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Review
1893:
A World's Fair Mystery
| Developer: |
Peter Nepstad |
| Publisher: |
The Illuminated Lantern |
| Genre: |
Interactive Fiction |
| Release
Date: |
2002 |
| Platform: |

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Review by Ricardo Marcos Pautassi

July 27, 2004 |
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“Make no little plans; they have no magic to stir men’s
blood and probably themselves will not be realized.” – Daniel
H. Burnham. Chief Architect of the World’s Columbian Exposition
of 1893.
The preceding quote is
the very phrase that can be found when you open the beautiful cardboard
jewel-box that contains “1893:
A World’s Fair Mystery” (further mentioned as AWFM).
While the expression refers to the ambitious dimension of the world’s
exposition that took place in a nineteenth-century Chicago, I believe
it should also have been the principle Peter Nepstad had in mind
when coding and writing his game. Interestingly, both the pros and
cons of AWFM stem from being an incredibly large-scale project, that
extends well beyond its recreational value.
This
is my fourth review for Just Adventure + and without
any doubt it was the most difficult one. How come? Several reasons
underlie
the statement. But since I’ve been taught that examples are
by far more instructive than concepts, a short description of my
first ten hours of gameplay (for those wondering, total length reached
almost thirty hours) should do the trick of explaining the gist of
the idea. No sooner had I received the game than I started looking
for eight diamonds stolen from the Mines and Mining Building, the
main quest of AWFM. But no more than three
hours have passed that I found myself hopeless and in the edge of
despair. By that time
my desk was full of paper sheets scribbled with tons of riddles and
curious pointers while a quantity of seemingly unrelated maps littered
the floor. And the situation didn’t improve much in the following
seven hours, but quite the contrary. Why did such thing happen? The
main reason is that I entered the game with a frame of mind prepared
to play a typical interactive fiction (IF) game, the one thing the
production we are discussing is precisely not. AWFM does
not fit well in the usual nomenclature of text based games. It’s
neither story nor puzzle-based while doesn’t rely heavily in
conversation either. It’s rather a game to be explored and
enjoyed in the fantastic, overwhelming and epic environment it offers.
Hundreds
of places to visit, dozens of buildings full of rooms and filled
up with objects related to every cultural subject you can imagine:
from cultural exhibits to replicas of Columbus’s vessels to
a fully-functional anthropometrical laboratory. The game tries to
recreate the World’s Columbian Exposition that took place in
Chicago in 1893. That fair was a real anthology of the world’s
achievements and progress in terms of science, agriculture, entertainment,
industry and art during the nineteenth-century. Indeed, the version
portrayed by AWFW shows not only this state-of-the-art but also the
general atmosphere of confidence and trust in progress that characterized
the end of such century. Just to give an idea of the immensity of
the map offered, AWFM setting comprises almost twenty enormous buildings
to explore and many more to admire, two lakes and a few ponds, a
nice maze and lots of streets (many resembling famous cities like
Cairo) full of people and usable attractions, including the gigantic
Wheel, which was the icon of the fair. A small experiment conducted
by myself showed that making your way from the bottom of the map
to the farthest point in the top requires, even after acquiring an
in-depth knowledge of the terrain, almost thirty-five turns and approximately
three real-time minutes. Interestingly, the game offers multiple
ways to travel across the fairgrounds using public transportation
(if you have the money to pay the ticket, of course): an elevated
railway train, gondolas and ferries help to complete your trips around
the campus. Before entering the fairgrounds of AWFM I had seen only
one IF game where mastering the use of transports is a must. In Infocom’s “A
Mind Forever Voyaging” the subway is a powerful tool but in
AWFM automatic transportation is rather a survival strategy.
So, to get back to my
narration, while I was very glad to enjoy that sense of freedom
I had to admit that not only disorientation
but
also weariness and apathy had aroused in me. So, I restarted the
game and adopted a different strategy. First of all, I printed the
original Rand, MacNally and Co’s map of the fair included in
the online manual (see the screenshot) which, to my surprise, resulted
to be nearly identical to the game’s layout. That enhanced
considerably my guidance capabilities. Second, I wrote a list of
successive tasks to overcome and decided to tackle them one by one.
Finally, and most important, I realized that the game presents itself
as an “interactive adventure into Chicago history” and,
while not disregarding the “gamer point of view”, one
of its most important goals is to create an excellent historical
simulation. So, the gaming experience should be intended within such
boundaries.
Having said that, let’s describe the story that attracts your
character to the fair. Eight valuable diamonds have been stolen from
a mining exhibit. While the police chief is struggling with a series
of kidnappings that require an immediate solution, you receive a
telegram asking for your help to find the lost diamonds. When you
arrive to the fair the first lead awaits: in the crime scene a sort
of poem has been found, clearly an encrypted message, which holds
several riddles whose answers will help you move closer to the diamonds.
Finding both the diamonds and the responsible for their disappearance
are, of course, the goals of the game. Sure, a trivial and not very
original start (Infocom’s “Sherlock: The Riddle
of the Crown Jewels” comes to mind). In fact neither the plot nor
the way it is presented encourages a deep immersion into the detective
role. But truth should be said, AWFM takes its own particular way
when regarding to plot development and storytelling. Quite often
IF productions begin with a complex and rich story but as the game
progresses you start wondering what could have happened with all
the non-playable characters (NPC’s) that were surrounding you
in the first turns and very often the whole thing boils down to killing/destroying/defeating
the utterly evil villain who tries to destroy the world without an
underlying rationale. At first, AWFM’s plot seems a rather
poor disguise to add some motivation to the historical setting, but
as the game makes its way the author wisely ties its different branches
(the robbery, the kidnappings, among others) and manages to pack
them in a solid story. This progression can be clearly observed in
the NPC’s, especially in one of them: a scruffy, homeless child
that roams in the wooded island, one of the game’s scenarios.
