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Article #351096Gray Matter finished - (mini) Review follows (OK not so mini :)
From: Rudi
Date: Thu, 13 Nov 2014 17:10
Date: Thu, 13 Nov 2014 17:10
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Hi Guys Was finally (and already) able to complete Gray Matter by Jane Jensen. Quick reminder, I bought it blind from GOG for only 1.99$, only based on price and JJ:s previous track record, most notably Gabriel Knights. so I had really no expectations for or against the game to begin with. That proved to be a good thing, because as kind of an executive summary, I must conclude that most of the criticism is indeed well deserved. I will break it down to several chapters below for easier reading. Technical issues: >>From purely technical standpoint, the game was flawless. Obviously in an adventure game, computer raw power plays no part, so I, and most likely everybody who plays the game, has everything in graphics options maxed out. Game didn't crash one single time, nor were there any noticeable slowdowns or timeouts anywhere. Naturally at a scene change it took a while for a new one to load, but the waiting times were always consistent and solid. Sound was top notch, although some sound effects seemed a bit rushed, or more likely, forceably thrown in. Music, by Bob Holmes, was extremely good as expected, and surprisingly close to GK series in mood and tone. Could somebody please go and show that his keyboard may have also other emulations than that of an electric organ :):) OK, don't go, works perfect as is :) Save system was outdated, completely manual via main menu. I would have liked to have more autosave triggers, and /or automatic save on exiting the game. Gameplay: Biggest shortcoming of the game falls into this category. Jane Jensen decided to go with one-click game mechanism in this title. RMB is used only to select and ready an item from inventory, and nothing else. All environment interaction, be it characters, objects or movement, was controlled via LMB single clicks. That led to quite nauseating loops in gameplay - you had to click on everything at least two times, or more- once to get a description, second time to get more detail and perhaps once more to make or do something with or to the object. In a sort of pseudo Infocom notation, one example sequence was something like this: -look tower tower is delapitated -look tower there is a statue near door -look statue statue sits by door -look door door is locked -open door door is locked (after scratching head for a while) -look statue you find a key -look door (door is automatically unlocked and you enter). All this with only single clicks with LMB and without any hint of logic to the sequence before it unfolds !! Add to this nonsence also the fact, that while there is very limited number of sites, 5-6 major sites with some having only one screenful, some, like the house and the dorm, maybe ten or so, things would either appear out of thin air after certain trigger somewhere, or which is even more annoying, could "shift status" from only a viewable static object to pickable/workable vital piece of game, without any hint how and where it happened. You just had to revisit the room and reclick on the object, and see for yourself if action changed from what it was before. And the final puzzle "Game of Life" was maddeningly disgusting in its arbitrariness. I hate, repeat *hate*, mazes which have fake exits, only to throw you back into different part of the maze (and in one case, even out of the maze = restart the whole thing from the beginning). Story/ character interaction /behavior Last but not least, the story. In an adventure game, it is what makes or breaks the game. In this instance, it really did both. Before the spoiler section, let me however conclude this general section with quite a bash: characters were not likeable, nor believable. There was not a single character that I would be thinking "I am saving your *** here" or that even I would like to see something happen between any of the characters. Compared with Gabriel /Grace interaction, which really had sparks, this dialogue is bland, unintelligent and uninteresting. Characters' behaviour is childish, obnoxious and short-tempered. Now the plot. Basic premise is that a brilliant Oxford professor has lost his very loving wife in a horrible car accident. His mental health is compromised, and he looks into supernatural to communicate, or even bring back his wife. The female protagonist is an outsider, literally accidentally bumping to the professor, and thereafter becoming his hired research assistant. However the girl soon realizes everything is really not normal. MAJOR SPOILER AHEAD (SECURE SPACE) In the end, the strange events in the game are shown *not* to be supernatural, but works of an another mentally challenged individual, one of the professor's students. Very nicely wrapped up story, and to be honest, rather surprising conclusion, after huge hinting and pushing towards the more unconventional direction. All magic throughout the game is revealed to be of street magic variety, all trickery and illusions, although one single happening of supernatural background is left open intentionally. The professor tries to bring his wife back by using powers of memory, triggered by different sensory clues from their former shared life. A rolling wheel starts to type out a message which is pivotal to the solution, however it is never shown where the message originates, or if it is even coincidental. The game ends with the professor deciding for more research- 'much more research' so it is really left for the player to make own conclusions if there was something spooky about it or nor. SPOILER ENDS. Ratings: Tech: 5 stars Gameplay: 1 star Story 4 stars Characters 2½ stars Overall verdict: uninstall, not likely to replay. Cheers !! R.
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