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MINI-REVIEW: Keepsake

 
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Andrew Plotkin

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Since: Aug 21, 2005
Posts: 319



(Msg. 1) Posted: Thu Oct 26, 2006 1:32 am
Post subject: MINI-REVIEW: Keepsake
Archived from groups: comp>sys>ibm>pc>games>adventure (more info?)

MINI-REVIEW: Keepsake

(Review copyright 2006, Andrew Plotkin <erkyrath RemoveThis @eblong.com>)

Keepsake started out with a jumping-pegs puzzle. Not quite that, I should
say. It started out with a very simple but very nice puzzle -- an
introduction to figure-out-the-rules mechanical puzzles in graphical
adventures. The *second* puzzle was the jumping pegs. The linear one, that
is -- the one you can solve in your sleep -- not the nasty
leave-one-peg-on-the-grid puzzle that makes you pull up a walkthrough or a
solving tool. So I didn't give up immediately, but I did think "Who puts the
jumping-pegs puzzle in a game these days? Without immediately showing me
their bloody intestines by way of restitution? Have we not said it enough?
Have we not wept and rent our garments by the riverside?"

Apparently not. Here it is again: *We don't need the jumping-pegs puzzle
again. It's been done. You don't have to do it.*

And that was an unfair reaction, because *most* of the puzzles in _Keepsake_
are original. All but that one, as far as I could tell. A couple were of
familiar types, and a few more were related to puzzles I'd solved before,
but that's fine; that's how the genre works.

The game's structure was a little weird. It was *all* set-piece puzzles --
devices stuck into doors and walls. They were only barely integrated into
the game world. There might be plant-themed puzzles in a garden, and at one
point you have to turn on water pumps to water the garden, but that's as far
as the integration goes. You were almost never acting in the game world;
rather, you were acting in the miniature puzzle-worlds.

If that sounds the same as most graphical adventure games, let me detail the
biggest difference. You have an inventory; but there are no inventory
commands (except "look at this closely"). There is no command to use *this*
item on *that* puzzle. There is no command to combine two items. Certain
puzzles need inventory items, but if you have the right item, it's used
automatically. Even complex recipes are carried out automatically (in
cut-scenes) if you have all the ingredients and the information. In essence,
the inventory is a progress track and clue repository, not part of the
gameplay.

I'm not saying this is a bad design decision. If your complaint about
adventure games is that they make you walk the UI through a lot of "obvious"
actions, you will favor this design. However, my complaint is much more
often that I feel isolated and uninvolved in the story. _Keepsake_ raised
that problem to a screaming pitch and then nailed it between my eyes. I
rarely reached what I consider the true adventure gestalt -- the experience
of looking around the world and deciding which of the disparate elements
I've found *make sense* together.

But, you ask, why are you obsessing about inventory? Don't your high ideals
of graphical adventures, the Myst games, eschew inventory items entirely?
Or, for that matter, those low-but-terribly-entertaining ideals, the Rhem
games?

Well, yes. (Well, nearly they do.) But those games achieve integration
through other means. Their game worlds are tied together, location to
location, by many obvious and subtle connections. You must observe their
worlds, and -- again -- consider what *makes sense*. _Keepsake_ doesn't do
much of that. Oh, in a few places, yes. But mostly, you're looking at
encapsulated, isolated puzzles.

Mind you, that has its advantages. _Keepsake_ has *lots* of set-piece
puzzles. When your game contains nothing else, you wind up with quite a
list. And, like I said, nearly all of them are original.

On the down side again: the quality varies. Many of the puzzles are quite
good, and a few drove me to serious brow-wrinkling and state-space
exploration. However, some were badly underclued. You had to pick one of
several approaches to a cloud of information, and while the "right" answer
was reasonable in retrospect, I was glad of the in-game hint system. Several
times.

And the riddle puzzles were terrible. I don't know if it was a translation
problem (the development studio is French); but many of the riddles were
incomprehensible, even with the answers in hand.

And once, I solved a major puzzle by dumb luck, and never understood what
I'd done. That was frustrating.

But enough about the gameplay. Let me wail about the interface for a while.
May I say that an adventure game whose save/restore interface *confuses me*
has a serious, serious problem? If you treat it as having one save slot --
which, admittedly, is a reasonable approach -- it's fine. But if you try to
open the list of *all* the save slots, you're suddenly faced with columns of
scary, unlabelled buttons -- and a dialog box that says "Warning! Don't do
this unless you know what you're doing!" No, seriously, it does. And I
*didn't* know what I was doing. What does this green "+" button do? Will it
overwrite the slot I pick? Turn my hard drive to anchovy paste? I still
don't know. I chickened out (anchovied out?) and went back to the single
save slot idea.

