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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: Interactive Movies

Quantum Gate

Posted on February 4, 2007 by Multimedia Mike

Ohhhh… this is really starting to hurt. Okay, let’s go: Quantum Gate. This is — you guessed it — another interactive movie genre video game. This one was published by an outfit called Hyperbole Studios, reportedly all the way back in 1993. They subsequently produced a sequel and yet another title. I wouldn’t have expected them to have lasted beyond 1995. But it seems that they were responsible for The X-Files Game as late as 1998. They still have a web presence as of this writing, though the latest date seen anywhere on the site is 2002.

I was going to upload their propaganda video (their term, not mine) to YouTube but screw it; I’m not even going to dignify it. I remember watching this little promotional piece years ago when I first procured the disc. It spoke as if I-movies were going to revolutionalize the industry and that Hyperbole’s titles were watershed events in the history of computer gaming. The final insult was when the CEO of the company, one Greg Roach, was named the Steven Spielberg of multimedia (attributed to The Houston Chronicle, in case you ever need to discredit that newspaper).

You might think that given the vintage of this title, I should cut it some slack. Think again. Let’s walk through my brief playing experience. There is a short company logo animation followed by the title animation, then the menu shows up. Note that if you ESC through the first two animations, none of the menu options are clickable besides “Quit”, which seems to fit right into my plan. Still, I went the long route for the sake of screenshot recon. There is a screen that explains the complex controls. Hint: If the mouse takes the shape of a hand pointing left, you can click the mouse to move left.

Jumping into the start of the game:


Quantum Gate -- Last Hope For Humanity

QG, you had better not dare tell me that I’m humanity’s last hope. Well, to its credit, the intro didn’t actually claim that, but I think it’s more or less implied. I mean, what game tells you that some other guy is responsible for the fate of earth and you’re just running support?

Anyway, and from what I can put together (it’s not the most coherent story), earth is eminently doomed because of pollution — shame on mankind, as always — and the U.N. has a plan to do… something, I’m not entirely sure. You’re part of some military group that has to launch through space in a special gate (this might be the game’s eponymous gate) to another planet far away. You then attend a poorly managed briefing where someone explains the classified fate of earth. Then, a slightly senior officer explains how it’s going to be your job to help secure the planet from the race of bugs that currently inhabit it. Or something.

Look, I’m getting really tired of trying to sort out these bastard stepchild sci-fi stories. Let’s move on to characters, who I’m sure the creators were quite proud of. First, there’s your character, a military guy — military vanguard or some such — who walks around in a perpetual state of disbelief and whose most common line of dialogue happens to be more or less the same as South Park’s Mr. Slave character. Then there’s this character:


Quantum Gate -- Michaels

He comes off as a Vin Diesel wannabe, which is strange since Vin Diesel wasn’t a star until well after this game was made. He makes life miserable for everyone else in the room with his antics and interruptions. Thing is, his material is, far and away, the most interesting part of the proceedings. I don’t really want to spend anymore time on characters. No, wait, here’s one more character I always get a kick out of gazing upon– Dr. Scientist Lady, the one who invented the Quantum Gate:


Quantum Gate -- Dr. Scientist Lady

Okay, about those “proceedings” briefly referenced above, I will admit that Quantum Gate has a unique cinematic style while stipulating that different is not always necessarily a good thing. Most of the game (that I saw) showed cinematic sequences (that you can’t skip) where there was a wide, letterbox-style picture depicting the people who were presently talking. Video images of that person talking are overlaid on the picture. Sometimes, one video finishes and another video — of the same person — emerges on a different part of the picture and takes over.


Quantum Gate -- Gameplay

As you can see from the above screenshot, you are occasionally granted the opportunity to have your character interject something. This is apparently of little consequence, but the game throws you an interactive bone anyway. It’s also much worse than a screenshot can possibly convey. Imagine the most painful mumbo-techno-jumbo-jargon-packed Star Trek episode you ever watched. Now imagine not being able to fast forward it or even turn off the television.

The whole initial briefing implies that there will be combat with some alien bugs. Eventually, I get to try my hand at a simulation of such combat. The combat consists of a pre-rendered FMV sequence where some vehicle roves across alien terrain looking for the alien bugs and locks on. From there, I have to press the space bar to fire on them. I could never get past the second bug. My loss.

That’s it. It’s all over for tonight. But as I look at my list of unprocessed I-movies, I already know that I haven’t seen the worst yet.

