What Went Wrong? |
About This Column:: Good ideas, good qualities...BAD flaws; that's the trouble with many promising entertainment products. Every once in a while there's that one product (movie, television, video, or game) which had it all --concept, sound, visuals-- yet fell like a rock because of a few grating mistakes. Techtite's "What Went Wrong?" commentary examines such titles. ------------------- Some Of The First What Went Wrong Columns : ---Trespasser For the current What Went Wrong page, click here. |
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An Analysis Entertainment Column, by TechtiteThe Monthly Opinions on entertainment gone awryGood ideas, good qualities...BAD flaws; that's the trouble with many promising entertainment products. Every once in a while there's that one product (movie, television, video, or game) which had it all --concept, sound, visuals-- yet fell like a rock because of a few grating mistakes. This regularly updated commentary examines such titles. The current entertainment product discussed is: Phantasmagoria(Multimedia game for PC and Mac, by Sierra Online, in 1995) With a 4-million-dollar budget, Phantasmagoria was sure to be unlike any game ever seen. It was supposed to be the game to revitalize Sierra On-line, yet it turned out to be a four million dollar thorn in its side. Sierra was sold out to less-heard of software companies, just a few years after its release. As for the game itself, its only longevity is in its own controversy. What Went Wrong? As always, it's important to be objective, so let's start by asking... What Went Right? For one thing: the theme. I'm not just talking about the music theme of the game, which has become a cult classic to '90s adventure game fans. I'm talking about the subplot/theme, of the overall game. Haunted/thriller games were a big sell upon its release, particularly stories involving demons, dark magic, and so on. Among similar defeat-evil-magic games released just the prior year (1994), were Alone in the Dark 3, Heretic, Dragonsphere, Ultima 8: Pagan, and of course Doom. So the subject matter was hardly bad. Gamers loved to fight the forces of evil...particularly, anything that was really really evil. The story itself was interesting, too. A young newlywed, Adrienne, has just moved into an old house with her new husband, which they plan to renovate. Gradually, she comes to realize that the house hides a very dark curse. Slowly, the house begins to reveal a life all its own, as the newlyweds become the house's next victims. This is a typical haunted house story, and in its basic form, it is more than intriguing. It's release date was also well chosen --for better or worse-- if only because other dates would have been all wrong. If this game was released too early, it would have been rushed to completion, and riddled with game bugs. Say what you will about Phantasmagoria, but it ran perfectly well on every system I ever played it on, so it was hardly released "too early." On the other hand, had it been released any later, it would have been drowned on the shelf with a plethora of Myst and 7th Guest clones, and rarely noticed at all. By early 1995, such clones had yet to be released in droves, and CD-only games were still a rather novel concept; a perfect time for this game's release. Mind you; it's not like we're reaching for "pros" about this game. It just deserves mentioning that if there was a problem with this game, when it was released wasn't one of them.
However, I digress. On to [sigh] the project's disappointments... What Went Wrong? Three words: 4 million dollars! It was also a game sold on 7 CDs. Do the math here: how could a game with the biggest game budget ever seen, with at least 4 times the resources (discs) per game box, and sold at the same price of every other game, ever hope to break even? This was a big expense for Sierra, and for the most part, unnecessary. "Unnecessary"...? You bet; in all
of 7 CDs, the house never changes! Nor do most of the simpler animations,
of Adrienne walking from room to room. Furthermore, the first chapters
were irrelevant, and a complete waste of the first 4 CDs. Most
A small "spoiler warning" : Keep in mind, the whole rest of this article is a "spoiler" of sorts, and yet the game is no longer for sale anywhere, so it matters very little...
Now let's talk about Adrienne...who, to
be blunt, is quite frankly one of
the weakest "heroine" concepts I've ever seen. Adrienne begins
the whole game by entering a dark, spooky room that (hint, hint!) was
sealed shut with bricks. DUH! While the rest of the game paints
Adrienne as relatively weak and dependant, she decides to
explore this spooky, closed-off area with no notice to her husband...ever!
So spoilers notwithstanding: Adrienne slowly marches from her home, with no
husband, a dilapidated house, and little to show for it...the end. If such a finale was meant to be scary, it is
scary only in its implausibility.
Roberta made a worse snafu, however, adding shock-value gore that was overdone even by most R-rating standards. It takes a true mastermind in thrillers to deliver nail-biting horror, without resorting to el cheapo, shock value gore, and Roberta was too inexperienced with horror storytelling to do so. So the game had such scenes as a ghost ramming a garden tool into his wife's gashing mouth, or a "Game Over" animation where a demon was seen ripping open Adrienne's head. Perhaps these scenes would've at least appealed to the gore-movie crowd, if they did not look so fake....though this is beside the point. Such worthless gore led to little more than a review by U.S. Congress, of games like this one and Night Trap, which helped inspire the need for a ratings system in games. This inspired the ESRB ratings on games sold to this very day, and while that seems like a success (of sorts), it still was a dumb idea to have so much gore, in a game that did not require it. Even The 7th Guest was scarier, with less gore.
As for the game interface...I'm sorry, did I say "game" interface? The only interaction is via a limited, one-icon cursor, controlling all actions. Click everywhere the wand highlights, to do everything possible. Click, click, click on all highlighted areas, go to the next room, repeat until next disc. Even with 7 discs, it's all over, surprisingly quickly. The good news is that a DVD-player version of the game (like Dragon's Lair or Tender Loving Care) would be quite easy, due to so little interactivity between the user and the game. However, in 1995, a limited interface was the whole problem; too little interactivity! Click, click, click...game over! For me, this experience, in my first time playing, lasted merely one weekend. Seven discs of game...and one weekend!!!
6 years later, there are still many questions as to how a legendary game force like Sierra was so quickly sold out to a never-heard-of software company, in 1998. After all, Sierra was a game company that had been in business since 1980, and the dawn of graphic-adventures themselves! What economic tragedy could befall a major game company, in a mere 3 years? I can only make a wild assumption; a 4-million-dollar one. I will always blame the "hub" of Sierra's ill-fate on Phantasmagoria; a money pit that was nothing but trouble, for gamer and company alike. How Did YOU feel when seeing the Phantasmagoria finale? Feelings? Comments? Opinions? Send them to Techtite
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