins of the Fathers) and completely changing the interface for its sequel. The second game in the Gabriel Knight series is strictly full-motion video, with real actors attempting to bring the story to life. Compared to other FMV games, The Beast Within is a rip-roaring success; but the nature of the beast unnecessarily hurts the series.

This time, the game takes place entirely in Germany. The local town is need of Gabriel’s “powers” to help rid themselves of what they believe are werewolves. As he is once again experiencing writer’s block (after his successful book based on the last game!), Gabriel reluctantly agrees. What follows is a six-chapter series that slowly dishes out an engaging plot, only a little more predictably than before. This time around, the player alternates between playing Gabriel and Grace (his employee from the first game), as they both must research the problem and risk their lives to fulfill their destinies.

The game is fairly easy, with a faithful dose of hotspot clicking to advance the plot. However, there are still many inventory puzzles, and quite a few are entertaining to solve, including one that involves splicing tape recordings. What really holds the game back is the same problem with its predecessor, multiplied threefold. At more than one occasion, Grace must nail every hotspot in a handful of rooms, merely for information gathering, with no indication that it is necessary.

The other disappointment, frankly, is the acting, especially that of the two main characters. In Sins Of The Fathers, Gabriel was a hunk and a cocky sonofabitch, with layers of depth and sensitivity buried underneath the tough exterior. Here, he is pretty much a wuss, and not at all attractive. Grace is not any better, overreacting to nearly every situation while being passive-aggressive with everyone she meets (again, unlike the previous game, where Grace is cool, with a cutting wit). Thankfully, the supporting cast puts in top-notch performances, especially Peter LucasWolf Muser, and Fredrich Solms.

While the writing at times leaves a bit to be desired (including humor, which is almost non-existent), the story and characters are enough to draw the player in through to the end, which like the previous game, is well-developed and thoroughly intense. The only major beef I had with the plot was that even though I discovered who the antagonist was well before game’s end, I couldn’t do anything about it because Gabriel didn’t know (and he should have). Instead of simply implementing mutliple endings and/or plot branches, I was squeezed through a painfully linear endgame.  Thankfully, the final puzzle is pretty damn good, leading to a satisfying ending.

Overall, this game was a success, widely considered the adventure game of the year. It is a worthy play, but probably only to fans of the series.

Contemporary Rating: Medium. Very easy to play, but the insane amount of pixel-hunting at times would drive modern gamers batty.

Cruelty Rating:  Polite. There are a couple of situations where you can die and must save before hand just in case, but the situations are very obvious.

Rise of the Dragon

Publisher: Sierra
Developer: Dynamix
Year: 1990
Platform: DOS, Amiga, Macintosh, SEGA CD

Review: Dynamix introduced their first game in the adventure genre in 1990, and while it suffered a little from the inexperience of the game designers, it still soared high and above most of its competition.

You play Blade, a former cop who didn’t work within the system and is now a private dick. The mayor’s daughter, an addict, has been killed by a mysterious drug. The mayor has hired you to not only investigate her murder, but the organization that is behind everything. The setting is in Los Angeles in the near bleak future, and most of the game revolves in and around Chinatown; however, there are very few locations to visit in the game.

The locations therein are well realized and the digitized graphics are sufficient if not a tad bit grainy. The sound does a superb job of staying in the background, hardly noticeable but still reflecting the appropriate mood. The icon interface is very intuitive, with most commands executable with one click of the mouse, while not being too insulting. Items can be dragged to and from the inventory and combined with ease. There are enough subtle hints, background imagery, and red herrings in the game to make the point’n’clickin’ meaningful.

Where Rise of the Dragon really stands out is the pacing of the game. Though it doesn’t get mentioned often, the pace of a game can easily make or break the player’s enjoyment. Blade lives in real-time. The world moves on with or without him.  More importantly, characters respond appropriately to Blade’s actions and remember them as well. Piss off an informant?  Forget about getting anywhere on that lead. Apologize to your girl?  She’ll remember your sincerity later. Talking with characters prompts conversation trees that can wind out to several different outcomes. While the game can never be put in an unwinnable state, the more you screw up, the less likely you’ll be able to deduce what’s going on around you.

apologizing to your girl

Though there is a time limit, in the game and in some sequences, it is not too constricting.  You are allowed extensive exploration as well as the “restore” command to beat the clock. One of the game’s treats is the numerous ways you can creatively kill yourself. After I won the game, I spent a good amount of time searching for all of the possible death scenes and the four alternate endings.