Posted in Interactive Movies Windows Games | 4 Comments

Phantasmagoria

Posted on February 3, 2007 by Multimedia Mike

A week ago, I wrote out a list of all the unprocessed games in my pile that are known to be interactive movies (there might be undiscovered I-movies left in the pile as well), in an effort to just get them out of the way first. Next up– oh, dear, it’s Phantasmagoria, Sierra’s beloved 7-CD I-movie classic. I wasn’t sure if I should bother with this game because I wasn’t sure which version I had. Only the DOS entry needs screenshots. It turns out that the same game has versions for DOS, Windows 3.x, and Windows 95, and that they all look the same, further advancing my theory that these I-movies are not especially complicated, programmatically. So I embark on an effort to collect a nominal screenshot set for MobyGames, and perhaps revise the entry’s description. So, DOSBox, don’t fail me now.


Phantasmagoria -- yard work

Phantasmagoria is the story of a young wife, Adrienne, and her photographer husband, Donald, who have just set up camp in an old castle. The game’s manual encourages the player to ask a lot questions. Okay, here’s one — how exactly does a photographer afford a castle? I’m assuming that the joint is a family heirloom of some sort. Anyway, it doesn’t take long before the nightmares start for Adrienne, and bad things start happening in the castle.

Everything works smoothly and I capture the screenshot set I was after. Plus, I finally got to experience the true horror of the game. Well, at least I got as far as one terrifying cutscene, where our heroine lays on a bed that cops a feel:


Phantasmagoria -- bed time

Contrast the above screenshot with the first one. It’s interesting to note that the game always goes to interlaced mode when it’s cutscene time. Not interlacing, precisely, but the original video is doublesized in the horizontal direction and every other line is black, or left undrawn, to save rendering time.

This isn’t the most obscure game on the planet, so I didn’t feel much need to spend too much time investigating it. Plus, I honestly wasn’t that interested. Here are some other random notes I jotted down along the way:

  • The game installs to the default directory of c:\sierra\scarydos. Novel.
  • The game features a friendly skull icon (seen in the first screenshot on the lower left part of the screen) who identifies himself as the hintkeeper. He helps you out.
  • I found a walkthrough that lists 277 easy steps to completing this game. If you have that much patience. Anyone up for a speed run?
  • The game takes place in or near the town of Nipawomsett, which I’m convinced must be an anagram for something. “pastime town”? “spa time town”? “impotent saw”? “want semi pot”?
Posted in DOS Games Interactive Movies | 1 Comment

In The 1st Degree

Posted on February 2, 2007 by Multimedia Mike

I have no shortage of interactive movies yet to process. Today’s game is In The 1st Degree developed by Brøderbund, popularly known as that software company with the weird ‘o’ in its name. This is the third I-movie in a week that has referenced San Francisco. D made a completely superfluous reference to the city. Beyond Time showed us a brief pan of downtown SF to assure us that the game is supposed to begin in a Frisco museum. But In The 1st Degree is entirely set and filmed in the city by the Bay. As a current Bay Area resident, I can personally vouch for the authenticity of this game and I had a good time figuring out where the characters were presently situated in the tiny (by American standards) city. Why, here’s an authentic sequence driving down a famous San Francisco hill past a famous S.F.-style cable car:


In The 1st Degree -- San Francisco Cable Car

Someone’s Dead. Someone’s Lying. Can You Prove Murder One? That’s the game’s tagline. There was a kerfuffle between a Frisco artist and a Frisco art gallery owner and the owner wound up shot to death. You play the district attorney and your ultimate goal is to get the artist convicted in court with murder in the first degree. Not second degree, not manslaughter, and certainly not an acquittal. You want murder one.

The first part of the game deals with reviewing documents, dossiers, and crime scene photographs. You drive around town and interview the witnesses at their homes or their places of commerce. And you also review the tapes of the witness interviews conducted by the police inspector:


In The 1st Degree -- Reviewing witness tapes by the Bay

As you can see, you get to review the tapes at your Pier 5 office, overlooking the Bay, Yerba Buena Island, and the San Francisco-Oakland Bay Bridge. The game’s writer(s) knew San Francisco and it shows in the characters’ dialogue which, BTW, is extraordinarily well-delivered by the standards of the I-movie genre. The second part of the game is where you go to trial with the evidence you have gathered and secure the most severe conviction you can. I didn’t get that far but I can honestly say this is the best I-movie I have seen to date and one that I would actually like to play again, perhaps to completion.

I knew that there was something different about this game when I first studied the QuickTime multimedia files some years ago. In The 1st Degree is fond of using the time-honored exposition-by-newscast narrative device where the story unfolds from the lips of television news anchors and correspondents. I would upload some samples to YouTube but YouTube has the worst time converting QuickTime files while retaining accurate A/V sync. At the beginning of the game, you (the DA) are sitting at home (which looks to be located in Noe Valley, if I were to guess), eating dinner:


In The 1st Degree -- DA Dinner

What does a successful (we hope) DA eat? Looks like celery, cottage cheese, cookies, and a pastry. But about the main course on that plate — why, that looks for all the world like one of many fine Chef Boyardee pasta-in-a-can products. And — wow — that’s one honkin’ big cell phone, but this was a 1995 game. Ah, how far we’ve come.