But that's not the real interface problem. The real interface problem is
that the dialogue is slow, slow, slow.

It's dialogue trees. I'm resigned to those. Dialogues start up
spontaneously, at many points, to liven up run-around parts of the gameplay.
That's pretty nifty. Dialogue appears as subtitles, a line at a time, as
it's spoken. That's fine.

But you can't skip ahead.

Oh, they lie to you. They offer a "fast forward" button that cuts off the
current line. But it doesn't help. See, some interface "designer" (those
aren't sneer quotes, those are sentenced-to-death-in-absentia quotes)
decided that the subtitles should fade smoothly in and out. Out and in. Try
to click ahead, and the game punishes you by fading the subtitle out and the
next one in. Two seconds lost. Per click. Every single. Line.

(Many of the puzzles have this problem too, by the way. Not fade-ins, but
intricate "you pushed the button!" animations. They look great, but in a
puzzle where you have to push the button scores of times, you quickly reach
an incandescence of rage.)

It gets worse. The little 3D character avatars have little emoting
animations. I think there are about six of these -- you see them over and
over. (Wave arms, cross arms, sigh dramatically. Repeat.) And you *can't*
skip out of those. If you hit the fast-forward button, the line cuts off,
and then you have to watch the animation sequence *anyway*. Wave arms, clap
hands, jump up and down. In silence. For as long as the spoken line would
have taken.

I suppose I wouldn't have noticed if the voice acting had been good. No,
that's a lie. I would have been clicking through anyway, because it's
dialogue trees, and that means you're being fed a lot of information which
is vaguely repetitive but you have to go through it all anyway. But in fact,
the voice acting is deeply mediocre. Not that that matters, because the
*script* is absolute garbage. Bone-rottingly awful. Reads like a
Saturday-morning cartoon -- the kind that is supposed to be good for you,
not the kind anyone likes. That fast-forward button was self-defense for my
brain, and whoever crippled it badly needs to be hit with a leaden bell full
of dead fish, because that's what a lot of this game's dialogue lines felt
like.

Weirdly, the actual *story* -- if you consider it as a synopsis, or a script
yet to be written -- is decent. There are characters; they have emotional
arcs; the ending isn't a cheat. The story is even tied into the gameplay.
The climax of the story is interactive, in a way which ties back to your
experiences throughout the game. You have to look back and them and
consider... yes... what *makes sense*, in the story's terms.

If it weren't for the dialogue and the acting, it would be impressive.

Oh well. Maybe, like the riddles, it's a translation issue. I don't think it
is, but I am clinging to the hope.

I do think that the story missed a bet. Did I explain the story? You're a
student at an academy of magic. Now you know. (Yes, it's a total ripoff,
Caroline Stevermer must be turning over in her grave... what? Oh, she's not
dead. That's okay, neither is Patricia McKillip, to whom Stevermer was
paying homage.) Anyway. The game makes much of the office of Caretaker, who
is responsible for all the machinery of the school. And the game makes much
of your mechanical ability. And, in fact, that's pretty much what you do in
this game: play with machines. They're magical machines, and there's also
some potion-brewing and some other magic, but I was sure the story was
setting up a cool "magic isn't everything" theme. Nope -- that was all in my
head, it turns out. Once again: oh well.

(This review, and my reviews of other adventure games, are at
http://www.eblong.com/zarf/gamerev/index.html)

--Z

--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
"Bush has kept America safe from terrorism since 9/11." Too bad his
job was to keep America safe *on* 9/11.
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Jenny100

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Since: Jun 15, 2006
Posts: 282



(Msg. 2) Posted: Thu Oct 26, 2006 2:57 am
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 26 Oct 2006 01:32:50 +0000, Andrew Plotkin wrote:

> I do think that the story missed a bet. Did I explain the story? You're a
> student at an academy of magic. Now you know. (Yes, it's a total ripoff,
> Caroline Stevermer must be turning over in her grave... what? Oh, she's
> not dead. That's okay, neither is Patricia McKillip, to whom Stevermer was
> paying homage.)

