Gray Matter Review

University challenge.

Version tested: Xbox 360

Regardless of the specific sleights and shuffles, the secret to every great illusion is always the same: hide the effort. It's here that Gray Matter – a game that's as much concerned with magic as it is science, and equally obsessed with imagination and memory – really struggles.

Somewhere, in amidst the muddle of threadbare technology, a fiddly UI and a convoluted narrative, you get glimpses of a game with real style and substance. The sheer difficulty in holding this wayward enterprise together, however, appears to have been too much.

Gray Matter is ambitious, literate and unusual. Sadly, it's also compromised, unconvincing and often dull. It can't hide the effort that's gone into putting it together, and therefore the illusion that makes the best adventure games so memorable is all but missing.

Gray Matter is the latest offering from Sierra On-Line design legend Jane Jensen. As creator of the Gabriel Knight series, she's a household name, but only, alas, in the kind of households that have a dream catcher and an antique globe in the living room. Her new game retains a handful of classic Jensen motifs – it's a mystery story with roots in history and pseudo-science – but throws in new characters and a fresh setting, shifting its attention from the US to Oxford and its ancient colleges.

The story kicks off on a suitably dark and stormy night, with American illusionist and ex-goth Samantha Everett breaking down en route to London, where she plans to work her way into the scarlet folds of the Daedalus Club, a secretive group of possibly rather sinister magicians. Seeking refuge from the rain, she ends up at Dread Hill House, a spooky mansion perpetually lurking beneath radioactive skies, where neurobiologist Dr David Styles is pursuing his research into Cognitive Abnormalities and needs an assistant.

Pretending to be that assistant, Sam eventually realises that something's awry with the frosty and disfigured Styles. His nightly visualisation experiments, conducted on a group of university students that Sam has helped recruit, are wreaking havoc in the real world, while the good doctor's dead wife appears to be reconstructing herself as memory turns to matter. What follows from that point on is a kind of point-and-click marriage of Umberto Eco and Andrew Lloyd Webber.

Gray Matter's technical and graphical failings are probably the most understandable of its shortcomings. Kicked between various publishers and developers during its lengthy production, Jensen's game wobbles early, and wobbles often.

The static backgrounds have an eerie prettiness to them with their thick drapery and dusty congregations of house plants, but the CG characters, poorly lit and blandly designed for the most part, float on top of them unconvincingly. As such, the game's 2D and 3D assets coexist in a ghostly state of perpetual awkwardness, like divorcees who, through some kind of sitcom contrivance, find that they must share a small bungalow together.

Animation is weak throughout – watching a character turn around or navigate a table and chairs can be so painful you'll want to push your way through the screen and help them. And while the music, by Jensen's husband and long-time collaborator Robert Holmes, is moody and likeable, it's partnered with stilted voice acting and sound effects of such bizarre poor quality that if you close your eyes it can be hard to tell exactly what's going on. Checking a locked door sounds like someone breaking open a fresh Kit-Kat, while morning coffee is accompanied by an audio clip that suggests Sam's being force-fed snooker balls.

These issues are forgivable by themselves, but they undermine Gray Matter's dramatic aspirations in a depressing manner, with the game's final confrontation being particularly poorly served. Thanks to muted sound, a limp cloud of particle effects and the seizure-style acting of the marionette cast, what was presumably intended as an earth-shaking supernatural display of apocalyptic intensity comes across with all the weight and drama you'll get from the business end of an ageing hair dryer.

(This drama isn't helped, incidentally, by a weird Arkansas hillbilly's interpretation of contemporary England, where the signposts are made of wood, the constables are called Reginald, and every shop door has a tinkly little bell at the top.)

As with the presentation, so with the interface. Gray Matter's PC incarnation uses the fairly standard single-button click for interacting with the environment, but the 360 port opts for a radial menu that allows you to zip between all available hot spots in a room. You'll get the hang of it over the course of the game's first few hours, but while the designers do their best to map the position of in-game objects to the correct parts of the wheel as often as possible, they fail just as regularly. Actually trying to move the arthritic characters about by themselves is a nasty business, so, compromised as it is, it's best to work from this radial menu whenever you can.

If it's tempting to put most of these problems down to the game's difficult gestation, it's harder to explain why Gray Matter's story and characters can often seem so underdeveloped. Erudite and intriguing in concept, Jensen's latest narrative frequently plays out as a drafty kind of soap opera, its plot twists growing increasingly silly and its characters too thinly conceived to carry you past the rough patches. The supporting cast of college students, magicians, rival professors and housekeepers are a rabble of shrill stereotypes, while Styles is grumpy rather than mysterious and only Sam emerges with any kind of likeable clarity.

As Gray Matter ping-pongs between the two leads in alternating chapters – as Sam tries to unravel what's going on and Styles attempts to bring his dead wife back through recreating specific memories – the results vary. Sam's sequences are often witty and clever, covering classic adventure game territory as you bypass irritating secretaries, work your way into locked rooms, and follow a trail of playful clues left for you by the Daedalus Club.

Here, Gray Matter's innovation lies with Sam's magic skills, meaning she'll often be called upon to play reworked tricks on people to get what she wants – she'll gamble with an unfriendly handyman in a rigged game of chance, say, or pinch an ID card from a pal with a clever sleight. Sam's repertoire is limited to a book of a dozen or so illusions, and after you've selected the right one for the right occasion, you have to coach her through the intricacies of performing it, moving objects from the left hand to the right sleeve, for example, and choosing when to misdirect. As a spin on programming-style puzzles, it's smart, if limited, stuff and helps to enliven some of the game's more prosaic moments.

The Styles sections are considerably less entertaining, however, as you wander around Dread Hill House and a nearby park, searching out triggers that will allow him to rebuild his memories. It feels less like an adventure game and more like you're being asked to act your way through a low-budget movie that you haven't been given the script to

It doesn't help that Styles and his late wife's relationship is filled with naff clichés like initials carved on trees (do this, incidentally, and a rule of narrative dictates that at least one of you will die young) while flashbacks forever seem on the brink of blossoming into either very soft pornography or a Herbal Essences advert. I'm no doctor, Styles, but why not knock this thought projection bunk on the head, forget about your wife – rendered in the game's rudimentary 3D modelling, she'd be a grotesque knock-kneed horror, anyway – get rid of your stupid faux-anime haircut and just move on?

Moving on is ultimately something this game has trouble with. Its creaky, theme-park England and its stuffed-shirt students mark Gray Matter out as an unashamedly old-school adventure. But it's also a linear and arthritic experience with few opportunities to work outside of the prescribed solutions to any puzzle, and a strict timeline that drags you through the narrative chapter by chapter with little in the way of distraction or character development.

The end result is one of those strange games that I suspect will be more fun to look back on in a few months than it is to play right now. Fittingly – given Gray Matter's preoccupation with memory and its shortcomings – it will probably be quite nice to reflect on the lazy sunlit sprawl of rooms that makes up Dread Hill House when you can forget that you never had anything particularly interesting to do there, or to recall hanging around the quad at St Edmund's College when you don't have to actually talk to anybody nearby to inch the plot forward.

Gray Matter's not a bad game so much as a disappointing one, then. And the disappointment is all the sharper because it's so obvious that the designer is capable of much more.

6 / 10

Read the Eurogamer.net scoring policy

Comments (26) Latest comment 1 year ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Gambit1977 #1 1 year ago

    The box art won't do this any favours, it looks like a Phillips CDi game. Hopefully it will find a Market, otherwise we'll only get more online FPS games.
  • Sunyavadin #2 1 year ago

    (This drama isn't helped, incidentally, by a weird Arkansas hillbilly's interpretation of contemporary England, where the signposts are made of wood, the constables are called Reginald, and every shop door has a tinkly little bell at the top.)

    That's all I needed to know right there...
  • duerer #3 1 year ago

    Oh my. Being an avid adventurer for nearly 20+ years (yes, I'm one of the blokes who started with Hobbit on Speccy), I will definitely buy this game and play it, but...
    ... as the article pointed out: it is time to move on. In these post-Fahrenheit, Heavy Rain-laden times, and old school point'n'click adventure just isn't enough anymore.

    This reminds me of an ignorant old lady, who reads only Agatha Christe (presumably in a comfy chair, sipping Earl Grey with milk) thinking that it is the only crime literature mankind has ever written... while Elmore Leonard is trying to rape her from behind.
  • Shikasama #4 1 year ago

    Wow, I was actually surprised at the 6. Through reading the review I was expecting a 3 or 4.