Some interesting technical trivia about the game: Even though my computer display is set to use 1280x1024x32-bit color, the game complained that I needed at least 256 colors. It worked fine when I demoted the video mode to 800x600x16-bit color (8-bit isn’t even an option). Also, the game uses MIDI music to great effect. Even though the game claimed not to recognize my MIDI device, the music played and sounded great.

See Also:

  • D
  • Beyond Time

At MobyGames:

  • In The 1st Degree
Posted in Interactive Movies Windows Games | 4 Comments

Frankenstein: Through The Eyes Of The Monster

Posted on February 1, 2007 by Multimedia Mike

Let’s keep this I-movie train chugging. Tonight’s game is Frankenstein: Through the Eyes of the Monster. Mission: Collect screenshots. Yet, whenever I start up an I-movie, I always hold out a faint glimmer of hope, that maybe this one will be different than all the others, worthy of a modicum of respect. You’d think I’d learn.

This game puts a spin on the classic Frankenstein tale. It begins with minimal, Myst-like exposition where you hear audio playing out the scene of being falsely arrested for the murder of your daughter, subsequently convicted in a kangaroo court, and hanged. When you awaken, you are on Dr. Frankenstein’s table. The doctor is played by Tim Curry, with whom I’m most familiar for his turn as an Austrian villian in Loaded Weapon 1.


Tim Curry as Dr. Frankenstein

So you get up, blunder around the lab, look at things, and endure Frankenstein’s torturous lectures about science and how incredibly smart he is. Remember having professors in college who were world-renowned experts in their fields but felt that it was a crushing burden to actually teach classes and regarded you with the utmost contempt for merely daring to be in their presence? Now imagine one of those professors with a gun and inordinately marginal patience for your novice inquiries. You walk around and find a chalkboard with some insane ramblings and the good doctor takes time out of his busy scribbling schedule to tell you how brilliant he is for composing the formulas you see. You wander over to an early prototype of the periodic table of elements and Frankie is pleased as punch to let you know that he has discovered a new element, and that he is to be considered intelligent for doing so. The new element is called lifestone and is reportedly the key to bringing the creature to life.

But you aren’t his first attempt to re-animate something. On another shelf you find the doc’s handwritten notes, which are every bit as difficult to read as a nominal pharmaceutical prescription. Here is Frankenstein’s research note for a makeshift catfish:


Frankenstein Catfish

It is with this note that I learn how I can end the game. If you irritate the doctor too many times by picking up this note and poking him with it, he will pop your re-animated rear (I told you he was packing)– a welcome release since I couldn’t figure out where I was supposed to be able to go in this game aside for all around the laboratory and up above in the castle turret.

Posted in Interactive Movies Windows Games | 3 Comments

The Daedalus Encounter

Posted on January 31, 2007 by Multimedia Mike

Tonight’s interactive movie (I’m seeing how many I-movies I can tolerate in a row) comes from Mechadeus, the same group responsible for Critical Path. So I really wasn’t expecting much. I’m pleased to report that The Daedalus Encounter either met or surpassed all of my (admittedly low) expectations.

First off, Mechadeus managed to score an actual leading lady for this movie vs. a stuntwoman. Tia Carrere is the big name in this game. You may remember her from such movies as Wayne’s World, True Lies, and ummm… what else… Wayne’s World 2, I guess. Still, she and co-star Christian Bocher help clarify the difference between actual actors and the people who usually appear in these games.


The Daedalus Encounter -- Tia Carrere

Everything about this game represents a marked improvement over Critical Path. For starters, it actually installed on my WinXP system so I could experience the game properly. As mentioned, the acting is superior, at least relative to the I-movie genre as a whole; the computer-generated graphics are phenomenal by 1995 standards (and hold up reasonably well even now); and the ambient stereo soundtrack is quite well done. The game plays in a centered 640×480 window and the FMV movies are 320×240 centered in that window. Fortunately, the space bar toggles doublesizing to the entire space which I appreciate. True, there is the fact that the actors look a bit hokey in front of the CG backgrounds. But this is still a welcome oasis in the vast desert of I-movie experiences.