Thanks for the book recommendations. I hadn't heard of those authors
before.
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Murray Peterson

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Since: May 27, 2006
Posts: 131



(Msg. 3) Posted: Thu Oct 26, 2006 3:23 pm
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Andrew Plotkin <erkyrath.TakeThisOut@eblong.com> wrote in
news:ehp382$kgh$1@reader2.panix.com:

> [snip]
> I do think that the story missed a bet. Did I explain the story?
> You're a student at an academy of magic. Now you know. (Yes, it's a
> total ripoff, Caroline Stevermer must be turning over in her grave...
> what? Oh, she's not dead. That's okay, neither is Patricia McKillip,
> to whom Stevermer was paying homage.) Anyway.
> [snip]

I think I have to disagree about the story being a ripoff. The concept of
students in magic colleges is quite broad, and certainly not limited to
inventions by Stevermer and McKillip. Given a world with magic, it's
almost inevitable that students of the art will be invented.

--
Murray Peterson
Email: murray.spam3trap.TakeThisOut@shaw.ca
URL: http://members.shaw.ca/murraypeterson/
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Andrew Plotkin

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Since: Aug 21, 2005
Posts: 319



(Msg. 4) Posted: Thu Oct 26, 2006 3:41 pm
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Here, Murray Peterson <mwp.DeleteThis@home.com.invalid> wrote:
> Andrew Plotkin <erkyrath.DeleteThis@eblong.com> wrote in
> news:ehp382$kgh$1@reader2.panix.com:
>
> > [snip]
> > I do think that the story missed a bet. Did I explain the story?
> > You're a student at an academy of magic. Now you know. (Yes, it's a
> > total ripoff, Caroline Stevermer must be turning over in her grave...
> > what? Oh, she's not dead. That's okay, neither is Patricia McKillip,
> > to whom Stevermer was paying homage.) Anyway.
> > [snip]
>
> I think I have to disagree about the story being a ripoff. The concept of
> students in magic colleges is quite broad, and certainly not limited to
> inventions by Stevermer and McKillip. Given a world with magic, it's
> almost inevitable that students of the art will be invented.

I certainly agree that it's a broad concept -- see my previous reply.
However, as it happens, this game has a very conventional and
uninteresting take on it. And I'm sure that it exists solely because
of the looming shadow of J. K. Rowling. It doesn't seem to even react
to previous *gaming* iterations of the "student of magic" idea, like
the _Spellcasting_ series or _Loom_.

--Z

--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
If the Bush administration hasn't thrown you in military prison without trial,
it's for one reason: they don't feel like it. Not because you're an American.
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Jenny100

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Since: Jun 15, 2006
Posts: 282



(Msg. 5) Posted: Thu Oct 26, 2006 6:58 pm
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 26 Oct 2006 03:17:31 +0000, Andrew Plotkin wrote:

> Here, Jenny100 <nospam.RemoveThis@nospam.com> wrote:
>> On Thu, 26 Oct 2006 01:32:50 +0000, Andrew Plotkin wrote:
>>
>> > I do think that the story missed a bet. Did I explain the story?
>> > You're a student at an academy of magic. Now you know. (Yes, it's a
>> > total ripoff, Caroline Stevermer must be turning over in her grave...
>> > what? Oh, she's not dead. That's okay, neither is Patricia McKillip,
>> > to whom Stevermer was paying homage.)
>>
>> Thanks for the book recommendations. I hadn't heard of those authors
>> before.
>
> You hadn't? It was more in the way of being an arch comment than a useful
> recommendation, which is why it wasn't -- er -- useful.

Actually it was very useful. After reading your review, I looked up
Stevermer on Amazon.com, checked out a few reviews, and ordered a few
cheap paperbacks she either wrote or co-wrote. I wanted to buy enough to
get the free shipping.

> Stevermer wrote (among other books) _A College of Magics_and _A Scholar
> of Magics_, which are absolutely charming fantasy stories set at two
> (very different) academies of magic.

Those are two of the books I chose.

>There is stem ginger cake.

What is that?

> McKillip is one of the better-known voices in modern fantasy, although
> her recent work is not as award-winning as her early stuff. The
> Riddlemaster of Hed trilogy is fiery-brilliant, and does involve someone
> learning magic, although not exactly at a school. I also have a fondness
> for _The Sorceress and the Cygnet_.

That will have to wait for future ordering, but I'll keep those books in
mind.

