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The gaming industry has seen a lot of point-and-click adventure
games recently - Sam
& Max, Sherlock
Holmes: Nemesis and Overclocked:
A History of Violence are a few of the better examples. Now
we can add Nostradamus: The Last Prophecy to that list, a game based
on the work of Nostradamus, where a curse he predicted would fall
upon the royal family appears to be coming true. Wandering the streets
of France in 1566, solving puzzles involving astronomy, alchemy,
apothecary and ancient runes (that's a whole bunch of words beginning
with 'a') suggests an A-grade title, but can the game actually be
that good? Sadly it is more of an average C+ than a perfect A, but
it's still a decent effort.
To
try and achieve that perfect grade, the story, providing the main
draw of the game, starts slowly and gradually unfolds into something
more menacing - your classic whodunit approach. The first elements
of mystery come from the opening cut scene where Catherine de Medicis,
the mother of King Charles IX, arrives at the house of Nostradamus
- the names of people are hard to remember, so thankfully they don't
really matter to the bigger picture. Things soon get even more nasty
than the horribly hard to pronounce names when Catherine informs
Nostradamus that a curse he predicted has come true and people are
dying. Numerous fatal accidents suggest that a killer is on the
loose but then Catherine storms out without any further explanation,
refusing arguments that Nostradamus is too old to help - those ungrateful
and ever mysterious royals! With the royalty gone, Nostradamus decides
to send his daughter in his stead, but because a woman attempting
such complex tasks as crime scene investigation would be an abomination
(or so people believed back then), she must take on the appearance
of her brother, finding her brother's clothes (handily the perfect
size for her) and putting them on for the unmistakably odd task
of making herself look like a member of the opposite sex!
There
is no denying that the opening sections of the story and the required
cross-dressing are a bit odd but - in a slightly perverse way -
it's actually quite comical dressing up your heroine as a man. The
gameplay isn't strange at all though; forming the basis of all first
person point-and-click games such as Darkness Within are the colourful
(or horribly bland) vistas that you can traverse at lighting speed
simply by clicking your mouse and there is no change to the standard
method here. This supposedly normal formula for moving around is
actually quite absurd; clicking the left mouse button when the mouse
cursor becomes an animated forward arrow instantly teleports you
to a new fixed location - a wait while your character walked to
the new position would make things more believable! In an effort
to make things a bit more immersing, the developers have added the
noteworthy ability to interact with the environment in an unusual
way.
This
control over your surroundings includes picking up spoons in an
area (a room or part of a corridor, for example), taking spoonfuls
of chemicals from jars, putting them in cooking pots and placing
those pots over a fire to produce all manner of culinary delights.
Some more complex tasks than simple Cooking
Mama style alchemy require items to be gathered from different
areas and brought to a specific place to use - oddly you cannot
combine items with one another, only use them with bits of the game
world. To round up wayward items, you simply need to left click
on them and they are transferred to your inventory, although the
larger area-specific items such as a blacksmith's metal tongs and
the spoons mentioned earlier are always placed neatly back in position
when leaving the area where they were found. However, a large number
of smaller items are collectible and, for easier management, the
inventory is very similar to backpacks in RPGs such as Diablo and
World
of Warcraft; you have square slots to store the items you pick
up and a picture of your character so you can change clothes - you
can't completely undress her, for obvious reasons! This surprisingly
well-crafted inventory, opened with a mere right click, is an excellent
feature and an invaluable tool for making progress, as it also contains
details of discovered alchemy recipes, gathered clues and the ability
to replay cut scenes.
The
inventory automatically maintains a list of the objectives you need
to complete in order to solve puzzles and it's the success of these
puzzles that forms the backbone of the game. Quality puzzles in
a point-and-click game must balance their difficulty carefully,
requiring more than just going to a different place and finding
the answer immediately but not leaving you totally stumped. The
puzzles in The Last Prophecy are often satisfying; the alchemy tasks
involving mixing ingredients and crime scene investigations are
very enjoyable too, but also confusing, presenting you with a stream
of strange astrological symbols and letters, leaving you to wonder
what to do next. When you have figured out how to solve the problem
- either through the brainpower of a far more cunning mind than
mine or through using a walkthrough (guilty) - you still may not
be able to complete the task if you haven't completed an unrelated
earlier objective. This order of completion problem becomes apparent
in the first task, requiring you to find all of your brother's clothes
and mix together a pot of coloured cream. When you make the cream
you discover that your father needs to apply it to you, but it's
impossible to give him the pot until you have every bit of clothing.
