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Review
Mode
| Developer: |
Jeff
Green |
| Publisher: |
Corel |
| Genre: |
Adventure |
| Release
Date: |
1996 |
| Platform: |
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Review by Alexander Tait
March 17, 2004
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I was reading a review
of Counterstrike: Condition Zero, where they referred to Soldier
of Fortune 2, released in 2002 as “old”.
If that is the case, I hope we have some keen amateur archeologists
because Mode, released in 1996, must be considered an uncovered relic.
It’s no wonder that with attitudes like this that games like
Mode never really get consideration by adventure-phobic journalists.
Picture a party-the party
of the millennium. Now picture at this party a mysterious but charismatic
recluse, a sexy woman with uncertain
loyalties, a native American mystic, a fortune teller, a cop with
bisexual undertones to his conversation, and a desperately unfunny
clown. These are some of the characters you will meet, interact with,
and possibly get to know better. Some, much much better. Every interaction
depends on the “mood bar” a spectrum of colors that reflect
a range of responses from green (strongly positive) to blue (neutral)
to red (strongly negative). Interact in a way that matches their
philosophy and you will learn more about them or others at the party.
Interact incorrectly and you may have to forego getting in their
good graces and will have to forge alliances with others. This, of
course, results in a plethora of endings, many of which are good.
Obviously, this allows the opportunity for replayability such that
the game could be played several times with vastly different outcomes.
This simple interface makes the game easy to play. Save, load, help,
and quit functions are accessible from the other icon on the bottom
of the interface. The game can be saved anywhere, even in movies,
though reloading the game plays the video from the beginning rather
than the point at which the game was saved. Just be careful not to
save the game when it requires another disk or the game is corrupted.
Every other instance of saving was error free but consistently the
game corrupted these save games. In addition to this, the tutorial
for the game is amongst the best I have ever seen. The help is interactive
and comprehensive-other adventure games with multiple functions or
differences from normal functions could really benefit from a tutorial
like this.
Mode is not a “true” adventure game, but certainly well
within a liberal definition of adventure. As Jeff Green, the writer
and creator of Mode, explained to me in a recent email, he sees this
game and its precursor, Midnight Stranger, as “experiments
in socializing”. Mode reminds me in many ways of Bad Day
on the Midway but it contains the adult themes of full motion video
(three CD-ROMs, no less!) format of Tender Loving Care. Similar to
the latter title, subtle differences in conversation propel the story
forward in radically different ways for every player and every replay
of the game.
As Jeff Green says about
the uncertainty of interactions using the mood bar, “You can't tell this by looking at the bar, just
as there is no handy visual meter of a person's mood in the real
world”. A full tutorial and explanation of the mood bar can
be found on Jeff’s site: http://www.achilles.net/~jgreen/multimed.html.
On first play through,
the game will not give up many of its secrets nor will the story
be fully clear. It’s possible to complete
it without having achieved any significant interaction with others
(which was certainly the case for me!). Play it through several times
and subtleties of interaction and you may find the secrets that hold
the key to both more complex interactions and the overarching story.
Although more superficial than Tender Loving Care or Point
of View,
this game is worth some exploration. There are some pretty sinister
themes, sexual overtones, and mysticism pervading parts of the game
as you strive to get a dome, a requirement at the party. Once you
have the dome, the story unfolds.
Voice acting
is generally excellent and it is refreshing to hear Canadian accents
in a game. Interaction is almost solely through
the mood bar and video consists of grainy QuickTime movies that
are standard in mid-90’s multimedia games. Players may initially
find these off-putting, as they are somewhat different to most
QuickTime movies. The screen consists of an image of the character
you are interacting with but only a fraction of the image actually
changes-usually head and upper chest only. Because the characters
move, there are times when the chest doesn’t quite gel
with the static lower part of the chest but it is no more difficult
to adapt to than were the mouth movements in Titanic: Adventure
Out of Time or Dust.
Mode’s a trip. As a social experiment, I give this a B. As
a game, it’s more like a C-. Even though it isn’t as
deep in its storyline as many of the titles mentioned in this review,
it certainly has enough adventure to hold the interest of most readers
if only for its novelty. The plot divergences had me wondering long
after I’d finished the game about what it all meant. Play it
for yourself and see if you can get to the bottom of the mystery
behind Mode.
(15)
Final Grade: C-
System Requirements:
- 486/33 or equivalent
- 8 MB RAM
- 2X CD-ROM
- Sound Card
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