Penumbra: Overture
Adventure gaming gets physical.
Speculation over the future of the adventure game has possibly become the most tiresome dialogue within the videogaming press. In fact, even introductions pointing this out are cliché-ridden territory, and deserving of a sunken heart. So I'm sorry. Does it help if I point out that for once, I might have a positive suggestion, rather than forcing out half-laughs at another vapid attempt to resurrect decade old rabbit and dog jokes?
The problem is, the genre is suffering from the same wasting disease as the Conservative Party. It so desperately wants to appear up-to-date, relevant to a new generation, but cannot escape its own dated core. Every corporate redesign, younger-faced spokesperson or ill-advised PR event on a bouncy castle only serves to highlight quite how out of place it looks. So, unless the FPS suddenly invades Iraq and starts introducing ID cards, there doesn't appear much hope for the traditional adventure game ever regaining a hold in a modern market. Solution: be something new.
Penumbra Overture is looking to be a very smart game. Whether it's a great one, especially if the awful combat stays in its current state, is to be seen. The four man team that makes up Frictional Games have remarkably hand-built a 3D engine that looks contemporary, effectively integrated Newton Game Dynamics physics, and then stripped out anything that might imply the term "first-person shooter". It's a first-person adventure. And no, dear God no, we don't mean like Myst.

Perhaps it's overkill to use dynamite on the spiders, but this game's giving us the option and we're going to use it.
The game's first incarnation was as a free tech demo by the indie developers, called Penumbra (available elsewhere on the Internet), showing off the engine they'd created to the Internet. The popularity was such that the company is now developing it into a three-part episodic commercial venture, under the name Penumbra: Overture. The story remains the same - a young man, Philip, has recently lost his mother, and soon after receives a letter from his estranged, and now dead, father. The confusing notes intrigue him, and lead him to Greenland and a mysterious underground mine, filled with peculiar artefacts, and mysteries to solve. From the scraps of paper and worker logs found in the caverns, some sort of experimentation was going on, creating new substances, and exploring the power of the artefacts. Trouble was brewing, and now everyone's gone.
It's a story that's perhaps not too far from the ghastly pre-rendered drivel that constantly streams out from developers like The Adventure Company, and were it limited to the aged pointing and clicking, we'd probably not even mention it here. However, it rather significantly isn't. While exploring the mines, there was a ventilation tunnel high up on the wall, between two shelves. Wanting to see where it might lead, I attempted to find a route up there, but there was none. In a traditional adventure, my task would have been to find and impossibly store a twelve foot ladder in my pockets, and bring it back here. But in Penumbra's world, I was instead led to recall the wooden pallet that had been leaning against the wall in the previous room. Going back I picked it up with the occasional hand icon that appears in place of crosshairs in the centre of the screen, and dragged it through the doorways. It was heavy and cumbersome, and indeed taller than the door, so I rolled it over onto its side and tugged it through. Then putting it back up on its taller end, I pushed it between the two shelves, and wedged it diagonally, creating an impromptu bridge.
Of course, this is hardly the most sophisticated of physics puzzles, and we were building such devices in Half-Life 2 years ago. But it serves to demonstrate the rather key difference between this, and the genre's previous, "Use Ladder on Shelf".

Here's my makeshift ramp, thankyouverymuch. I'm quite the carpenter.
More interesting in the levels we've seen are puzzles involving large machinery, levers, cogs, cranes etc. Again, such a challenge in a Myst-clone would have me grabbing for the rusty spanner to wedge through the front of my face. But here it feels more than an artificial obstacle, rather a logical necessity of your predicament. Stuck in an abandoned mine, surrounded by rabid wolves, you're going to want some lighting. So getting the generator working is a priority. Find the notes, read the instructions, seek out the required components, and then build them as required. It's incredibly simplistic, but there's something rather special about the hands-on feel of fitting the required cell into the slot yourself, or dragging the long power cord across the room and inserting it into the socket.
As mentioned above, the combat is a little worrying at the moment, although this is of course a preview build of the game. And further in its defence, combat really is intended to be the very last resort, preferably never happening at all. The wolves that were making my life miserable can be placated with bits of meat found in various rooms. Or they can be hacked to death with a pickaxe. The second option is the one that doesn't seem to be working yet.
So we're intrigued. Of course, put in context these might all be novel gimmicks, or more optimistically, examples of what other games need to be doing. Or they might well form the basis for exactly where the adventure game needs to be heading. (Box quote thieves, I said "might"). Whichever way Penumbra heads by the time it's finished, it's certainly going to be an example of what some imagination and inspiration can do for a genre that deserves to be dead. Hands on, more honest, more realistic puzzle solving. This one serves the horror component. Now we want to see someone using this sort of thing for the comedy adventures.
Penumbra is due to come out in three chapters, the first set to appear in this quarter. As soon as it's finished, we'll be here to see if our interest was well placed.
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Comments (21) Latest comment 5 years ago
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Different from the norm at least...
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Oh boy.
Have you forgotten about Sam & Max? Phoenix Wright? Another Code? Psychonauts? Myst IV: Revelation? Uru: Ages Beyond Myst? Facade?
Heck, even Broken Sword 3 and 4, or Myst V: End of Ages were fun.
I guess it goes without saying that I don't share the sentiment that there's anything wrong with "un-physical" puzzles. They just need to be logical to be entertaining, and in the games I mentioned, which are all from the last couple of years, they mostly are.
Well, at least Penumbra seems ace.
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- Eurogamer
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- Eurogamer
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I've not forgotten about the new Sam & Max, Another Code or any of the hateful Myst games. Not at all.
It's important that you know that I love adventure games more than any other genre, and have been playing them for 25 years. However, it's also important to recognise when something is in the past, rather than living in a bubble of mad nostalgia.
Were a game as wonderful as DOTT to come out today, I'd be the one shouting the loudest. (Heck, it was my shouting that got Psychonauts the coverage it received in the UK). But it would be a nostalgic celebration - a reminder of the good old days. Innovate or die, sadly. And I've nothing against "un-physical" puzzles, however I have a great deal against the mindless crap that's taken to be a puzzle in the majority of modern adventures, whether it's Myst-style random-o-dials, or mind-numbing Click A on B inventory puzzles.
It deserves to be dead not because there's something inherently wrong with the genre, but because it has stagnated, thanks to the people who make them being lazy and/or incompetent.
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/brian blessed
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Broken Sword 3 was a much poorer game in comparison, in my honest opinion.
I wouldn't say the genre "deserves" to be dead just because the folks creating these titles nowadays are becoming lazy. Sure, The Adventure Company and others churn out mindless piles of garbage all year round, but there are still developers that are trying new and fresh things.
The problem aren't the developers, it's the publishers who are so horribly afraid to take any risks and won't have anything to do with games that have "Adventure" somewhere in the concept description.
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This sounds pretty much like the early Tomb Raider games. Replace the pallet with a crate or a lead bar and you could have a TR game there.
Surely Tomb Raider and its ilk is the true heir to adventure games: enough action to be commercial with a modern audience but enough plot and puzzle solving to be more than just shooting.
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Yeah, I know where you're coming from. I used to read your reviews in PCGamer, and I read through the whole spectacular showdown at Adventure Gamers some years ago where you and another Gamer fellow showed up. I just got a bit frustrated by one of the more extreme opinions of the article, that's all.
Most adventures sure are very much like they used to be ten years ago, but then again so are most games in other genres.
I'm not saying we should be happy about the current situation, and the potential for innovation is obviously significant, yet I still think it's obvious the genre isn't dead at all. Fahrenheit, Another Code and Phoenix Wright, Hotel Dusk, Tunguska, Dark Fall, Dreamfall, Sam & Max and the forthcoming Insecticide ... it may be low key, but it's certainly there.
(You are wrong about the Myst games, by the way, which have yet to feature any "random-o-dials" whatsoever. They may be a bit obscure from time to time (as in "you need to catch interest in and understand the lore/setting in order to figure out the puzzles"
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Personally I liked the recent Broken Sword. Nothing seemed too silly, the story was good puzzles made sense. Innovation is always nice, and I think has occurred slowly, but unless they repeat puzzles the games always seem new to me. I don't want them to repeat stuff I do in life and don't enjoy. The pallet thing sounds like moving furniture when you move house. Fixing electrical things? Done that too, and it wasn't fun in the HD of reality either. I may not have fed meat to distract wolves in real life, but I did a more amusing version of it in Monkey Island 1.
This game might be great, and if the review says 'good story/plot' anywhere in it, I'll be sold. But this doesn't sound like the direction of adventure games to me. The good parts of Fahrenheit did, i.e. the first bit.
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First of all, I'm very impressed you survived that AG thread.