Let’s jump into the FMV. Here is the trailer included on the first of the 3 CD-ROMs that gives an idea of how the FMV looks:



I notice that the FMV does not showcase what the actual gameplay screen looks like. That’s less sexy in a trailer:


The Daedalus Encounter -- Gameplay Screen

A little exposition is in order at this point: You play the part of a person who was nearly killed in an outer space collision. The doctors rescued your brain and put it in a robotic probe. Now you have all your thoughts and memories but also robot powers. As the screenshot indicates, you can run analyses on other things, diagnostics on yourself, and answer affirmatively or negatively to queries. You can view things in infrared, ultraviolet, or in the normal spectrum of human-visible light. And then you have a variety of utilities such as a grappling arm and a laser. Naturally, this is not exactly a free-form game where you can fry your two still-human salvage coworkers out of jealous rage that they have flesh bodies and you don’t. The game only allows you to use your abilities at strict points.

I’m glad to say that Daedalus Encounter’s gameplay deviates somewhat from that of its spiritual predecessor. Rather than just plodding around mazes of pre-rendered scenes (which this game also has), there is apparently a larger emphasis on mini-puzzles. True, that’s not exactly groundbreaking for an I-movie, but work with me here; I’m still trying to achieve closure over Critical Path.

Unfortunately, I get stuck at the first mini-puzzle. I probably would have tried a little harder but my editor (who also happens to be me) enforces some strict midnight deadlines for these blog entries. Plus, I have watched enough of the FMV files from the 3 CD-ROMs that I pretty well know what’s in store. The task was to use my laser to supply enough power to this ship door to trigger its opening. But be careful because the people who built these ships had a propensity of boobytrapping the doors. I was instructed to use my laser to hit the switch in the upper right portion. You’re supposed to use the mouse to select a spot to hit but I was at a loss to figure out just where I was supposed to hit.


The Daedalus Encounter -- Lasering A Ship For Entry

The door exploded every time and Tia expressed her severe discontent with my performance. I suppose I could solve this puzzle by brute force as there are only 76800 possible places to hit on the movie window. Maybe another night.

I would be remiss if I neglected to mention that the game eventually involves solving a mystery involving an alien race.

See Also:

  • Critical Path, another FMV-based adventure from Mechadeus

At MobyGames:

  • The Daedalus Encounter
Posted in Interactive Movies Windows Games | Tagged fmv mechadeus | Leave a comment

Critical Overflow

Posted on January 30, 2007 by Multimedia Mike

Okay, Critical Path, let’s get something straight up front: I don’t like you and you don’t like me. But I need screenshots from you to feed into your MobyGames entry. So let’s just hurry up and get this over with. Deal?

But nooooooo… Critical Path isn’t going to make life easy for me, is it? Why should it? The program needs to be properly installed to the hard drive via a setup.exe utility which reliably fails out with this dialog no matter what:


Critical Path -- Overflow

I even tried it in the Windows 95 VMware image I keep around for these types of emergencies. Darn you, Critical Path, you just had to slight me one last time, didn’t you?

You might be curious about my longstanding feud with this game. I discovered it early in my days of buying old, cheap video games for the purpose of studying multimedia. This game certainly didn’t disappoint in that department– it relied on a variety of basic multimedia formats to achieve its aim. However, when I used a QuickTime-capable player to play through all of the .mov files, I was quite stunned by what I saw or, more to the point, what I didn’t see. I didn’t see significant substance, gameplay, or any particular length of play. I believe this is the first time I really saw an interactive movie in action (sort of) and I would never have quite the same rosy outlook on life.

Here are the details: It’s a post-apocalyptic world — nuclear devastation or some such — and you’re part of a military outfit that’s trying to transport survivors to a safe zone. You are a faceless male. Your copilot is Kat, played by a stuntwoman by the name of Eileen Weisinger (apparently the game’s biggest selling point). Your craft is shot down over some island. You’re still faceless and injured but are now situated at some control console for the island’s base. You have full voyeuristic control of all the cameras in the facility as well as some of the other mechanical gear.


Critical Path -- Swinging Kat
Fortunately (?), the CD-ROM provides some slideshow stills.

Your job as the faceless, injured cohort is to guide Kat through the base. According to the FMV sequences I viewed, this isn’t always as easy as it sounds. There are areas where hordes of orange jumpsuited mutants are closing in on you. You have to find the right console button to activate a machine gun to take them all down. In another juncture, Kat is hanging on to a crane hook and you have to navigate her to safety vs. boiling lava. Remember, this is all accomplished with FMV.


Critical Path -- Orange Mutants

I would hate for you, the reader, to go away without a deeper understanding of what the game’s video is like. So here’s the trailer for Critical Path that comes on the CD-ROM. This is the final insult– YouTube can’t even convert the QuickTime file properly. There are a lot of skipped frames but you’ll still get the gist.



See Also:

  • The Daedalus Encounter, the spiritual sequel to this game

At MobyGames:

  • Critical Path
Posted in Interactive Movies Windows Games | 5 Comments

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