Unfortunately, there's nothing to tell you why he won't accept the
cream, nor does the game give you a list of the clothing you must
find - very frustrating! Also frustrating is that there is no real
difficulty progression to puzzles as you advance through the game
- some of the later tasks to solve are so much easier than ones
near the start.
The
puzzles are frankly all over the place in terms of quality, so you'll
be pleased to hear that the music remains above average throughout;
it is faint and in the background so as not to distract you, but
it's suitably quizzical - there is a crime to be solved here - and
has a subtle beat to imply haste - the killer must be caught quickly
before he strikes again! The music fits the game very well and the
sound is nigh on fantastic; fires crackle, characters speak clearly
- although without French accents, which is surely not right for
a game sent in France - and in outdoor areas birds can be heard
singing in a shockingly realistic manner. Adding to the quality
of the sound is the fact that it is actually important for the game;
unless you can prove to your father that you can master your brother's
voice, you can't progress - a very commendable feature considering
that most games see audio as an afterthought.
The
audio in The Last Prophecy wasn't something tacked on at the end
and neither were the visuals, being eye-shatteringly good and above
average for a puzzle game of its type, with fixed areas containing
very few animations and moving objects - getting something to look
pretty when it cannot move is reasonably straightforward but getting
something to look amazing and have the ability to move in multiple
directions is extremely hard. Proving how difficult it is to make
complex moving objects dazzling is the shameful lip-synching when
characters speak. The animation of the characters isn't all bad
though, as they move extremely well during the high quality cut
scenes that feature everything from flickering shadows to amazingly
detailed expressions on their faces, but this quality doesn't extend
to the in-game sections, which is a major disappointment. High quality
cut scenes that blend well with the game engine are a definite benefit
but, aside from these moments of movie, there just aren't enough
moving objects to bring the game to life and make you feel part
of a real world - wandering through the small French village is
more like moving through a scene from a inanimate painting than
a bustling town!
It
really should seem like a busy, hard-working community, since the
entirety of the game takes place in the village, creating a relatively
open game world, something that's extremely unusual for a point-and-click
adventure game instead of the more normal sequence of levels for
this game type. This world provides a roughly square group of fixed
areas that you can traverse between with the click of a mouse -
there's no exploration involved as you are channelled past streets
and areas that you think you ought to be able to reach but aren't
accessible because they've been roped off by the developers (with
invisible rope). However, you will need to travel around the area
frequently to advance the plot, and the developers have opted to
ditch the standard level structure in favour of a time-based system.
Using the end of each day to mark the end of each level does make
the game fairly short, spanning only four or five days, and the
puzzles contained within, although too hard for me - a relative
newcomer to the genre - would, I imagine, be fairly easy to solve
by hardened adventure game veterans. With a reasonable but not huge
gameplay time, no multiplayer and a story that is exactly the same
on every play through, things are not looking good for a lifespan
score, as is the case with most adventure games. However, The Last
Prophecy has one more trick up its sleeve that saves it from early
retirement - the optional tasks.
To
add replayablity, a few side quests have been included, things that
are beneficial if completed but have no affect on the overall story,
such as cooking something you don't need later on. You do not need
to complete these tasks at all, but doing so earns you points and
the mandatory tasks also offer a few points, so telling an optional
side quest apart from a mandatory main quest can be difficult. Getting
a higher than usual score at the end of the game is something that
every gamer has been brought up to do - you can't really do anything
in-game with the points but they do give you bragging rights!
Nostradamus:
The Last Prophecy is enjoyable but flawed; it's too short, with
little reason to play it again (beyond seeking a higher score),
the game world isn't lively or well populated enough to be convincing
and the puzzles are of mixed quality, making it a pretty standard
point-and-click game. Pulling no punches and sticking to a tried
and tested formula can still produce a surprisingly enjoyable game,
but the few new additions like the inventory system fail to raise
the game above the competition. With the lack of anything new and
often complex puzzles, I decree that this is one for dedicated adventure
game players only - newcomers to the genre will quickly find themselves
out of their depth.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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