Ultimately, the game’s biggest disappointment is its brevity. Perhaps I’ve just played too many games, but I was able to complete this one in about three hours. The puzzles are none too difficult, and there simply isn’t extensive enough character or plot development. There are also two arcade sequences involving using your weapon of choice. The first one is implemented seamlessly and is simple enough, while the second is very clunky and abruptly ruins the flow of the game near the end. While you can skip them if you so choose, continuity is sacrificed.

Despite it faults, Rise of the Dragon should please most adventure gamers as it does a wonderful job of creating a realistic, non-linear environment without ever forcing the player to read the authors’ minds by solving obtuse puzzles. Certainly worth an afternoon.

Contemporary RatingMedium.  The game’s time limit combined with the pointless arcade sequences could scare some people off.  However, if the game intrigues you it shouldn’t be too much a barrier.

Cruelty Rating:  Polite.  You need to save the game regularly, but you can’t get stuck and dangerous situations are apparent.

The Dark Eye

Publisher: Expert Software
Developer: Inscape
Year: 1995
Platform: Windows, Macintosh

Review: If I scored games on originality, The Dark Eye would probably have the highest score. One of the few adventures that has no inventory, the player weaves through three Edgar Allen Poe stories, as well as one original, haunting tale in true Poe fashion.

The game begins with you arriving at your eccentric uncle’s mansion, simply on a trip to visit him, your brother, and your cousin. You learn quickly that your uncle disapproves of the relationship between your brother and cousin and a plot begins to develop, growing darker at every turn. However, to advance the plot you must enter the world of Poe’s stories.  The three works you explore are The Tell-Tale HeartThe Cask Of Amontillado, and Berenice. You get to complete each story playing both the victim, and the victimizer, unable to change the course of the original story. The farther you advance, the more of the plot you see, until the last story is finished where the game’s end is revealed.

The characters are strictly claymation, in both the real world and in Poe’s stories. At first this may seem like a turn-off, but the brilliant acting (especially by William Burroughs) combined with the dark, ominous setting draws the player into their world. The only drawback in this department is character movement, which is very blocky and poorly rendered (perhaps intentionally, but not to my taste).

However, despite being an interactive story without puzzles, the gameplay mangles some of the tension. To trigger advancement in the story, one must click on various objects on the screen, which will trigger events or, at times, memories or voices. Many times this whittles down to a monotonous exercise in guess-and-check, creating more frustration than tension. Additionally, it is often difficult to discern what direction you are heading. There is at least one time during the game where I kept turning around in circles, pleading for an exit before I was felled by carpal tunnel.

Though the game can be played without having read any of Poe’s stories, I’ll guess that it is more enjoyable if one knows the material heading in. The story and the motivations of each character should make a little more sense. There’s also the foreknowledge of the tragic end, which being forced to endure satisfies any internal sadistic tendencies one may have.

Of course, if you don’t like Poe, you probably won’t enjoy this game. For those who do, I strongly suggest playing this fascinating, if imperfect, campaign. And while I found the final Easter egg to be overlong and dull, those who win the game get to hear Burroughs do a reading of Poe’s The Masque of Red Death.

Contemporary RatingMedium. What is essentially an interactive movie is not made intuitive, which is amazing when you think about it.

Cruelty Rating:  Merciful.  You can’t win the game unless you die!

Callahan’s Crosstime Saloon

Publisher: Take-Two Interactive
Developer: Legend
Year: 1997
Platform: DOS

ReviewLegend might have raised the bar with this game. They had to tap into many talents to make the game as good as it was. They certainly did not lounge around while this was in production. Inn fact, you could say they put more effort into this one more than any other. I’m even confident enough with that opinion to go pub-lic with it.

And if you could stomach that pun-filled synopsis, you might want to try Callahan’s Crosstime Saloon. Based off series of books by Spider Robinson, you fill the shoes of Jake Stonebender, a reserved man with a haunted past, witnessing and partaking in the strange goings-on in the titular tavern. You’ll run into many fascinating friends, ranging from vampires to aliens to talking dogs to time travelers and even some regular ol’ drunks, who all respect one another’s privacy and can’t go three sentences without starting an all-out pun war.

The overarching plot is that our universe is about to be eliminated by an intergalactic council because there is nothing unique about it, thus being labeled a tax on resources. The creator of our universe is allowed some time to make a defense for his project, and decides to head to Earth to see if anything pops up. Oblivious to the fact that end of the world is near, you (as Jake) must traipse through many other hurdles (such as preventing an alien species from sucking all the testosterone from Earth) and help out your friends (possibly by heading to the future to save a certain cacao plant from extinction) in order to pass the time. Meanwhile, the universe’s creator is keeping a close eye on your adventures.