    I was mildly interested in this despite point and clicks not always being my thing but I simply can't play games that are badly executed technically these days. Sounds like it might be heading into ye olde bargain bin so it might be worth a punt then.
  • mampi #5 1 year ago

    'Gray matter's not a bad game'

    bloody sounds like it - this read like a 4 or 5 at best.
  • space_ace #6 1 year ago

    *sigh* "Grim Fandango" is 13 years old...
  • Pac #7 1 year ago

    Shame. Really wanted to get this as the 2D backgrounds remind me of Kings Quest etc. Might wait till it drops in price and then buy it. Then end up regretting it.
  • toy_brain #8 1 year ago

    Oh well, that's a shame.
    Still, anybody who is utterly desperate for a fix of Jane Jensen, she has actually produced a few games while Gray Matter was on the boil.
    Dying for Daylight and Deadtime Stores are the ones I can name off the top of my head. They are IHOGs, but still worth a go.
  • dancingrob #9 1 year ago

    I'm hopeful this will be a Nier / Alpha Protocol / Deadly Premonition style niche flawed gem title, particularly given the GamesTM review was far more positive.

    Certainly sounds like it'll be bargain bin material soon enough though.
  • Zombitedesade #10 1 year ago

    Are the technical limitations due to classic point and click mechanics forced on a control pad or are these issues just as apparent on the PC version using a traditional mouse control method? Is this better suited to the PC? it certainly sounds it.
  • shen #11 1 year ago

    Sounds like she doesn't break down, but her car does. Please fix, I am easily confused.
  • Darren #12 1 year ago

    I tried the Xbox 360 demo a few months back and thought the game was incredibly clunky to play and I can't say I personally enjoyed it at all. It felt very rough around the edges and lacked the appeal and humour of, say, Telltale's superb point 'n' click adventures.

    I see that this game is priced at £29.99 which, IMO, is a silly price point for a genre that doesn't have mass-appeal these days. Would it not have been better to have sold it at a sub-£20 price point to attract more people who might be curious about these kinds of adventures but are not willing to splash out full-game prices to play them? Better still, wouldn't it have made for budget downloadable XBLA title? I can't imagine it will sell many copies on the Xbox 360 at £29.99...
  • Stickman #13 1 year ago

    Review - This game's rubbish

    Mailbox - Buy this game!
  • metalangel #14 1 year ago

    In spite of all the negatives in this review, I am still keen. I can almost picture the various problems described and they don't bother me much. Adventures are still few and far between these days (despite slowly making a comeback) and any new one is welcome, especially if it's not yet another inoffensive Telltale game artificially padding itself out across a whole 'season' by reusing the same locations.

    I also get the feeling that this game will have a very long 'tail', that it'll be a slow but steady seller, and that there'll be forum activity discussing puzzles and solutions for a long time to come.
  • coojam #15 1 year ago

    "(This drama isn't helped, incidentally, by a weird Arkansas hillbilly's interpretation of contemporary England, where the signposts are made of wood, the constables are called Reginald, and every shop door has a tinkly little bell at the top.) "

    You clearly haven't been to Oxford...
  • AlistairUK #16 1 year ago

  • darleysam #17 1 year ago

    Laura would've been happy with 6/10.
  • SvennoJ #18 1 year ago

    Let's hope Syberia 3 turns out all right, it seems it has been postponed to 2012 now sigh.
  • Mr_Wizard #19 1 year ago

    Eurogamer's review scores continue to baffle me. Your own policy, linked right next to the score, says 6/10 means "above average"! The text clearly reads like a 3 or 4 on your stated scale.
  • Xardan #20 1 year ago

    Might pick it up sometime when priced at around the 20 pounds mark.
  • Daikon #21 1 year ago

    This is the kind of game I would love to love.
    However after spending 2 minutes with the interface on the 360 demo I just gave up and deleted it. What a mess.
    Real shame.
  • obscured021 #22 1 year ago

    I have played this on the pc and its great, the last piont and click I enjoyed this much was the first Gab knight.

    why is this review so late? I picked this game up the start of December, I also played the 360 demo and the controls are very bad, but the sys spec needed for this game are very low so most should get the pc version
  • Quint2020 #23 1 year ago

    What a shame, I rather fancied this.
  • DrMGinius #24 1 year ago

    Wait a second, that's set on contemporary England? I thought it was set on the golden age of piracy or something like that.
  • Kaminari #25 1 year ago

    EG should really let go of their faux-smart taglines. They're dumb, embarassing and desperatly cliché.
  • Gylfi #26 1 year ago

    I found the review way too subjective, he talks about noises for god sake. He doesn't like the male character being sad, the interface of the platform he played with(this is chiefly a PC game), about clichés!

    Each of his reasons for not liking the game can be another person's reasons to love it. This is obvious, but in a review, it shouldn't be THIS obvious, you should strive for clarity and unbias.

    The review is a blatant crybaby rant.
    This goes to show that people end up being reviewers just by chance and acquaintances.

    Edited by Gylfi at 27/02/11 @ 14:01