Outcry

Posted by yul on 5:50 PM comments (0)

Adventure gamers looking for something off the beaten path get more than they bargain for in Outcry. This point-and-click exercise in the surreal from Russian developer Phantomery Interactive is certainly a step removed from the norm, but it's also so relentlessly strange and impenetrable that it's nearly impossible to play. Style has been elevated over substance in every aspect of the design, resulting in a trippy game that's appealing only for its bizarre atmosphere, philosophical pretensions, and striking visuals.

Even the basic storyline is tough to figure out, because you're given little to go on. The game begins with the anonymous protagonist (you have to check the manual to find out that you're a "middle-aged writer") receiving a letter from his estranged brother. Apparently your brother is a scientist working on a "paramount experiment that unlocks new horizons of human cognition" and involves getting "in precise sync with inner frequencies." The letter he sends you is tangled and nonsensical, and it hurls you into the game knowing precisely zip about what you're supposed to be doing. Getting the news that your brother has disappeared is the only part of the game's opening that is the slightest bit understandable. Various documents and recordings left around his abandoned residence seem to indicate that his experiment involved ancient megaliths, time travel, checking out alternate dimensions, separating human consciousness from the body, coming up with a recipe for really great salsa...that sort of thing. You eventually uncover a grab bag of goofiness about ancient secrets and the nature of reality. Still, none of it really connects. Either something was lost in the translation from the original Russian, or the storyline was just too New Agey in the first place.

Searching for a missing relative may be one of the oldest adventure cliches, but this Acme brand plot has never been presented in quite this fashion.

What the game loses in lucidity it gains in an inspired presentation. Outcry's visuals are downright hallucinogenic. Every scene is overlaid with an aging filter loaded with dark sepia tones, skips, a main light source that dims and shines like a strobe effect, and other film flaws that make it seem as though you're viewing a long-lost movie reel. Some scenes are even in black and white. Because this layer is placed between your first-person perspective and the backdrops of the adventure, everything seems like a dream or an old memory. Nothing establishes a particular time or place, either. Everything around you is decrepit--one of the first things you see in your brother's house is an old gramophone--but it's hard to say for sure what year it is despite references to the early 20th century, such as notes mentioning Sigmund Freud's "new" theories. The rooms are so dingy and the machinery is so rusted that they appear to have been abandoned centuries ago. It could be yesterday, it could be 1920, or it could be who knows when, which is an unsettling notion that goes hand in hand with the surreal story to keep you off-kilter throughout the game.

Poorly presented puzzles also keep you off balance, though not in a good way. The game mixes traditional adventure puzzles involving collecting and combining items with set-piece logic brain-twisters where you twirl valves, pull levers, and crack codes, but there is zero feedback provided for your efforts. It's nearly impossible to determine if you're on the right track, because the protagonist never says a word and the interface doesn't offer up any information about your surroundings. There's no indication that you've solved a puzzle, and when you click valves or levers into the right position you never receive "You've done it!" triggers like green flashing lights or the noise of a door opening in the distance. Instead, to check on your progress, you have to run off to see if the door has opened, the water has been turned on, the stairs have moved into place, and so forth. Not fun.

Interacting with objects is just as frustrating. Items that can be picked up look exactly the same as those that form part of the immobile scenery. Pixel hunts are necessary in every location you visit, and it's extra tedious here because those stylish, old-timey visuals make everything so dark and grimy that it's almost impossible to spot everything during your first run-through. You constantly find yourself backtracking to pick up objects that you have overlooked. Even worse, many items cause the cursor to change to indicate that they can be interacted with in some way, but they don't actually do anything. In the usual adventure game, such situations often provoke a quip from the hero indicating what you need to do to use the object in question. Here, though, nothing happens at all. There are no comments from the mute protagonist and no text tips from the game itself.

One example of this can be found early in the second chapter when you're trying to assemble the scattered pieces of a key. The last piece is right in front of you in one scene, and it looks like you can simply reach out and grab it. But when you try to do so, nothing happens. There is no note that you can't quite reach the component and no suggestion that you need a little help. So good luck determining that you need to take an apparently unrelated item from elsewhere in the level, lock it in a vise, bend it with a hammer into the shape of a hook, and then use this impromptu tool to grab the key part. You're always left to muddle through on your own, which is often impossible without help from a walk-through or a gang of similarly befuddled adventure gamers on a forum.

Reading books and diaries is expected in adventure games--although nobody wants to sign on for pretentious philosophizing and botany.

Clues are present, although they tend to be buried in the text-heavy diaries, random scraps of paper, and academic textbooks that your brother left scattered all over the place. This forces you to wade through a ton of dull science-speak about everything from botany to ancient megaliths. Just about everything is written in an awkward style, and the diary entries are accompanied by stilted spoken dialogue read phonetically by someone whose sole experience with English seems to have been watching Simpsons reruns on Moscow Channel 4. These sections are so annoying that they distract you from reading the lines on your own. Thankfully, you can ditch them by turning off the sound effects (you lose everything this way, not just the vocals, although this isn't much of a sacrifice since the game is almost silent) and just leaving on the moody, piano-heavy musical score.

Outcry is weird with a capital "W," as thick with atmosphere as a snowy night in St. Petersburg, deeply pretentious, and mind-bogglingly incomprehensible. Like a piece in one of its own puzzles, you can pick Outcry up, but good luck figuring out what to do with it.