The game starts with the player attempting to win a contest at the saloon by solving various riddles of a pun like nature. The theme for the night (which becomes soon obvious) is classic rock bands.  One clue is “Slender Projectiles + Legend.” In other words, “Arrows + Myth.” Thus, the answer for that riddle is Aerosmith! I absolutely love word puzzles, so this game hooked me immediately. The rest of the game is based less on word puzzles than on quirky inventory-based puzzles that make sense only in the bizarre environment you encounter through your adventures. On several of these adventures, you will have a partner (from the bar) who comments on your predicament and even helps out on occasion.

Your enjoyment of the game will highly rely on your taste in humor, as the personalities and subsequent jokes by this crazy bunch of characters is the heart and soul of Callahan’s Crosstime Saloon. There are some logically satisfying puzzles, but many are contrived and feel like busy work. Meanwhile, the game includes responses (in full speech) for thousands upon thousands of actions. While this attention to detail is appreciated, most of the game is spent listening to the narrator drone on about various tangents. Some of the commentary is amusing, but it eventually feels like a chore. I zipped through the first half of the game, but the redundancy slowly bored me right up until the final chapter, when I was happy to see the plot finally moving along.

The other highlight here is the four solid folk songs interlaced throughout, written and sung by Spider Robinson himself. The Drunkard’s Song is fantastic, and the author has released a CD of his own.

I laughed out loud a couple dozen times during my playthrough, and was pleased to see many unique features (and gambles) taken by the developers. But when all was said and done, there were too many flaws to give this game a high ranking, though I would still recommend it to fans of the author, of Legend games, and puns.

Contemporary RatingHigh.  Intuitive game, easy interface.  Though, if you’re not a native English speaker, the game would be difficult at times.

Cruelty Rating:  Merciful.  You can die, but there’s no need to save as you’ll get taken right back to where you were.

Indiana Jones and the Last Crusade

Publisher: LucasArts
Developer: LucasArts
Year: 1989
Platform: Windows, DOS, Amiga, Atari ST, CDTV, FM Towns, Macintosh

Review: One of the first adventure games by LucasArts filled me with great anticipation as it is based on one of my favorite movies. I was optimistic as the game was by one of the great software production companies, but hesitant because movie licenses are often botched horribly when turned into games. However, it works here for a few reasons.

For starters, the adventure movie the game is based on feels more like a collection of great scenes than a seamless, timeless story. There are many great set pieces and fun action sequences that take precedence to the father/son subplot and symbolic undertones. One can debate the effect this has on a movie audience, but it’s simply bread and butter for a game. Creating a solid flow to a game with a progressing, engaging plot is very difficult when you must often halt the experience with puzzle-solving. LucasArts never had to worry about this.

Secondly, much of the movie’s charm came from the wacky, slapstick humor and numerous in-jokes to Spielberg and Lucas fans. The producers and writers of the game took the exact same formula, changed many of the jokes, and hit dead on with quite a few of them. They even made fun of their own material, breaking the fourth wall if the joke works. For example, take the scene near the end of the movie where they enter the palace near Iskenderun. In the game, as in the movie, Indy sees a decapitated head roll in front of him. Here, he turns to the “camera” and says, “Yep.  This is the right place!”

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Lastly, the puzzles have been changed just enough to not be automatic for those who have memorized the movie, yet still fair and sometimes challenging. Many puzzles have multiple solutions, and the game can be made much easier (or difficult!) depending on who you make friends with and who you can trick. Even the obligatory copyright puzzle includes game elements that can make the puzzle easier or harder depending on your adventure skills. There are also four different endings to obtain, only one similar to that of the movie.

And if you get stuck? Forget puzzle solving and fight Nazis using your bare hands! There is almost no puzzle that can’t be solved by fighting, though it is difficult, not all that intuitive, and hard to keep your strength up after five or six fights.  Thankfully, there is no puzzle that requires you to fight.

My only major gripe with the game is the conversation trees. Many of the puzzles revolve around Indy using his wit to fool Nazi guards into letting him pass by without a fight.  Many times, this is done simply by saying the right things. Unfortunately, there are usually no clues as to what may work and what will get you a right uppercut. What will fool one guard will not work with another, even though their is no discernible difference between the two personalities.  So at times it becomes a “guess-and-check” routine, saving and restoring until you exhaust your options and make it past.

Oh, and there is a pointless maze.  @!#?@!

While the game feels dated due to the limitations of the engine used at the time, it is still likely to warm the heart of any true Indy fan. Those who have not seen the movie, or any of the Indy movies, will likely miss many of the jokes and get frustrated trudging through an otherwise mediocre puzzle adventure. I fit into the former and felt it was well worth my time.