> All these books have a deep, quiet, lyrical treatment of how magic
> exists in the world -- it's the opposite of the Harry Potter "Say words
> and wave wand" model. Which was of course my point. Not that I have
> anything against the Harry Potter books; they're great fun. But they
> aren't the only way to write about magic, and they weren't first.
>
> --Z

Rowland wasn't the first to write about magic by any means. But she's the
first I'd heard of who wrote a book centered around students attending a
school for magic.
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Murray Peterson

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Since: May 27, 2006
Posts: 131



(Msg. 6) Posted: Fri Oct 27, 2006 12:38 am
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Jenny100 <nospam RemoveThis @nospam.com> wrote in
news:pan.2006.10.26.18.59.34.165832@nospam.com:

> On Thu, 26 Oct 2006 03:17:31 +0000, Andrew Plotkin wrote:
>
> [snip]
>> McKillip is one of the better-known voices in modern fantasy,
>> although her recent work is not as award-winning as her early stuff.
>> The Riddlemaster of Hed trilogy is fiery-brilliant, and does involve
>> someone learning magic, although not exactly at a school. I also have
>> a fondness for _The Sorceress and the Cygnet_.
>
> That will have to wait for future ordering, but I'll keep those books
> in mind.

May I add a strong (really, really strong) recommendation that you buy
the Riddlemaster of Hed series. Andrew's "fiery-brilliant" sums it up
fairly nicely; fantasy doesn't get any better.

Please don't take this as a criticism of the Stevermer books; I like them
very much. It's just that I find the Riddlemaster trilogy to be
something special.

--
Murray Peterson
Email: murray.spam3trap RemoveThis @shaw.ca
URL: http://members.shaw.ca/murraypeterson/
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Murray Peterson

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Since: May 27, 2006
Posts: 131



(Msg. 7) Posted: Fri Oct 27, 2006 12:39 am
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Andrew Plotkin <erkyrath DeleteThis @eblong.com> wrote in
news:ehqkv8$mq2$3@reader2.panix.com:

> Murray Peterson <mwp DeleteThis @home.com.invalid> wrote:
>> I think I have to disagree about the story being a ripoff. The
>> concept of students in magic colleges is quite broad, and certainly
>> not limited to inventions by Stevermer and McKillip. Given a world
>> with magic, it's almost inevitable that students of the art will be
>> invented.
>
> I certainly agree that it's a broad concept -- see my previous reply.
> However, as it happens, this game has a very conventional and
> uninteresting take on it. And I'm sure that it exists solely because
> of the looming shadow of J. K. Rowling. It doesn't seem to even react
> to previous *gaming* iterations of the "student of magic" idea, like
> the _Spellcasting_ series or _Loom_.

Now there, I will agree with you wholeheartedly. The authors certainly
didn't lead me down any unexplored or unexpected story paths.

--
Murray Peterson
Email: murray.spam3trap DeleteThis @shaw.ca
URL: http://members.shaw.ca/murraypeterson/
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Murray Peterson

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Posts: 131



(Msg. 8) Posted: Fri Oct 27, 2006 12:44 am
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
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Andrew Plotkin <erkyrath.RemoveThis@eblong.com> wrote in news:ehp382$kgh$1
@reader2.panix.com:

> [snip]

Nice review -- I agree (mostly) with your comments.

One item I would have marked out as superior was the camera work in the
game. Taking trips over the transporters was a visual delight.

One other item I would criticize was the built in map -- it wasn't nearly
as useful as I would have liked. I was almost finished the game before I
really had a good mental map of where I was an how to get to somewhere
else.

--
Murray Peterson
Email: murray.spam3trap.RemoveThis@shaw.ca
URL: http://members.shaw.ca/murraypeterson/
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Andrew Plotkin

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Since: Aug 21, 2005
Posts: 319



(Msg. 9) Posted: Fri Oct 27, 2006 3:29 am
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Here, Murray Peterson <mwp.TakeThisOut@home.com.invalid> wrote:
> Andrew Plotkin <erkyrath.TakeThisOut@eblong.com> wrote in news:ehp382$kgh$1
> @reader2.panix.com:
>
> > [snip]
>
> Nice review -- I agree (mostly) with your comments.
>
> One item I would have marked out as superior was the camera work in the
> game. Taking trips over the transporters was a visual delight.

Well... I liked each trip the first couple of times. Then I wanted it
to go faster. The fifth or sixth time, I wanted to hit Escape and skip
the animation.

> One other item I would criticize was the built in map -- it wasn't nearly
> as useful as I would have liked. I was almost finished the game before I
> really had a good mental map of where I was an how to get to somewhere
> else.

Right! I thought about that, but forgot to mention that in the review.

The map would have been *fine* if they'd put a little "you are here"
dot! Lacking that, you had to memorize the map in order to locate
yourself on it.

(The game would highlight the area you were in, but since an "area"
could be several rooms and some bridges crossing over them, this was
not very helpful.)

--Z

--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
If the Bush administration hasn't shipped you to Syria for interrogation, it's
for one reason: they don't feel like it. Not because of the Eighth Amendment.
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Mike Ray

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Since: Mar 07, 2007
Posts: 63



(Msg. 10) Posted: Fri Oct 27, 2006 11:48 am
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
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Andrew Plotkin wrote:
> MINI-REVIEW: Keepsake
>
> (Review copyright 2006, Andrew Plotkin <erkyrath.DeleteThis@eblong.com>)
>
> Keepsake started out with a jumping-pegs puzzle. Not quite that, I should
> say. It started out with a very simple but very nice puzzle -- an
> introduction to figure-out-the-rules mechanical puzzles in graphical
> adventures. The *second* puzzle was the jumping pegs. The linear one, that
> is -- the one you can solve in your sleep -- not the nasty
> leave-one-peg-on-the-grid puzzle that makes you pull up a walkthrough or a
> solving tool. So I didn't give up immediately, but I did think "Who puts the
> jumping-pegs puzzle in a game these days? Without immediately showing me
> their bloody intestines by way of restitution? Have we not said it enough?
> Have we not wept and rent our garments by the riverside?"
>
> Apparently not. Here it is again: *We don't need the jumping-pegs puzzle
> again. It's been done. You don't have to do it.*
>
> And that was an unfair reaction, because *most* of the puzzles in _Keepsake_
> are original. All but that one, as far as I could tell. A couple were of
> familiar types, and a few more were related to puzzles I'd solved before,
> but that's fine; that's how the genre works.
>
> The game's structure was a little weird. It was *all* set-piece puzzles --
> devices stuck into doors and walls. They were only barely integrated into
> the game world. There might be plant-themed puzzles in a garden, and at one
> point you have to turn on water pumps to water the garden, but that's as far
> as the integration goes. You were almost never acting in the game world;
> rather, you were acting in the miniature puzzle-worlds.
>
> If that sounds the same as most graphical adventure games, let me detail the
> biggest difference. You have an inventory; but there are no inventory
> commands (except "look at this closely"). There is no command to use *this*
> item on *that* puzzle. There is no command to combine two items. Certain
> puzzles need inventory items, but if you have the right item, it's used
> automatically. Even complex recipes are carried out automatically (in
> cut-scenes) if you have all the ingredients and the information. In essence,
> the inventory is a progress track and clue repository, not part of the
> gameplay.
>
> I'm not saying this is a bad design decision. If your complaint about
> adventure games is that they make you walk the UI through a lot of "obvious"
> actions, you will favor this design. However, my complaint is much more
> often that I feel isolated and uninvolved in the story. _Keepsake_ raised
> that problem to a screaming pitch and then nailed it between my eyes. I
> rarely reached what I consider the true adventure gestalt -- the experience
> of looking around the world and deciding which of the disparate elements
> I've found *make sense* together.
>
> But, you ask, why are you obsessing about inventory? Don't your high ideals
> of graphical adventures, the Myst games, eschew inventory items entirely?
> Or, for that matter, those low-but-terribly-entertaining ideals, the Rhem
> games?
>
> Well, yes. (Well, nearly they do.) But those games achieve integration
> through other means. Their game worlds are tied together, location to
> location, by many obvious and subtle connections. You must observe their
> worlds, and -- again -- consider what *makes sense*. _Keepsake_ doesn't do
> much of that. Oh, in a few places, yes. But mostly, you're looking at
> encapsulated, isolated puzzles.
>
> Mind you, that has its advantages. _Keepsake_ has *lots* of set-piece
> puzzles. When your game contains nothing else, you wind up with quite a
> list. And, like I said, nearly all of them are original.
>
> On the down side again: the quality varies. Many of the puzzles are quite
> good, and a few drove me to serious brow-wrinkling and state-space
> exploration. However, some were badly underclued. You had to pick one of
> several approaches to a cloud of information, and while the "right" answer
> was reasonable in retrospect, I was glad of the in-game hint system. Several
> times.
>
> And the riddle puzzles were terrible. I don't know if it was a translation
> problem (the development studio is French); but many of the riddles were
> incomprehensible, even with the answers in hand.
>
> And once, I solved a major puzzle by dumb luck, and never understood what