Posted by yul on 5:36 PM comments (0)

If there's one thing settlers learned as they colonized the New World, it's that you always need a little help from your friends. Be it in the form of corn-farming lessons from the natives or an extra shipment of supplies from the homeland, a helping hand could ensure survival through a harsh winter in a strange new land. With that in mind, Civilization IV: Colonization is a strategy game more focused on trade and forging new alliances than it is about wiping out natives and competing colonies with musket fire.


We learned this lesson playing a LAN multiplayer match of Colonization this week. In addition to traditional LAN play and online modes, there's a direct IP connection, a hot seat mode in which multiple players take their turns on the same computer, and a slower-paced play-by-e-mail mode for those who don't have four hours to spare for the quick game. Yes, that's four hours for a quick game.

The American city DudeFest stood no chance against the cannons of New France.

We took control of Samuel de Champlain set off in hopes of establishing a fruitful French colony, and quickly began construction on Quebec in the Southern Hemisphere. The Cherokee and the Arawak tribes were both located in close proximity, but gifts of rum and tools kept them happy neighbors. Keeping the natives happy, you'll quickly learn, is of immense importance in Colonization. What their villages lack in technology is offset by the huge combat advantage braves have in the forests, swamps, and hills. Building too closely to their villages is the easiest way to start a costly war that, early on in the game as you don't have many guns, you will lose.

It's wasn't long before we ran into a village belonging to the English—controlled by another player. The city was low on resources, and it was the hope of that player that founding near our border would stymie our nation’s growth. In a way, this worked, because as it turns out, you can place citizens in your city’s town hall to increase patriotism. This caused the small borders of the city to expand so that several production squares in our city, Montreal, were cut off.

At the same time in the far north, another of our opponents, playing as the Dutch, was growing his holdings at a tremendous pace. The Dutch begin the game with advantages in trade, such as the Merchantman ship class from the opening of the match, and the colonies' treasury was filling quickly by trading raw silver and fur coats. However, we did commission a privateer unit to start raiding these wealthy Dutch ships for their goods. Privateers sail without their nation's colors, so they can attack without declaring war. Utilizing privateers in multiplayer is a fun way to pester your opponents without entering a costly war.

By building up your resources early in the game, you can focus on weapons production later during the endgame. Early on it seems the best strategy is to offer open trade borders to your counterparts, even building an alliance when your king eventually sends its expeditionary force after you when you declare independence.

With France’s skilled lumberjacks and carpenters, we constructed new buildings at a rapid pace. With expert iron ore miners, blacksmiths, and gunsmiths, tools and weapons became widely available through our domain. In another of our nearby cities, we ordered pioneers to improve the land by building lodges, mines, farms, and roads--this increases the amount of resources produced, and also decreases the time it takes to transport goods overland via wagon train. The French faction seems to have the ability to build a powerful economy indeed--we were also able to commission expert silver miners to producing staggering amounts of the precious metal. We then shipped the silver back to our home nation of France to purchase elder statesman and master tobacconists. Elder statesmen in city hall increase production of liberty bells that increase rebel sentiment--necessary to declare independence from your home nation later in the game--as well as increase the size of territory belonging to your nation. When your nation possesses enough influence--especially when you commission such powerful helpers to your cause--your borders can eventually come to surround several Native American villages. In this case, the chiefs of the villages we surrounded offered the settlements as gifts to our cause and relocated to the west. Tobacconists, naturally, produce tasty cigars that can be sold in Europe for a tidy profit

Over time, we developed our colony and attracted powerful founding father characters like Patrick Henry and Martha Washington. However, we remained mindful of the number of turns we had remaining in the game, since the ultimate goal of the game is to build your fledgling settlements into a nation that’s powerful enough to fight off the advances of your home country and declare independence. In fact, this end game provides the most difficulty in Colonization. As rebel sentiment in our colonies grew, the king of our home nation of France added soldiers, artillery, and warships to his expeditionary forces. We found our own forces to be woefully inadequate in comparison, but rebel sentiment in our colonies had eclipsed 50 percent. Rebel sentiment increases over time as your home nation levies more and more usurious taxes from your overworked colonists. In our case, the tax rate soared to 25 percent and our elder statesmen finally clamored for revolution.

And so, we declared our independence in the game year of 1755 and formed a new nation. When you take this bold step in Colonization, you must draft a constitution that declares a decisive direction for your new nation. This includes whether or not your nation will allow for slavery, whether it will subscribe to the belief of Manifest Destiny (versus rights for the natives), and whether you wish to have separation of church and state (versus a theocracy). Each of these decisions offer a variety of bonuses. For instance, you’ll have more production if you adopt slavery, but you have increased combat strength if every man is created equal. After crafting the constitution, our citizens were ready for a new beginning without taxes and tyranny. They were ready for a new country. And in the game year of 1762, just seven turns later, they were squashed flat

Insert elder statesmen in town hall to expand your borders.

What separates Colonization from other strategy games is that it’s really two games in one. 90 percent of the game is spent cultivating resources, building cities, and increasing rebel sentiment. The final turns are devoted to smashing the king's ground troops in order to claim independence. If you don’t develop a strong enough economy with a proud enough nation of people, you’ll never muster up a strong enough army. And if you don’t have a strong enough army, the government of your parent country will crush you. As we saw, this can be a tougher task in a multiplayer game where you not only have to contend with your greedy home nation’s king and his outrageous taxes, but also with rival players looking to carve out the New World in their images. However, the game’s multiplayer mode can accommodate as many as eight players total, and two players can cooperatively control a single colony. In any case, from what we can tell, Colonization will offer an intriguing and engrossing multiplayer experience if you and your friends can spare the time. The game is scheduled to ship later this month