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Review
80
Days
Review
by

December 19, 2005 |
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20,000 Leagues Under
the Sea, From the Earth to the Moon, Michael
Strogoff, The
Mysterious Island… Is there anyone not familiar with those titles?
Jules Verne (1828-1905) is one of the most well-known writers in history, and
is often
referred to as the father of science fiction. On earth, in space, at sea, wherever
his stories took place, they all had one thing in common: Adventure! And what
better to incorporate his stories into, other than adventure games. During the
past couple of years we have seen quite a few adventure games based on Verne’s
stories: Journey to the Center of the Earth, Voyage, Return
to Mysterious Island.
Now Frogwares presents their new Verne-based adventure 80 Days.
80 Days could be seen
as a sequel to Verne’s book Around the
World in 80 Days. Oliver Lavisheart is summoned by his uncle to help
him with a bet. His uncle’s inventions were questioned by his
colleagues and he made a bet that he can retrieve four documents
of proof of his major inventions that are scattered around the world
in no more than 80 days. If he loses the bet, his engineer title
will be revoked. So, in order to win the bet, Oliver will have to
go around the world and retrieve those four documents and be back
to London within the 80 days period. Now his quest could be easy
and free of obstacles, couldn’t it? Well, maybe, if we weren’t
talking about an adventure game! And maybe it’s not as straightforward
as it sounds like either!
As you probably have already
seen from screenshots and previews, 80 Days does not quite look
like your regular adventure game. Actually,
one could claim that it looks more like a Tomb Raider game, and from
that one could come to the false assumption that 80 Days is an action
oriented game. That is entirely untrue though, since Frogwares have
managed to blend together 3D, keyboard controls and pure adventuring – something
that many others have tried and failed in the past. “Was this
blending successful though?” I hear someone asking from the
back seats. Well, that question does not have an easy answer.
The first thing you’ll want to do after setting the options
- graphics, sound and controls – is to select a difficulty
level from between Tourist, Globetrotter and Adventurer. The difficulty
level might again make someone think “action”, but it
has nothing to do with that. What it changes is how relaxed you can
be during the game time-wise and money-wise. On Tourist level time
will be frozen and the days will only pass at certain points, so
you have all the time in the world to explore and solve puzzles.
On the other hand, on Adventurer level time will be passing quickly
while you play. Regardless what level you play, Oliver will get tired
during the game. There’s a stamina bar on the bottom left of
the screen, and when it runs out, Oliver will pass out. To avoid
that from happening, Oliver needs to be fed and rest. Regardless
where he is though, even if he’s locked up in the deepest dungeons,
if he passes out someone will find him and bring him to his hotel
room! The game will resume from where you were before though, and
time will have passed if you’re not playing at Tourist level.
Also, money is a very important element, and Tourist level will give
you a good amount, while Adventurer level will force you to tighten
your belt.
There are four cities
to explore: Cairo, where the game begins , Bombay, Yokohama and
San Francisco. Of course, as teleportation has
not yet been invented, Oliver will have to travel from one city to
another by train, boat or blimp. Each method of transportation is
also playable, and, as you can easily guess, Oliver will not be able
to lay back and enjoy any of his trips! Numerous problems will arise
to compromise his quest, and Oliver will be called to solve each
and every one of them in order to reach his destination on time.
And let me tell you, after what I’ve seen, if I ever see Oliver
on an airplane, train or boat that I am on I would bail right away!
The improbabilities he encounters are amazing, but what’s more
amazing is the fact that he can easily roam around, messing with
the engines and everything else, most of the times with the captain’s
blessing! But that’s why we play adventure games, isn’t
it?
Exploring the cities is
the fun part of 80 Days and defines the word “adventure”. They are huge and contain numerous
small, subtle, and at times humorous and surprising details. It’s
also imperative to search everywhere, since there’s money lying
around, and even if you are not in dire need of it, you still want
to get it just to see Oliver’s little dance! Talking to all
the characters on the streets is possible, but it will only lead
to some small response from them – sometimes funny, sometimes
not. All responses become repetitive after a while though, and unfortunately
they are all the same in all cities. In the process you will hear
the name Phileas Fogg several times and will eventually discover
the connection between him and your uncle! All that of course takes
time, and when you’re not playing on Tourist level, time is
of major importance, so exploration can only be really enjoyed on
that level.
To make matters worse,
there is no proper save feature! The game can only be saved at
certain checkpoints, which is done automatically.
The action/adventure saving-points nightmare has finally struck the
adventure genre and hopefully this will be an isolated incident.