Yes, you can punch Hitler. 

Contemporary RatingMedium.  The random conversation trees and frequent need to save and restore would definitely turn off some.

Cruelty Rating:  Polite.  You can die frequently, and you must therefore save frequently.  But you can’t get stuck.

Hero’s Quest: So You Want To Be A Hero

Publisher: Sierra
Developer: Sierra
Year: 1989
Platform: DOS, Amiga, Atari ST, PC-98

Review: Due to copyright conflicts with Milton Bradley, Sierra changed the series to Quest For Glory. They later remade this game as Quest For Glory 1.

Definitely one of Sierra’s finest concepts, Hero’s Quest combines the adventure and RPG genres to create a game that not only appeals to both fans, but has great replay value as well. You can select from a hero, magic user, or thief to complete your quest.  While the paths are virtually the same, most puzzles are solved differently based on your skill set, and you are treated differently by your peers.

I love the game’s premise, and it is one of the funnier offerings Sierra has on the shelf, but the battle system left me shuddering. I prefer turn-based combat rather than hand-to-hand, but I can enjoy the latter if it’s implemented well. Unfortunately, this system is not intuitive and hardly engaging. I found fighting to be more of a chore than an opportunity.

However, I seem to be in the minority, as this game is lauded by nearly all. Computer Gaming World awarded it the best adventure game of 1990. I genuinely like it myself, and would recommend it to fans of 80’s adventures, but the RPG elements here more or less ruin it for me.  I have not played any of the game’s four sequels and probably will never do so.  From what I’ve read, the second installment is even better than the first, with the series gradually getting worse from there on out.

Contemporary RatingLow.  The parser responds pretty well to commands, but I can’t imagine why anyone would put up with the outdated battle system today.

Cruelty Rating:  Tough.  You can die from hunger or exhaustion, and there is at least one way to die by not having an item with you at a certain time.  All of these situations are obvious and fairly easy to prevent, but you can still get stuck if you’re not careful and will have to restore back to an earlier point.

Mean Streets

Publisher: Access Software
Developer: Access Software
Year: 1989
Platform: DOS, Amiga, Atari ST, Commodore 64

Review: The first of six games starring private detective Tex Murphy, Mean Streets broke ground where adventure games had yet not traveled. The true definition of a hybrid game, Access Software took several chances with the design. Combining inventory puzzles, interrogations, arcade sequences, and even a flight simulator, the developers threw in everything but the kitchen sink.  Either the game would appeal to a wide market, or alienate everyone. Not every experiment proved successful, but everything is held together by the game’s personality.

Tex Murphy frequently tops lists of greatest adventure game characters. While most of those amorous feelings toward Tex likely rest with the later games in the series (where Tex is in his full-motion video glory), the springboard is Mean Streets. Moving to San Francisco in the near post-apocalyptic future, Tex accepts $10,000 from bombshell Sylvia Linsky, who’s looking for answers regarding her father’s suspicious suicide. Tex, obviously a film noir buff, plays the part to the hilt. His arrogant, calculating demeanor is offset by his charm and good looks. He employs, predictably, a cute and innocent secretary, who obviously has a crush on him. He also has an exotic, sultry informant, just one videophone call away. He also has a quid pro quo relationship with one of the local detectives. In short, he’s a well-done cliché.

But it’s not just Tex that has personality.  The entire game oozes cool. The future is as bleak as every good 60’s bomb-fearing prophet would have you believe. San Francisco is divided, the fallout mutants segregated into the bad neighborhoods. The politics in the city are practically militant. Corruption is commonplace. Nobody trusts anyone, including Tex. And everybody has a fucking gun.

The gameplay itself is average at best. With no mouse support, the interface is clumsy. Basically, play goes like this: travel to residence of witness/informant, interrogate said witness on a limited set of topics, bribe or threaten as necessary, get new information, and repeat ad nauseam. Interludes include arcade sequences where you must duck under bullets–they’re slow bullets–and shoot the endless bad guys. Occasionally, you must raid someone’s home or office, steal their valuables (hey, someone’s got to pay for Tex’s ammunition and bribe money), disable alarms, and find more clues.

The arcade sequences are all exactly the same, with background swaps. They’re incredibly easy, and ultimately boring. Further, they’re entirely silly, detracting from the atmosphere. The flight simulator is clunky and also pointless. Nothing happens in your hovercraft other than going from one location to the next, so after the first couple of trips, flying becomes a chore.  Thankfully, there’s an autopilot option available, so whenever you need to go somewhere else, you can simply set the course, head to the fridge, and come back a couple minutes later when the craft finally lands.