> I'd done. That was frustrating.
>
> But enough about the gameplay. Let me wail about the interface for a while.
> May I say that an adventure game whose save/restore interface *confuses me*
> has a serious, serious problem? If you treat it as having one save slot --
> which, admittedly, is a reasonable approach -- it's fine. But if you try to
> open the list of *all* the save slots, you're suddenly faced with columns of
> scary, unlabelled buttons -- and a dialog box that says "Warning! Don't do
> this unless you know what you're doing!" No, seriously, it does. And I
> *didn't* know what I was doing. What does this green "+" button do? Will it
> overwrite the slot I pick? Turn my hard drive to anchovy paste? I still
> don't know. I chickened out (anchovied out?) and went back to the single
> save slot idea.
>
> But that's not the real interface problem. The real interface problem is
> that the dialogue is slow, slow, slow.
>
> It's dialogue trees. I'm resigned to those. Dialogues start up
> spontaneously, at many points, to liven up run-around parts of the gameplay.
> That's pretty nifty. Dialogue appears as subtitles, a line at a time, as
> it's spoken. That's fine.
>
> But you can't skip ahead.
>
> Oh, they lie to you. They offer a "fast forward" button that cuts off the
> current line. But it doesn't help. See, some interface "designer" (those
> aren't sneer quotes, those are sentenced-to-death-in-absentia quotes)
> decided that the subtitles should fade smoothly in and out. Out and in. Try
> to click ahead, and the game punishes you by fading the subtitle out and the
> next one in. Two seconds lost. Per click. Every single. Line.
>
> (Many of the puzzles have this problem too, by the way. Not fade-ins, but
> intricate "you pushed the button!" animations. They look great, but in a
> puzzle where you have to push the button scores of times, you quickly reach
> an incandescence of rage.)
>
> It gets worse. The little 3D character avatars have little emoting
> animations. I think there are about six of these -- you see them over and
> over. (Wave arms, cross arms, sigh dramatically. Repeat.) And you *can't*
> skip out of those. If you hit the fast-forward button, the line cuts off,
> and then you have to watch the animation sequence *anyway*. Wave arms, clap
> hands, jump up and down. In silence. For as long as the spoken line would
> have taken.
>
> I suppose I wouldn't have noticed if the voice acting had been good. No,
> that's a lie. I would have been clicking through anyway, because it's
> dialogue trees, and that means you're being fed a lot of information which
> is vaguely repetitive but you have to go through it all anyway. But in fact,
> the voice acting is deeply mediocre. Not that that matters, because the
> *script* is absolute garbage. Bone-rottingly awful. Reads like a
> Saturday-morning cartoon -- the kind that is supposed to be good for you,
> not the kind anyone likes. That fast-forward button was self-defense for my
> brain, and whoever crippled it badly needs to be hit with a leaden bell full
> of dead fish, because that's what a lot of this game's dialogue lines felt
> like.
>
> Weirdly, the actual *story* -- if you consider it as a synopsis, or a script
> yet to be written -- is decent. There are characters; they have emotional
> arcs; the ending isn't a cheat. The story is even tied into the gameplay.
> The climax of the story is interactive, in a way which ties back to your
> experiences throughout the game. You have to look back and them and
> consider... yes... what *makes sense*, in the story's terms.
>
> If it weren't for the dialogue and the acting, it would be impressive.
>
> Oh well. Maybe, like the riddles, it's a translation issue. I don't think it
> is, but I am clinging to the hope.
>
> I do think that the story missed a bet. Did I explain the story? You're a
> student at an academy of magic. Now you know. (Yes, it's a total ripoff,
> Caroline Stevermer must be turning over in her grave... what? Oh, she's not
> dead. That's okay, neither is Patricia McKillip, to whom Stevermer was
> paying homage.) Anyway. The game makes much of the office of Caretaker, who
> is responsible for all the machinery of the school. And the game makes much
> of your mechanical ability. And, in fact, that's pretty much what you do in
> this game: play with machines. They're magical machines, and there's also
> some potion-brewing and some other magic, but I was sure the story was
> setting up a cool "magic isn't everything" theme. Nope -- that was all in my
> head, it turns out. Once again: oh well.
>
> (This review, and my reviews of other adventure games, are at
> http://www.eblong.com/zarf/gamerev/index.html)
>
> --Z
>
I mostly argee however there is one thing you didn't address. I though
the game was a good value ie: not a great game but cheaper then many others.
Mike
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E-Cie