But this statement - it's fundamentally untrue. In fact, can you name *one* genre that's the same as it was ten years ago? Compare the FPS now to that of ten years ago, with its fetch-key-open-door gameplay, and with no jump button, no strafe, no physics, no outdoors. Let alone the graphics. It's a vast change. Or the RPG, which has moved into incredible new realms with games like KotOR and Oblivion, compared to its decade old potion mixing self. Of all genres, the only one that is - and I can't stress this enough - trying to be like it was ten years ago and failing is the adventure.
"Fahrenheit"
Indeed lots of respectable attempts at moving the genre forward, most of them deeply daft, but a dreadful final third and a real lack of intelligent puzzles after the superb opening. Loved it, but wanted to slap it.
"Another Code"
The thinnest wisp of an adventure in years, and my go-to example of people's desperation to explode in hyperbole over any half-decent adventure that comes near. And it was half decent, and half really not decent at all. Three good puzzles - really, really good puzzles - and, er, that's it. The story was gibberish, and it was about four hours long.
"Phoenix Wright"
My feelings about this game are not a secret. The happiest, most entertaining nonsense in the world. Barely an adventure game, mind you.
"Hotel Dusk"
Stand by for my review.
"Tunguska"
Don't know it.
"Dark Fall"
The gaming equivalent of milky tea. Kudos to Boakes for creating a game on his own, but let's not pretend it was anything special.
"Dreamfall"
Never have I been more torn by a game. I cried like a baby at the end, and at THAT scene, and The Longest Journey is possibly my favourite game ever. But it is so important to recognise that Dreamfall was a fucking awful *adventure* game. It was a wonderful narrative, but it failed in almost every respect at being an adventure.
"Sam & Max"
Let's just say I don't agree with Kristan. At all.
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Nothing seemed too silly about the wafer factory? Or the fetishistic priest? The Templar puzzles based on the manuscripts made sense? The unfinished manuscript translations made sense? Or the 'stealth' sections? And don't get me started on the ending... (I didn't hate it at all, but there was a lot wrong with it).
"Fixing electrical things? Done that too, and it wasn't fun in the HD of reality either."
What about the electrical unit you have to fix in Broken Sword: AoD? In a puzzle you can't complete for no reason if you try to do it before the game yells about it.
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Well. Jumping and strafing were at least in by the time of Quake. Physics have still to do much of value to the actual gameplay, at least for the most part. Some games do interesting stuff with them, but for most they're just wrapping. MDK did outdoors quite well, and so did Duke Nukem 3D and Outlaws, even if none of them were able to bring the vast expanses of today's games.
It's obvious that shooters today are vastly better than ten years ago in general, but the fundamental concept of the straightforward FPS is the same, or at least it's been the same since Half-Life, which I regard to be the last leap in that genre.
<em>Or the RPG, which has moved into incredible new realms with games like KotOR and Oblivion, compared to its decade old potion mixing self.</em>
Well, I haven't played much KotOR, but Oblivion is sure looking a lot like Arena and Daggerfall. It is of course much, much better, but that's mostly due to technology advances, not due to the genre actually doing things it weren't back then.
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While I am generally of the "games keep getting better" opinion, I really don't see it in the case of RPGs. Kotor isn't nearly as good as, say, Planescape Torment, or Baldur's Gate 2. Oblivion is good, but not really a significant progress for the genre.
I agree with your general idea though, and agree that the adventure genre just doesn't manage to move forward.
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But I was agreeing with you. In fact, I've made the argument Elsewhere that the FPS has been stagnating since Half-Life, and in five years time will be in the same mire as the adventure. HL2 made excellent use of the physics occasionally (while being a wonderful game) but made no significant advances for the genre. It was simply an excellent example of that five year old idea. People will eventually see through the facade of Gears of War and its tiresome brethren (blah blah, bugger off weirdoes), and every sodding FPS review will begin, "The FPS may be dead, but this is it's dying breath..." and so on.
And yes UncleLou, I agree too. KotOR was great, but not as great as Planescape. It's my fault is for still having ten years ago being 1993 in my brain. I can't quite explain this, but it is. So perhaps I should have said 15 years, which would again be more appropriate for citing the adventure's heyday.
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I could have mentioned other examples, but yes, in general I think we agree. Perhaps the difference is that I'm trying to remain optimistic (and I sincerely <em>do</em> find much enjoyment in many recent adventures) while you're more grumpy, and tired of sustaining an apologetic position.