According to the developers, this was done as a safety device so
that someone playing on Globetrotter or Adventurer level would not
forget to save and end up in a dead-end situation after losing a
lot of time. This is of course understandable but it doesn’t
prevent implementing a proper save routine as well as the automatic
checkpoint-saving.
To make exploration even
more fun, Frogwares has introduced a great novelty, never seen
before on adventure games: vehicles! There are
many different vehicles Oliver can rent, from camels and elephants,
to magic carpets, race cars and weird one-wheeled motorcycles! The
vehicles are tons of fun, and several times I found myself driving
around just for the sake of driving! They are also very helpful.
Imagine playing Syberia with Kate being able to drive? Yes, they
are that helpful! They can never crash, but a little more care should
have been taken when it comes to interaction with pedestrians. When
running into a pedestrian, the vehicle will just come to an abrupt
stop, leaving the pedestrian unaffected! Ok, I realize this is not
Grand Theft Auto, so I wasn’t expecting blood and guts to be
spilled on the stone-paved roads of Cairo, but having the pedestrians
run to get out of the way would have made things a bit more realistic.
Still, the innovation of vehicles was more than welcome, and I wish
we could see this feature in more adventure games.
When it comes to puzzles,
80 Days is very uneven. The entire game is played in missions,
and during each mission, which can always
be shown on screen using the Tab key, there will be obstacles to
overcome and puzzles to solve. The puzzles can be divided into 3
major categories: 1. Go find someone or fetch something; 2. Solve
a logical or mechanical puzzle; 3. Action-like. Uh-oh, there’s
that word! Yes, I did say that 80 Days is a pure adventure and it
is, but it does have a few action-like sequences. There are two mini
games, one where you need to steer the blimp using radar to avoid
a flock of birds and the other a shooting gallery, and they are both
really easy. Also, there are a couple of instances where Oliver needs
to jump on platforms with precision. Nothing too hard, but certainly
not as easy as the mini games and can become frustrating. The worst
sequences though are those involving the stealth function. There
are two stealth sequences in the game, one of which can be completed
by using alternative methods. The other one though has to be played,
and it was hands down the worst part of the game.
The first category of
puzzles, as mentioned above, is the one most commonly encountered.
With the use of the mini map that’s on
the screen and points to where you need to go at all times, those
puzzles are practically non-existent, since the only thing they involve
is following the map until you get to where you were told to go.
Of course if the map wasn’t there, it would be practically
impossible to look around a whole city over and over again trying
to find needles in haystacks. Vehicles come in very handy at this
point, as the distances needed to be traveled are pretty long. On
the train, the boat and the blimp though there are no vehicles, so
this kind of puzzle soon becomes tedious.
The mechanical and logical
puzzles vary in difficulty. There are puzzles that are pretty easy,
while others are very clever and challenging.
I will admit to looking at a walkthrough to solve one of the puzzles
that had me stumped. The funny thing is, even after reading the explanation
in the walkthrough, it still took me a lot of time to see the clue
I couldn’t see, which was right under my nose, perfectly disguised.
Sigh…I am getting old I guess. And while some puzzles are perfectly
laid out, with all clues needed to work on them, others, while clever
in their conception, suffer from complete lack of clues and/or poor
feedback from Oliver. Sometimes, when trying to figure out how a
contraption works, all Oliver will say is something like “I
don’t wanna” (ok, not exactly those words) leaving you
with no clue whatsoever on what’s going on. Other times you
will have to run around trying to figure out what changed after you
moved a lever – hmm, this rings some bad bells! All puzzles
feature a point system, and points will be awarded every time you
complete a mission. Points could have been distributed a bit better
though, since at times you will get less points for working out a
complex puzzle than for running on a straight line until you find
someone!
The world of 80
Days is
presented in full 3D. Options to set the resolution, anti-aliasing,
real-time shadows etc are available, but
the game is very hardware-hungry. If you want to enjoy it in all
its glory you will need a monster-machine. For the record, I played
it on an AMD Athlon64 at 2.2 Ghz, an ATI Radeon 9800 with 256 MB
video RAM and 1 GB Memory and if I wanted full details I could only
go up to 1024x768 for smooth gaming, and even then I experienced
some slight stuttering every now and then. So, people with lower-end
machines will miss out a big chunk of the game’s beauty and “beauty” is
the word to describe 80 Days.