External


Since: Feb 16, 2006
Posts: 58



(Msg. 11) Posted: Fri Oct 27, 2006 12:33 pm
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Andrew Plotkin" <erkyrath RemoveThis @eblong.com> schreef in bericht
news:ehrue1$biq$1@reader2.panix.com...
> Here, Murray Peterson <mwp RemoveThis @home.com.invalid> wrote:
>> Andrew Plotkin <erkyrath RemoveThis @eblong.com> wrote in news:ehp382$kgh$1
>> @reader2.panix.com:
>>
>> > [snip]
>>
>> Nice review -- I agree (mostly) with your comments.
>>
>> One item I would have marked out as superior was the camera work in the
>> game. Taking trips over the transporters was a visual delight.
>
> Well... I liked each trip the first couple of times. Then I wanted it
> to go faster. The fifth or sixth time, I wanted to hit Escape and skip
> the animation.
>
>> One other item I would criticize was the built in map -- it wasn't nearly
>> as useful as I would have liked. I was almost finished the game before I
>> really had a good mental map of where I was an how to get to somewhere
>> else.
>
> Right! I thought about that, but forgot to mention that in the review.
>
> The map would have been *fine* if they'd put a little "you are here"
> dot! Lacking that, you had to memorize the map in order to locate
> yourself on it.
>
> (The game would highlight the area you were in, but since an "area"
> could be several rooms and some bridges crossing over them, this was
> not very helpful.)
>
> --Z
>
> --
> "And Aholibamah bare Jeush, and Jaalam, and Korah: these were the
> borogoves..."
> *
> If the Bush administration hasn't shipped you to Syria for interrogation,
> it's
> for one reason: they don't feel like it. Not because of the Eighth
> Amendment.

Now here's a statement I'll totally agree with. It would be a nice gesture
indeed to put a "you are here" something on the map. Even with the map I
sometimes get totally lost in this labyrinth.
And one other thing I begin to dislike is the enormous amount of "walkies"
to do. Even my 'mousehand' gets tired! For the rest I do like the game.
Thanks for your review!
Ciao, E-Cie.
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Mary

External


Since: Sep 13, 2006
Posts: 37



(Msg. 12) Posted: Fri Oct 27, 2006 1:19 pm
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Andrew Plotkin" <erkyrath RemoveThis @eblong.com> wrote in message
news:ehp382$kgh$1@reader2.panix.com...
> MINI-REVIEW: Keepsake
>
> (Review copyright 2006, Andrew Plotkin <erkyrath RemoveThis @eblong.com>)
>
> Keepsake started out with a jumping-pegs puzzle. Not quite that, I
should
> say. It started out with a very simple but very nice puzzle -- an
> introduction to figure-out-the-rules mechanical puzzles in graphical
> adventures. The *second* puzzle was the jumping pegs. The linear one,
that
> is -- the one you can solve in your sleep -- not the nasty
> leave-one-peg-on-the-grid puzzle that makes you pull up a walkthrough
or a
> solving tool. So I didn't give up immediately, but I did think "Who
puts the
> jumping-pegs puzzle in a game these days? Without immediately showing
me
> their bloody intestines by way of restitution? Have we not said it
enough?
> Have we not wept and rent our garments by the riverside?"

Maybe I am easily pleased because of so few adventure games being
released and though Keepsake did have its flaws, IMO all in all I
thought it was a great game with beautiful graphics, and I thought the
acting was good and so was the story. I think a lot of people liked it.
Of course a review of a game is seen from an analytical and critical
viewpoint.

Mary
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Jenny100

External


Since: Jun 15, 2006
Posts: 282



(Msg. 13) Posted: Fri Oct 27, 2006 5:48 pm
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Fri, 27 Oct 2006 13:19:39 -0400, Mary wrote:

> "Andrew Plotkin" <erkyrath.RemoveThis@eblong.com> wrote in message
> news:ehp382$kgh$1@reader2.panix.com...
>> MINI-REVIEW: Keepsake
>>
>> (Review copyright 2006, Andrew Plotkin <erkyrath.RemoveThis@eblong.com>)
>>
>> Keepsake started out with a jumping-pegs puzzle. Not quite that, I
> should
>> say. It started out with a very simple but very nice puzzle -- an
>> introduction to figure-out-the-rules mechanical puzzles in graphical
>> adventures. The *second* puzzle was the jumping pegs. The linear one,
> that
>> is -- the one you can solve in your sleep -- not the nasty
>> leave-one-peg-on-the-grid puzzle that makes you pull up a walkthrough
> or a
>> solving tool. So I didn't give up immediately, but I did think "Who
> puts the
>> jumping-pegs puzzle in a game these days? Without immediately showing
> me
>> their bloody intestines by way of restitution? Have we not said it
> enough?
>> Have we not wept and rent our garments by the riverside?"
>
> Maybe I am easily pleased because of so few adventure games being released
> and though Keepsake did have its flaws, IMO all in all I thought it was a
> great game with beautiful graphics, and I thought the acting was good and
> so was the story. I think a lot of people liked it. Of course a review of
> a game is seen from an analytical and critical viewpoint.
>
> Mary