In the beginning sometimes he is an obstacle, sometimes an aid, but
his personality sure seems to be as thin as a paper sheet (I was
tempted to write “as thin as Kate Walker’s personality
in the first Syberia” but then decided not to stride off the
boundaries of the text adventure subgenre). Nonetheless, by the end
of the game not only you will grow fond of him but he will turn to
be a valuable sidekick with strong traits, preferences and motivations.
In the same vein of game design, the author decided to offer its
best puzzle in the very last scene. Without spoiling anything (long
live to the spoiler-free-review movement!) just consider that solving
it requires careful observation and exploration, bits of trial and
error, significant NPC interaction and riddle-like reasoning; all
packed in a 60-turns time limit that by no means hinders the fun
but instead adds a great deal of tension to the scene.
Taking
apart the previously described outstanding final puzzle, the remaining
ones tend to
be a sort of mixed-bag. The game shows
its
best when tries to behaves as a usual piece of IF. Conversational
puzzles are ok, while inventory based ones have a fair logic, though
here is where some (potentially serious) problems arise. Sometimes
you know that you need a certain object, let’s say an axe.
While in the best of the situations the item, or its equivalent,
is in the vicinity of the puzzle-room, in other occasions it might
be found in a building located hundreds of meters away (thus compelling
to do a lot of backtracking) or, to make things worse, maybe you
have no idea where it could be. While in other games this situation
wouldn’t stand as a problem, here it poses a big threat to
the gameplay’s fluidity since the player deals with a wide
array of locations and in each of them is confronted with several
crammed rooms verbosely described where more often than not it is
really difficult to separate the historical important items from
those relevant to wind up the game. Append to the last statement
that each item you collect add up to your “inventory total
weight size”, a game feature that forces you to drop some items
here and there in order to leave space for new ones. Since it is
not the case that every item counts equal but each one has its own
unknown weight, you will never know when the game will tell you “You've
already got your hands full”, so creating silly-non realistic
situations such as when I was arrested because I had to invest some
precious turns in making myself “lighter” instead of
solving an easy but timed-puzzle. And of course, shame on you if
you dropped a vital key without writing down its location because
I bet you will be wandering maybe a whole hour just to recover it.
Did I say “keys”? Oh, yes, many puzzles involve finding
keys and solving riddles. While pretty predictable, they are interesting,
mind-challenging and difficult enough to attract experienced and
newbies players alike. Sometimes the pointers are quite ambiguous
and may confound when not attacked one-by-one (as explained earlier),
but, well, that’s part of the game.
Finally, the remaining
puzzles are either mechanical or involve finding a number of seemingly
unrelated items and placing them in
seemingly
unrelated holes/pedestals and/or pressing them in certain symbolic
order. While complex in their design they suffer from a lack of in-game
hints, minimal feedback and shrouded logic. Moreover, they are utterly
unrealistic and do not fit in the general context of a mystery/detective-like
game. For example, while every morning the playable character has
to wake up at six, read the daily newspaper, eat his breakfast and
discuss possible suspects with his boss (realistic details that are
greatly welcome since they enhance the game’s appeal) a few
turns later he is faced with a chain of totems that, according to
the author, hold some symbolic relationship with another object of
the surroundings which, in turn, presents a rather ambiguous riddle
when it is combined with the totems in the “correct” way.
I can’t finish
the review without mentioning the excellent job the author has
done in terms of game’s interface. I have
to go back to Legend Entertainment's early games
(for instance “Gateway” or “Eric
the Unready”) to remember such a good one, and when considering
its contemporaries only the excellent recent work of Emily
Short (“City of Secrets”) is at par. As can be observed in
the screenshot, while the left side of the screen is reserved for
the text the right section encompasses both a context-sensitive photograph
(that is, it changes as a function of the place and/or object the
player is examining) and the game’s menu. This menu has buttons
for saving/loading/quitting and a handy clickable compass as well,
tools that markedly reduce the steep learning curve faced by IF novice
players. By far the almost 500 photographs are the most enjoyable
item. What’s more, these photographs are very handy when it
comes to puzzles since they help considerably to differentiate the
relevant objects in terms of gameplay utility. Another relevant feature
is that the command “hint” triggers an online help system
that provides from subtle and general indications to step-to-step
solutions for each of the game’s puzzles.
As
always, it is rather difficult to collapse whichever game’s
overall evaluation in a single statement or letter, let alone for
such a complex, ambitious and unique multimedia piece as AWFM.
However, from a strictly gamer point of view, AWFM suffers
from some obscure puzzles and also lacks a bit of balance between
its historical recreation
and the more entertainment-directed tasks and puzzles that hinder
receiving a top qualification. Apart from that the game deserves
to be highly praised, especially for its educational value and I
am certainly looking forward to future Peter Nepstad/Illuminated
Lantern’s products. AWFM receives
a grade of B+ from this reviewer.
Final Grade: B+
System Requirements:
- 1893: AWFM is designed to be played on any Windows 95/98/Me/2000/XP
system. It can also play on MacOS 7 through 9, or MacOS X in Classic
Mode. Running the game on a Mac also requires a helper file called
HyperTADS, included on the CD.
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