The outside areas are
exquisite. Settings vary according to city. From tall apartments
buildings in San Francisco to Buddha shrines
in Yokohama, everything will make you feel that you are actually
in those cities. Weather changes from sunny to rain to snow. Day
gives way to night, when the city streets all light up and it all
creates a fantastic atmosphere. Inside areas are gorgeous, especially
in the boat, which is an eye-feast – and features a nice tribute
to Jules Verne too! The characters are very detailed, especially
Oliver, whose detail to attention extends down to his scarf which
flails according to whether he walks or runs. The only problem is
that there is not much variety among the NPCs. Seems like the gene
pool isn’t too deep in the areas Oliver will visit, since he
will meet a lot of identical twins everywhere!
The music is another of
the highlights. Different kind of music styles will be heard out
of your speakers: funk, retro-pop, light
guitar rock – all keeping with the light and fun feel of the
game. Experienced ears will immediately pick out tunes inspired by
popular bands of the 70s and the 80s. The speech on the other hand
is not on the same levels. While some voices are nicely done, especially
Oliver’s, there are several voices that sound like someone
trying too hard to do impressions and accents. And although it seems
like some of this is done on purpose to maintain a humoristic atmosphere,
it doesn’t always work and at times is annoying, like in the
case of the Italian bird-loving woman.
Although beautiful in
its presentation, 80 Days comes with several technical problems,
most of them being minor. Oliver’s shadow
seemed to be occasionally “misplaced” when Oliver was
going up or down a ladder. Some textures disappeared a couple of
times – once creating a funny effect of Oliver gliding on the
water! Also, some artifacts appeared at certain places when viewed
under certain angles. These are all minor problems that don’t
detract from enjoying the game, but what did spoil the fun were a
few crashes to the desktop (combined with the fact that, due to the
awful save system, I didn’t have any saves close by) and, especially,
a major sound problem related to the speech. Most dialog lines would
be spoken missing the first or last two or three words. If someone
said “Hello my dear friend” I would only hear “dear
friend”, while if it was just “Hello” I would hear
nothing. For some reason, this didn’t happen in Bombay and
San Francisco! There is a patch that is supposed to resolve sound
problems but it didn’t do anything for me. Thankfully, subtitles
were there to save the day.
Finally, a problem that does not belong in the technical area but
does cause some frustration is the implementation of hotspots. Hotspots
are shown by a green border whenever Oliver is at a place where one
can be manipulated. The problem is that some hotspots do not appear
unless Oliver is placed at the exact angle. So a hotspot might be
right in front of you, but not appear because Oliver is looking slightly
to the left. Also, when there are several hotspots next to each other,
for example elevator buttons, placing Oliver correctly according
to which button you want highlighted requires pixel-perfect movement
and camera adjusting. I guess this hotspot problem is hard to work
around in a keyboard controlled game. A good solution would be the
ability to switch to a mouse cursor to search for hotspots on a screen
and manipulate them.
Update
Jan 6, 2006: As it turns out, there are a couple
of major problems with the game when playing with the graphics
set to the
lowest settings. There is one puzzle where you have to cover the
blimp using a kilt-like cloth with the help of levers, but when the
graphics settings are low, the cloth does not show over the blimp
when you move the levers, leaving you of course with no idea of what
you are doing. Another problem is during the second stealth sequence,
the one that is mandatory to play. For some unknown reason, when
the graphics are set to low you get caught every time, even when
the guards are not watching! Both problems can be resolved if you
can temporarily set the graphics to high, but if your PC cannot handle
it only the blimp puzzle can be played with a walkthrough. The stealth
sequence is impossible to pass, making the game unplayable. Those
are the only problems of this sort discovered so far, but there may
be more. If you are a low-end PC owner keep this in mind, since you
may not be able to finish the game. Thanks to Charles Herold for
pointing those two problems out.
- End of Update
And
now it’s time for the big question: How do you grade a
game like 80 Days? On one hand it is very
innovative, manages to keep adventure gaming pure while being full
3D, is humorous (what
do sailors read in their cabins?!) and light. It features some clever
and challenging puzzles, and overall it feels like a real adventure.
And let’s not forget the vehicles that add a lot to the overall
enjoyment of the game. On the other hand, it suffers from some poorly
designed puzzles, repetitive interaction with most of the NPCs, some
technical and hotspot problems and a horrible save system. The fun
I had while playing and the urge to play more makes me feel confident
that
it
had the potential to be one of the best adventures of 2005. Unfortunately,
its downsides lie on elements key to an adventure game and cannot
be overlooked. Overall though, even though the style will not be
everyone’s cup of tea, Frogwares has managed to prove that
they can take the genre to new levels and build it around new technology
without a need to hybridize it with other genres, and in my book
that is highly commendable.
Final Grade: B-
(find out more about our
grading system)
System Requirements:
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