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Developers Fireglow Software have come up with something quite surprising
in their magic and fantasy PC title Stranger. It has what I would
consider to be found less and less of late, something often overlooked
in place of (fair enough) gameplay and graphical finesse. But Fireglow
have been careful to give themselves as much of a head start as
possible in winning over the gaming masses by including for our
collective pleasure a rather excellent plot.
I
like it a lot - apparently it's based on an existentialist novel
of the same name by a French writer called Albert Camus who I had
not previously heard of, but with a bit of research it seems that
the game has stayed true to the intricate plot, changing only some
names and locations. Basically, you play the part of three separate
characters lost in a mysterious world that you have been cast into
by the town council, after your innocent experimentation with highly
forbidden magic. The three of you aren't the best of friends but,
as strangers in a foreign land, you are reluctantly forced to cooperate
in your efforts to return home and execute justice on your persecutors.
Unfortunately, the execution of this tale of deception is not well
done. Still cartoon scenes move things along, made up of simplistically
drawn characters and voiced over by what sounds like the developer's
janitor at the last minute (take a monotone and completely non-threatening
"I will come back and eat your hearts." as an example). It's a real
shame that more effort wasn't put into this and although money isn't
always readily available to create Hollywood FMV sequences, there
is a huge amount of room for improvement in the style and presentation
chosen here.
I've
never been one for immediately classifying a game into its respective
genre; for one thing, it can encourage scepticism and apprehension
(mention 'text based adventure' to anybody aside from UNIX users
and they're running for the polygonal hills, yet it's unlikely they've
ever actually given one a go!), but Stranger just begs to be a bold
outcast when it comes to its definition. At heart it's a real-time
strategy and a role-playing game, with elements of both showing
through in different proportions depending on the task at hand.
Think of Blizzard's excellent Diablo hack n' slash combat system
and the wonderful visual style of underrated classic RPG Silver,
and somewhere in between you get Stranger. It's a decent effort
at least to defy convention and works at a certain level to achieve
a blend of monster bashing and item collection with party-based
gameplay into the bargain, and has qualities to satisfy fans of
a range of related games.
You
begin your quest for justice in the hideous gnarled form of a mutant
creature after being hurled into the portal to the desolate land
from which you must escape. You are however told, much to your dismay,
that nobody has ever willingly returned from this land and the only
way out is through an unstoppable, unspeakable beastie who would
make toothpicks out of you in your current state. Also separated
from your fellow outcasts, you are alone for now and left to figure
out where to go. Luckily there's a tutorial to play through, which
gives you the basics of the gameplay.
The
first few levels lead you by the hand and around the map with arrows
all over the place, so it's pretty impossible to get lost, but the
environments are not open-ended enough to actually wander off anywhere
anyway, at least for most of the game. This tight level design is
in line with the objective-based gameplay, ensuring you don't lose
too much direction. Objectives aren't the most original, ranging
from killing another small army of inexplicably aggressive insectoid
life forms or hiring yet another solider for your party once you
have amassed enough crystal. These soldiers can be found loitering
around small townsteads and will help you as you slash and stab
your way to the next objective.
It's
pretty apparent from early on that there's trouble ahead with the
control system, particularly the inventory interface, which is often
struggled with in RPGs. Combat is just verging on the side of being
interesting but did not once truly feel like I was in a fight, my
hero just standing there repeating the same animation until whatever
he's striking at falls over dead, ready to be looted. The game's
currency comes in the form of three different crystals that are
found around the lands and carried by most of its inhabitants (including,
as I always find strange, the monsters) and transferring amounts
of these crystals between yourself and recipients is an awkward
and cumbersome task, requiring fiddly sliders and selections. The
action can be paused at any time so this isn't too big a deal, although
it would have been wise to implement more accessibility. These crystals
are also magical; each grants the ability to cast certain spells,
either to harm or manipulate the enemy is some way, or to bolster
you and your team's strengths of defence. Further to this you can
mix various crystals to create new combinations, like cyan crystals
for example, which allows you to cast a rather nasty ice shard spell.
One
thing I do quite like is the environments. They are very well detailed
for a game with such a simple engine (there are no physics or active
environments present) and the little buildings and fauna have a
wonderful charm. NPCs are rudimentarily animated, but smoothly so,
and there are a lot of creatures to hack through, all of which are
very interesting designs from your standard 'low experience' bugs
to giant spidery monstrosities. There are some very cool boss designs
too, which I won't spoil. All in there are over one hundred monster
designs and I have to credit Fireglow on this, as that's a lot of
beasties to pen down - there's a hell of a lot of work in between
conceptual design and the final production of a creature, from visual
design and texturing to animation, so credit is due here. The sound
is very pleasing to the ear too, with a very good ambient soundtrack
keeping the atmosphere up, along with some well-conceived creature
snarls and roars.
While
I was playing Stranger I had the impression of playing a game a
that is a few years old, but this isn't necessarily a bad thing
- I was remembering moments from classics I had played in the past
that took me through many great evenings of cloak and dagger wand
wielding. It's not easy to create a convincing universe and then
bring it to life; players demand immersion these days, as RPGs take
a lot of effort to get into, but the RTS element here eases you
along by keeping you occupied while the RPG elements sink in. It's
a great experience when you feel totally involved in what you are
doing and the reward is feeling like you have actively changed something
within that world. Stranger is nearly too much effort to get this
much out of it, although there is charm it is saturated by oversights
such as the mediocre cut scenes. When you are attempting to implement
two gameplay styles then you'd better be careful that there are
no distractions or irritations to the player, or the tentative grip
a game has to build upon will be lost. Stranger is still just clutching
out with a gauntleted hand.
Reviewed by Chris Davies for AceGamez (All Rights Reserved).
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