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Review

The First Mile
Developer: Malinche Entertainment
Publisher: Malinche Entertainment
Genre: Text Adventure
Release Date: 2005
Platform:

PC Mac PDA, Cell Phone, iPod



Review by Ricardo Pautassi

January 13, 2005

 

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The First Mile (hereafter referred as TFM) is the fourth commercial game released by Malinche Games; Pentari: First Light, Greystone and Endgame being its previous installments. Having covered fantasy as well as thriller-like subjects, this time the company tries to set a foot in the crowed horror-story section of IF (interactive fiction) games. In short, its straightforward plot goes around a typical thriller/horror subject. An isolated city in the middle of America seems to have been the scenario for a killing spree just before your unwilling arrival. Empty streets are the rule but soon you will find a barbery, a nice coffee and and a bank --among other facilities -- all full of decaying corpses bluntly showing that something evil goes around the place. You would like to get the hell out of the place but your car’s been smashed to death by one the now-crazy citizens of this funny town. So, there’s no choice but to start roaming the place in search for answers and, hopefully, for a way out.

The First Mile screenshot - click to enlargeDoes the game succeeds in creating the gloomy and oppressive environment deserved by the above depicted plot? Well, it is clear that the author tried to create a sense of horror and tension by mixing murder and sinister elements into the seemingly calm and orderly life of a small rural town. If you have read Capote’s In Cold Blood or watched Stone’s U-Turn you are taking my point. Nonetheless, such type of immersion is prevented by several issues. First, there are plenty of dead people in the town. In fact much more than I would have expected. In a sense, this helps killing --literally-- the tension. That is, at first your are aroused by the gory depictions, but as the game continues they keep on coming and coming, so losing impact as well as narrative grip. On the other hand, the overall quality of the NPC's (Non Playable Characters) is good, in the sense that they have their own agenda, can follow orders, show an acceptable knowledge of their enviroment, etc. Nonetheless, there’s a scarcity of them, especially in the streets. Moreover, the plot presents supernatural elements added here and there, but the whole mix doesn’t seem to work properly. It is as if the game got stuck somewhere between a police story and a horror one. Without giving away much of the plot, let’s say that the game employs too many common places of the horror genre in order to (partially) explain the rationale underlying the whole story: an utterly bad villain who summons demons, body possession, archaeologists unearthing old secrets and the list continues. The main consequence of this is the plot losing cohesion, originality and, in the long run, interest to the player.

The First Mile screenshot - click to enlargeAll in all, in-game descriptions are pretty interesting. If you have played Greystone, Malinche’s previous installment, you sure would agree in that barely described rooms and a general sense of “stripped” prose was to be find in that game more often than not. In contrast, the amount of detail presented to the player in TFM is bigger and the prose more vivid. So, kudos to Malinche for taking previous critiques into account. For those of you who like more precise specifications please see the review that was published in... No, I mean... OK, let me see: as a rule of thumb when entering a room you will be offered a very rich description, running about three to five lines. Most of the time I found another subset of descriptions, mainly for those objects related to the plot and/or puzzles, but sometimes other objects receive attention too. Most of the time, the top-down descriptive-chain ends here. Sure, since I am a fanatic of exploration I would have preferred a bit more. For example, when gross carnage scenes are described the whole thing is well depicted but body’s descriptions are not taken into consideration, creating silly non-realistic situations such as receiving the standard reply “You do not see anything like that” when trying to examine a heavily wounded woman lying in her own pool of blood. Nonetheless – and taking my nerdy cries asides -- I should admit that this time I have no objections regarding the level of detail, at least in most of the scenes. Another good point of TFM is that has many optional puzzles, including a maze and the possibility to make your own “contribution” to the killing spree. Some of these additional quests are pretty good, requiring NPC’s cooperation and exploration. There are also many ways to kill the foes and most of them will require repeated attacks. Sure, you can die in many ways, drowned, eaten by beasts, under the influence of spells, poisoned, etc. So, save early, safe often, as it is said. Nonetheless, these death situations appear in dangerous moments and are organically inserted in the pace of the game (exception being made for an electric bolt I used to repeatedly stumble upon in a certain part of the game).

The First Mile screenshot - click to enlargeDead Rock, the fictional American mid-western city where events takes place, is huge, making the task of drawing a map a must. It has many streets and neighborhoods as well as a good quantity of buildings with indoor facilities. Almost all of them can be explored by the very start of the game, so creating a very non-linear structure in terms of both story and puzzles. While this might be regarded as an interesting feature, I have my doubts about it success in TFM. Mainly because you can be faced with puzzles and bits of story that you wouldn’t understand but with a proper sequence of events. This feature is quite common in adventure games, it should be admitted, but in TFM seems to be the rule more often than not. Moreover, the author seems to have thought a likely sequence of events because sometimes in-game descriptions do not change when they should. Let’s consider an example (warning, spoilers ahead), after having struggled for a while I managed to kill one the main foes. I sighed and, much more relaxed, tried to fix a set of phones in a room miles away from the place the battle have taken place. Imagine my surprise when, on the point of succeeding, a scripted sequence appeared describing this evil villain entering the room and screwing my plans. No explanation for the “resurrection” was given and his behavior closely resembled the one prior to his dead, so suggesting that the script did not consider the possibility. This happened many times. In other case, I was on the verge of freedom but happened to forget certain amulet I need it, so I return to a shop whose owner I used to kill previously, but the room’s description kept on naming her, even though it was not possible to talk to the NPC. Apart from these bugs, I noticed some typos as well as an out-of-context description repeatedly appearing in the bottom of the text. While no fatal, these bugs do not help increase the overall quality of the game.

The First Mile screenshot - click to enlargeFor the experienced IF-adventurer there are some in-game references to previous Malinche’s games as well as Infocom’s classics. On the other hand, the “help” command triggers a generic introduction to how to play IF games. Specific verbs needed to finish the game are summoned by typing “about”. No specific in-game hint-system is available, though. This is not a terrible nuisance since – with a few notable exceptions – only the optional puzzles can be regarded as really dificult. Overall, the game is fair in the challenges presented. To give you an idea, I only had to peek twice in the walkthrough to complete the quest. By the way, finishing the game took me about 12 - 15 hours of good-old typing.

To sum it up, TFM offers a great deal in terms of gameplay quantity and variety but fails when it comes to integrate such diverse material. Some of the previous cons of Malinche’s games – i.e, poverty of descriptions — are more or less improved, but other drawbacks appear, mainly the clichéd plot and the incapability to conciliate non-linear gameplay with the development of some puzzles. The First Mile is graded C by this reviewer.


Final Grade: C
(find out more about our grading system)