The entertaining parts are the typical adventure game fare. Searching residences is rather easy, as you simply select actions and objects from a menu while walking around. But there’s so much to see in every room, and by the time you’re through investigating, you have a pretty good picture of the occupant. The hit man’s got cigarette butts, a blow-up doll, and a briefcase with a tag that threatens the life of whomever touches it. One suspect’s beach home has lingerie and handcuffs lying about, evidence of an affair with another suspect. Try to taste the lingerie? The game responds with disgust at your impure thoughts. Try to eat the two-day old pizza? The game lets you do so and tells you how lovely it was. Swallow the contents of the mysterious bottle? Meet the grim reaper. In fact, there are many entertaining ways to off yourself, a part I always yearn for. And there are also several hilarious pop culture references, my favorite poking jabs at Lost in Space.

Meanwhile, interrogation is even easier, but fun nevertheless. The various personalities you run into are a blast, but besides that, Mean Streets broke a lot of new ground here. Digitized graphics were almost unheard of in 1989, and the actors all pose for their parts well. This was also the first major game to have 256-color VGA graphics and have digitized sound from the PC speaker! The speech is minimal, but what’s there adds more flavor to the game.

The game is fairly non-linear, with clues obtainable via many sources. Having enough money for bribes should never be an issue as long as you steal enough from the various homes you enter. Ultimately, Mean Streets is one heluva easy game (with a fairly predictable plot), unnecessarily padded with the non-adventure elements. But it contains enough great dialogue, characterizations, and atmosphere to warrant at least one playthrough by fans of the series. It’s certainly easy to see why a sequel was soon forthcoming.

Remember, the only good freak is a dead freak.

Contemporary RatingLow.  The confusing and time-consuming flight simulator along with the keyboard only controls date the game terribly.

Cruelty Rating:  Tough.  You could run out of money if you’re extremely careless.  There are puzzles that have local time limits, but they’re apparent.

Manhunter 2: San Francisco

Publisher: Sierra
Developer: Evryware
Year: 1989
Platform: DOS, Amiga, Atari ST, Macintosh

Review: The Manhunter series is easily the most original idea that Sierra published.  The first game, Manhunter: New York, is not nearly as good as the sequel.  Unfortunately, you pretty much have to play it to understand anything that is going on in this game.

Aliens landed in 2002, setting up shop in New York (and then later, San Francisco). It took them less than three days to destroy the city, and less than a year to end the human resistance. Or so they thought. You have been assigned by the alien “orbs” to be a man hunter. Since some of the aliens’ technology is not as compatible with human beings as they thought it would be, you (along with many others) need to help them. You have no choice. You must investigate humans who are not obedient and report them to the aliens.

You are given a tracking device in which you can watch the perpetrator commit the crime. They are then tagged, and you can continue to watch where they go until the signal is lost (usually when they go under ground or die). You can also manually tag other humans near the perpetrator, and watch where they go, as they may be linked with the crime. You can then travel wherever they did and do some research.

Of course, you must help the resistance while you are supposed to be helping the aliens. Since the resistance cannot be overt, you must pick up clues and look for symbolism which will give you tips on what you need to do. Other man hunters will help, if they trust you. But gaining their trust takes effort.

Most of the game is merely going to places, picking up items, and manipulating them (which is fairly easy). There are also several arcade sequences. Some are easy, some are ridiculous, but only a couple add excitement to the game.  There is almost no typing needed and no mouse support.  You more or less move the cursor with the arrow keys until you land on something important. What makes this game challenging is the keen eye one must have to catch all of the symbolism and apply it to the situation at hand, or one further down the road. Definitely not a game for those who like to rush. The puzzles are long, difficult, and extremely satisfying to complete.

For the time, the music is scary enough and the graphics are well done, occasionally ribald and quite gory. Creepy for sure! Definitely not for the faint of heart. The atmosphere doesn’t quite approach scary, but there are definitely some tense moments.  One of the game’s charms is that real locations in San Francisco are used, such as Alcatraz, the Transamerica Building, Coit Tower, and the Bank of Canton.

While I can’t really recommend this game today to anyone but the hardcore adventure gamer (or those who love gory games), it holds a special place in my memory. And frankly, so does this guy.

Contemporary RatingLow.  Controls were confusing, even in 1989, and requires playing the original (which I don’t recommend!).

Cruelty Rating:  Polite.  You can die and lose your progress, but dangerous situations are apparent. Saving your game at regular intervals prevents frustration.