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So what's up with So Blonde anyway? Is it just so so, or is it so good you can't stop playing? Okay, I've gotten that out of my system now.
The reason I was not expecting great things from So Blonde is because I assumed, based on the title and the screenshots and other material on the official website (www.soblonde-game.com), that this was a game designed for teenage girls. Sunny ("So") Blonde is a 17-year-old American teen princess cruising the Caribbean with her parents when she falls off the ship and washes up on a very unusual island. I thought this was going to basically be an adventure-game version of those dress-up doll games you see on the web. You know, Sunny goes around meeting hunky island guys and gets to wear a lot of wonderful new outfits and go to parties and things. Sure enough, the hunky island guys put in an appearance and she does get to wear one really fab dress, but otherwise this game is nothing like what I anticipated. I'm not complaining, because the real surprise of So Blonde is that it really is a terrific old school LucasArtsy adventure game with gorgeous graphics (thanks, ATI).
The ace up the sleeve of this game is the involvement (story and dialogs) of one of adventure-gamedom's greats, Steve Ince. Of Broken Sword fame. And while So Blonde is mainly channeling Ron Gilbert and George Lucas, there's also a definite Broken Sword strain to it. In particular the lush, quasi-realistic yet cartoony, brightly colored backgrounds. In fact, this game is channeling a lot of old classics. It's like some sort of monster mash-up of Ince's (or someone's) favorite pop culture icons. Not only do Broken Sword and Curse of Monkey Island characters make oblique appearances, so does Luke Skywalker's X-wing. There's also a fair amount of Will Elder Mad magazine-ish animated marginalia -- tiny cartoon characters popping up in the corners waving signs, or Max of Sam and Max fame bobbing up out of a barrel. At first I admit I found this distracting, because I assumed these were game clues. Once I realized it was just the game designers amusing themselves, I got used to it. I still kept clicking on them, just to make sure, but I got the gag. This is not to mention the whole Peter Pan vibe. In fact the game basically plays like Wendy, updated for the 21st century, going to Monkey Island and battling Captain Hook. Perhaps I should elaborate on that.
Honest, it sounds nuts, but it all adds up to a very charming, whoppingly entertaining adventure. And a long one, at that. The save games keep track of your playing time and I was almost embarrassed to see my final save clock in at about 23 hours. And that's just "game" time. The real time I spent was probably twice that. This is one of those games where about halfway through you'd swear you're just about at the end when, lo and behold, a whole new area opens up. Which is good. That's what adventure games should do. By the way, the save slots appear to be unlimited, a good thing.
However, I'd be amiss if I didn't bring up the mini-games. This is now, officially, a trend in modern adventures. When and where did this start, anyway? At least a dozen times So Blonde stops dead to present you with a stick-figure-ish game panel, whereon you play one of a very familiar assortment of web coffee-break type skill games. Yes, there's a slider puzzle. Yes, there's a whack-a-mole variation. You name it, it's here. Now, I don't personally mind mini-games. These, with one exception, were all stunningly easy. And as if that weren't enough, they all have an "automatically win for me" button. If I have an objection to this sort of thing it's only that it breaks the mood. It's a bit like watching a good play but having to climb up on stage every twenty minutes to play a round of badminton with the actors. I like plays. I like badminton. I don't know if I like them conjoined. You know what I wish game designers would emulate? The Groovie. You aficionados will remember the Groovie as the Trilobyte puzzle engine from The 7th Guest and The 11th Hour. In an almost seamless manner, you moved from the main game screen to the puzzle screen. That is, with no break in dramatic mood. From what I read on the web, the Groovie engine was essentially a video player that permitted player interaction. The folks at id used it for the much-praised Quake 3 engine. How come we don't get stuff like that in adventure games? It's not fair.
By the end of the game, Forgotten Island gets so big that you will indeed forget a number of places you've been. A trek from one end of the isle to the other takes a rigorous amount of time, not only because of the non-map but the load screens, which generally last about five seconds. And there's a load screen between most areas of the game. You will grow quite familiar with all four of them. So much for my whopping new graphics card! The recommended specs for So Blonde don't sound too imposing. I'm not really sure why the game needs to pause so long. It may be because each screen is considerably larger than your average graphic adventure game background. This creates a lush look to the game, with lots of eye candy, but it also makes it a little challenging to find everything you need to put your mouse hand on. I'm not averse to a certain amount of pixel-hunting. After all, exploration is a key ingredient in adventure gaming. But a couple of times, at least, I had trouble tracking down something simply because the item in question was too small to be readily identified.
Let's see. What else. The music of So Blonde is also expertly done. From the main game screen forward those steel drums will instantly transport you back to Plunder and Blood Islands. The voice acting is also expert. The dialog tries to be as witty as Curse, and almost gets there. Curse is one of the few genuinely witty adventure games. It's not just funny, it's brilliantly sarcastic and clever. Tough to match that. Perhaps the thing I admire most about So Blonde is how it unabashedly, unapologetically goes about being a classic third-person adventure game. These don't come down the pike that often nowadays. LucasArts' Monkey Island series is indeed a model worth perpetuating. Not some silly fad but a genuine classic entertainment form, like the detective story or the suspense movie. You wouldn't have wanted writers to stop penning mysteries after Edgar Allan Poe's “Murders in the rue Morgue,” and we shouldn't want game designers to stop making classic inventory-and-dialog graphic adventures. So Blonde strives to be the best kind of adventure game and aside from a few peculiar gaming and technical choices, succeeds. While it may not quite reach the level of its model, it is nevertheless an excellent game. Overall, I give it an A-.
System Requirements (Minimum):
System Requirements (Recommended):
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