Article View: comp.sys.ibm.pc.games.adventure
Article #351097Re: Gray Matter finished - (mini) Review follows (OK not so mini :)
From: Mary
Date: Sat, 15 Nov 2014 05:32
Date: Sat, 15 Nov 2014 05:32
168 lines
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7746 bytes
"Rudi" <Rudi@iki.fi> wrote in message news:rii96ahu42020ksfa35n9lb3oi437esj5v@4ax.com... > > 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. Thanks for the good review of Gray Matter Rudi. your review is much like the impression I got from the demo of the game. I didn't think the story seemed very interesting. I will wait till Jane gets to make GK4. In my opinion, she is the best at games like Gabriel knight where there is a lot of mystery and intrigue and a lot of interaction between various characters. I liked GK2 and 3. Mary > 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 Save system was outdated, completely manual via main menu.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. --- This email is free from viruses and malware because avast! Antivirus protection is active. http://www.avast.com
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Path: mbox-mo1.pugleaf.net!border1.nntp.dca1.giganews.com!nntp.giganews.com!goblin3!goblin.stu.neva.ru!newsfeed3.funet.fi!newsfeeds.funet.fi!newsfeed1.swip.net!aioe.org!.POSTED!not-for-mail From: "Mary" <notvalid@notin.com> Newsgroups: comp.sys.ibm.pc.games.adventure Subject: Re: Gray Matter finished - (mini) Review follows (OK not so mini :) Date: Sat, 15 Nov 2014 00:32:10 -0500 Organization: Aioe.org NNTP Server Lines: 169 Message-ID: <m46ok2$fnv$1@speranza.aioe.org> References: <rii96ahu42020ksfa35n9lb3oi437esj5v@4ax.com> NNTP-Posting-Host: VG2XyGw6/Rjsnwh+VCoTIw.user.speranza.aioe.org Mime-Version: 1.0 X-Complaints-To: abuse@aioe.org X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.6157 X-Antivirus-Status: Clean X-Notice: Filtered by postfilter v. 0.8.2 X-Newsreader: Microsoft Outlook Express 6.00.2900.5931 X-Antivirus: avast! (VPS 141103-9, 11/03/2014), Outbound message X-Priority: 3 X-MSMail-Priority: Normal Bytes: 7833 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit