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Review
Greystone
| Developer: |
Howard Sherman |
| Publisher: |
Malinche entertainment |
| Genre: |
Text Adventure |
| Release
Date: |
December 2003 |
| Platform: |
,
Folio
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Review by Ricardo Pautassi

August 11, 2004 |
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Mental
hospitals have been, alongside with castles and university colleges,
a recurrent
setting for adventure games, either graphical
or text-based. From the early Asylum to
the more recent Sanitarium,
game designers and writers couldn’t restrain themselves from
stories based on facilities populated by tormented souls and supposedly
sensitive physicians. The game I am currently reviewing continues
this narrative tradition by setting up its actions in Greystone,
a real-life mental institution located in Morris Plains, New Jersey.
Written and programmed
by Howard Sherman, Greystone is the second
commercial interactive fiction (IF) game from Malinche entertainment.
While Malinche’s first game - Pentari: First Light - relied heavily on the venerable “zorkian” tradition,
Greystone clearly belongs to the mystery
genre. The playable character is a detective who has entered a decadent
mental institution disguised
as an inpatient. This unconventional procedure was required due to
a series of mysterious and gruesome murders that have occurred in
the institution. Since anyone inside the madhouse could be the culprit,
you must remain undercover until the case is solved. Your only contact
is a state trooper who’ll take care of the evidence and is
waiting for you to point the finger at the likely murderer.
So, your goals are quite
straightforward: explore the buildings as well as its surroundings
while interrogating possible suspects
and eventually picking up potential evidence. Whenever you think
you have found the instruments as well as the motive that has driven
the putative murderer, you can issue an arrest order. Subsequently,
the game comes to an end and your accomplishments are assessed in
a small epilogue. Quite probably these mechanics are well explained
in the folio edition of the game, which encompasses a nice assortment
of feelies and additional documents. Nonetheless, the digital delivery
version, which is the one I am reviewing, suffers from a rushed start
featuring minimal directions. This is not a big nuisance, however,
since a little bit of the well-known trial and error approach makes
the trick. To give you a more thorough idea, to a certain extent
Greystone’s gameplay resembles the one successfully employed
in many mystery board games (for instance, “Sherlock’s
Holmes Time Machine”, by ToyCo) where, after a short debriefing
which states the goals, the player rolls the dice and roams around
the board collecting evidence, checking alibis and choosing possible
suspects. In those board games you compete with other human players
to be the first to identify the murderer. Sure, Greystone has no
multiplayer support but time counts since you must arrive to a conclusion
in a reasonable amount of time in order to avoid feeling the tight
stroke of the killer in your neck (don’t be afraid of the time
limit, the number of turns is sensible enough even for the novice
player). The game contains few puzzles in the conventional meaning
of the term. Nevertheless, strolling around the hospital is a brainteaser
in itself since Howard Sherman has done a good job recreating not
only Greystone’s buildings but also its surroundings, including
streets and woodlands, an abandoned gloomy tunnel system (hey, it
wouldn’t be an interactive fiction game without a brass lantern
and an underground trip!), a baseball field and even a nearby neighborhood,
thus offering hundreds of rooms to explore and examine. The hospital’s
old cracked walls also set the scene for potential accidents, so
saving your progress often is really advisable. Considering the sheer
size of the environment it would have been a big problem if the game
map had proven to be troublesome. Indeed, drawing a map helps but
it’s neither a must nor a requirement since most of the geographical
layout follows the principle of formal symmetry, thus allowing the
player to predict how to arrive to a certain place without having
to memorize the whole map. Having said that, I must say that a sense
of disappoint arose when I noticed that many of the locations are
quite empty and void of both objects and non-playable characters
(NPC’s). Not only that but very few descriptions are available
when you try to perform an in-depth search of rooms. Let’s
say, while a room’s description may well state that you are
faced with a couple of desks and a pile of debris it’s no use
trying to “search” or “examine” these objects,
since you will receive the standard reply “you do not see anything
like that”. And it’s very probable that whenever you
do find examinable items they are unerringly either evidence or clues.
While this may help to reduce the game’s difficulty, it becomes
very frustrating when the player has to face dozens and dozens of
similar and non-interactive rooms prior to stumbling upon the one
where leads are awaiting.
As expected in a mystery
game, interaction with NPC’s is required
and encouraged. But again some flaws make their entrance at this
point. Greystone inpatients are very few and display a very rigid
behavioral repertoire. Moreover, their personal traits are not as
developed as this reviewer expected and the game does not take advantage
of these people’s mental condition. Indeed, it would have been
very interesting to see specific disorders mirrored in their behavior.
A brief example (be warned,
spoilers follow) will illustrate some of the features criticized
above. After some exploration I discovered
female inpatient’s body stuffed in a vault. This important
finding only warranted a brief description of the body and a mild
emotional response when mentioning it to the trooper. Every attempt
to search the body or look for specific details was unsuccessful.
Not only that but sharing the news with both physicians and inpatients
triggered replies such as “You don’t know nothing about
that” or “He seems to not be listening to you” complemented
with a set of NPC’s ordinary behaviors already observed in
past interactions with them (end of spoilers).
As you already should
have noticed, Greystone is a game especially suitable for novice
players and is an excellent starting point
for anyone wishing to enter the realms of the text-adventure genre.
The author seems to have been very interested in this issue, since
here and there “text helpers” appear, aiding in how
to manage conversation or stating that certain objects are neither
necessary nor relevant for moving on the game. Gameplay length
ranges from 8 to 15 hours, depending on your deductive skills,
but replayability is highly encouraged (I played it three times!)
as multiple endings are available. According to the author, about
forty different epilogues await according to the amount of evidence
you’ve found and whether or not your data points towards
the correct suspect. While I wasn’t able to reach every possible
finale I tried at least fifteen of them and should say that this
is by far the most interesting feature of the game. Why? Mainly
because it works as a natural and organic system to regulate the
level of difficulty. You want to solve all the murderers and pin
the blame on the correct suspect? That’s a very difficult
task, that requires having carefully combed the whole area for
evidence while avoiding being killed at the same time. But you
can stop the madness as well just by finding a small bunch of supporting
proof and a likely suspect. This game design element nearly dismiss
the use of a walkthrough by allowing the player to set his/her
own standards and goals.
No fatal bugs were found
when running the game, even though some spelling errors made their
way in the text. Moreover, while walking
in the hospital surroundings I found and picked up evidence located
in a (sort of) container just to see that the description of the
scene did not change at all, still depicting the object as being
in the container. Not a proper bug and certainly minor, but these
details don’t help improve the overall impression of the game.
So, to bring this review
to a close; in spite of the fact that Greystone is clearly inferior
to Malinche’s prior release,
it is still a good choice for IF beginners and mystery story lovers
should find the quest for the murderer addictive enough to overcome
its weaknesses. Nevertheless, I wouldn’t recommend it for
the more wide-ranging hard-core interactive fiction player.
Final Grade: C
System Requirements:
Windows and a Z-Machine software (its latest release freely available
at http://www.ifarchive.org/indexes/if-archiveXinfocomXinterpretersXfrotz.html)
for the z-code release here reviewed. Nonetheless, the folio version
can be installed in almost every platform available (including hand-held
ones).
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