It was very popular over at Gameboomers. They liked the pretty graphics,
the fanciful gameworld, the easy point-and-click interface, the Hint
system, the lack of dying and dexterity-dependent "puzzles." Although
Keepsake has flaws, its good points combined with the lack of certain
unpopular features have placed it high on the GB recommended game list,
which is here if anyone is interested:
http://www.gameboomers.com/GameBoomersAnnualGamelist.htm
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Mary

External


Since: Sep 13, 2006
Posts: 37



(Msg. 14) Posted: Fri Oct 27, 2006 5:48 pm
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Jenny100" <nospam.RemoveThis@nospam.com> wrote in message
news:pan.2006.10.27.17.50.01.503791@nospam.com...
> On Fri, 27 Oct 2006 13:19:39 -0400, Mary wrote:
>
> > "Andrew Plotkin" <erkyrath.RemoveThis@eblong.com> wrote in message
> > news:ehp382$kgh$1@reader2.panix.com...
> >> MINI-REVIEW: Keepsake
> >>
> >> (Review copyright 2006, Andrew Plotkin <erkyrath.RemoveThis@eblong.com>)
> >>
> >> Keepsake started out with a jumping-pegs puzzle. Not quite that, I
> > should
> >> say. It started out with a very simple but very nice puzzle -- an
> >> introduction to figure-out-the-rules mechanical puzzles in
graphical
> >> adventures. The *second* puzzle was the jumping pegs. The linear
one,
> > that
> >> is -- the one you can solve in your sleep -- not the nasty
> >> leave-one-peg-on-the-grid puzzle that makes you pull up a
walkthrough
> > or a
> >> solving tool. So I didn't give up immediately, but I did think "Who
> > puts the
> >> jumping-pegs puzzle in a game these days? Without immediately
showing
> > me
> >> their bloody intestines by way of restitution? Have we not said it
> > enough?
> >> Have we not wept and rent our garments by the riverside?"
> >
> > Maybe I am easily pleased because of so few adventure games being
released
> > and though Keepsake did have its flaws, IMO all in all I thought it
was a
> > great game with beautiful graphics, and I thought the acting was
good and
> > so was the story. I think a lot of people liked it. Of course a
review of
> > a game is seen from an analytical and critical viewpoint.
> >
> > Mary
>
> It was very popular over at Gameboomers. They liked the pretty
graphics,
> the fanciful gameworld, the easy point-and-click interface, the Hint
> system, the lack of dying and dexterity-dependent "puzzles." Although
> Keepsake has flaws, its good points combined with the lack of certain
> unpopular features have placed it high on the GB recommended game
list,
> which is here if anyone is interested:
> http://www.gameboomers.com/GameBoomersAnnualGamelist.htm

Thanks Jenny. I forgot about the hint system - it was great. I wouldn't
mind if more games included one like that. What I liked about it was the
first hint just gave you guidance about where you should go next as the
academy and surroundings was a big area. Sometimes I wouldn't know where
to go after completing tasks. Aftewr that, it would give you stronger
hints and if you got really frustrated, you could get it solved for
you - till the very last scene when they said something about "no more
help you are on your own" kind of thing. But that one wasn't terribly
difficult, but some puzzles in the game were difficult for me and I got
the hints to solve them, but most times I managed to get by eventually.
Did you do a reivew of Keepsake? I can't remember.

Mary
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Rikard Peterson

External


Since: Nov 04, 2005
Posts: 219



(Msg. 15) Posted: Fri Oct 27, 2006 8:09 pm
Post subject: Re: MINI-REVIEW: Keepsake [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <ehtf2v$a2n$1@chiara.aioe.org>, "Mary" <none.RemoveThis@invalid.zkk>
wrote:

> Maybe I am easily pleased because of so few adventure games being
> released and though Keepsake did have its flaws, IMO all in all I
> thought it was a great game with beautiful graphics, and I thought the
> acting was good and so was the story. I think a lot of people liked it.
> Of course a review of a game is seen from an analytical and critical
> viewpoint.
>
> Mary

Regarding the acting, isn't it Keepsake that exists in two
English-language versions, with different voice acting? Or am
I thinking of another game?

Rikard
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