While waiting for the various telecommunications companies to sort themselves out after my move I have been playing A Vampyre Story
. A game which proudly proclaims itself to be From the artists who brought you Curse of Monkey Island
.
Maybe that should have been my first warning. Not From the designers of Monkey Island
, but From the artists
.
I can certainly see the connection. The art style is quite reminiscent of CoMI, and the music too. In fact one piece has a such a similar theme that there's a noticeable jerk when it doesn't turn into the piece used in CoMI. Let me be clear, the similarity in art style is not a problem. In fact it's a good thing. Unfortunately as a game it is more disapointing.
Playing this game it becomes clear that the designers at Lucas Arts learned a lot about designing point and click adventure games over the years. Knowledge which the graphic artists didn't have. Too often I found myself randomly clicking items in a desperate attempt to find out what went with what. Other times I'd try things which seemed obvious (and turned out to be the correct thing to do) without having any good idea why I was doing them, other than that they were obvious.
Now these sort of problems would turn up in the old Lucas Arts games from time to time but the designers become very good at seeding clues to the problems in the dialogue and scenery descriptions. Thus, even when you missed the clue and had to resort to try everything with everything
when you hit on the correct combination there would usually be a Eurika! moment when you realised what the clue was that you missed.
There also seem to be a few too many locations to move between. This was presumably done to give the impression of an expansive world with many options. However the puzzles are very linear. There is a tightly defined path to follow but if you turned right instead of left you can find yourself wandering off for miles trying to find something to do, only to come back and find it was in the next location in the other direction.
Then there ware the references. No Lucas Arts game of yore was complete without a Star Wars reference and they weren't afraid to break the 4th wall on occasions but this was kept fresh by not overdoing it. Vampyre Story
has no such qualms. The game sometimes feels like it is purely a vehicle for making references to old Lucas Arts games. This got annoying quickly. Particularly when something was said which was obviously a reference but I didn't know what to.
This leads me to another problem with the references, telegraphing. Nothing was ever understated. At one point our heroine looks at a book on a bookshelf to see it's called something like Why I Like Chicken, by Leroy Jenkins
. This would have been fine if it were simply thrown in there among the list of other silly books on the shelf. People who got the reference would get a kick out of it, people who didn't, wouldn't notice. But when the dialogue reads the book as Why I Like Chicken, by Leeeeeeeeeeeeeeroy Jeeeeeeeeeeeeenkins
everyone is made aware it's a reference and people who don't get it get annoyed.
So finally we arrive at the central characters. Mona De Lafitte is an opera singer torn from her beloved Paris and turned into a vampire by the villainous Shroudy Von Keiffer. She suffers from having an annoying, squeaky mid-Atlantic French accent. Annoying and a bit weird. She doesn't seem to be able to make up her mind if she's French and learned English from Voice of America
or if she's from the Bronx and is affecting a French accent because she's an opera singer. On a side-note, too many of her I can't do that
comments are too long. These things should be short because we're going to be hearing them a lot.
She has a wise-cracking
companion, Froderic the bat, as well. I don't know if they were chasing a Sam & Max vibe with these two. It feels like they may have been. If so, it falls flat. The to-and-fro between them doesn't really sparkle like it should.
My final gripe, though, is that I feel the game was somewhat miss-sold. It turns out it's episodic. I've not found any reference to this in any of the official literature relating to the game and I avoided the unofficial sources so as not to spoil my enjoyment.
I have nothing against episodic games in principle. I thoroughly enjoyed both series of the new Sam & Max games. They demonstrated, for me, how epesodic gaming should work. Short cheap episodes frequently released.
The problem with Vampyre Story
is that it suddenly stops with a lead-in to the next episode and certainly no resolution. This would be fine if it was a 7pound;6 game from a series I knew was episodic. It is not okay from a £20 game which I was not expecting to be epesodic.
I felt a little guilty buying this game at a discount, wanting to reward the publishers for producing a game for a niche market by paying full price. Now I'm very glad I did get a discount because even the £15 I payed is too much for an episode.
Episodic games only work if the episodes are cheap and come out frequently. Once a month is a good figure. There is no sign of the next episode of Vampyre Story
coming over the horizon. Who knows when part 2 will arrive.
However, having said all of the above, there are some things to commend this game for.
The ghost inventory is a nice idea. It solves the logical problem of Just how is my character carrying around a Sherman tank in his pocket?
Items which can't sensibly be carried about ones person turn up in your inventory as a ghost. You can then use this ghost in the normal manner and when you find the place where it's supposed to be used Mona nips back to where it actually is and fetches it.
Good use is made of Mona's vampiric powers and weaknesses in the pursuit of puzzles. We are also promised that she will gain new powers in forthcoming episodes, which could be fun.
Returning to a matter I've discussed before, graphics in games, I like the combination of 3D actors in 2D sets. It makes a lot of sense for a game like this. Creating and animating a 3D model is an expensive process. However once it's done you can view that model from any direction for free. So creating Mona and getting her to walk costs a lot of money but once you've done it she can walk anywhere you like and be viewed from any angle. Having done Mona walking left-to-right
you don't then have to do Mona walking top-to-bottom
. The scenery, on the other hand is viewed from a fixed camera position. Creating this as a 3D model would be a waste as you'll never see it from any other angle. In which case, why not get a painter to do you a richly detailed background for less money?
In conclusion, this game is a bit of a disappointment. It has a pretty interesting premise, ripe with potential. Unfortunately that potential isn't really mined effectively. It also feels like a game designed by committee. It feels like someone has tried to identify the best bits
from the old Lucas Arts games without really understanding them. I also feel like I've been sold an over priced dummy with the sudden dropping of the actually, it's episodic
bomb shell.