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Still Life Review

PC Review by John Walker

1 August, 2005

There's a peculiar thing about adventure game reviews. Aside from the tedious inevitability of the mainstream press attempting some widespread analysis of the entire genre, there comes alongside them the frothing insanity of the adventure gaming specialist press. These poor starving beings wander through their lives wraith-like, long gaunt faces, bony fingers clasping with a rigor mortis grip around any release that might feature some notion of pointing and clicking. Letting these people review adventure games is like letting junkies review heroin. However cut the purity might be, however poor quality, whatever diseases might worm through their bodies as a result of playing, dammit man, it's a hit. Give it a 10.

Adventure games have so much potential. They clearly need to make that next leap forward that has been so glaringly absent for the last decade (it was once the genre that reinvented its interface and ethos every couple of years, ensuring it remained fresh, challenging, and on its toes, and very much of interest to the wider gaming public), and once it's discovered and implemented, our lives will be all the prettier. Until that time, it appears the only possibilities are constant attempts to dig up the skeleton of the past, and drape upon it whatever ill-fitting clothes the developers feel appropriate. In the case of Still Life, these garments are some fairly nice ideas of murder mystery across a broad timeframe.

It all begins in familiar enough territory. You begin playing as Victoria McPherson, a young FBI agent with some manner of mysterious past, and an attic full of emotional baggage. Things begin at an appropriately brutal murder scene, the conditions of the building as gruesome as the mess made of the victim in the bath. In a manner reminiscent of the dreadful CSI games, you're asked to scour the scene using a few forensic tools, which amounts to clicking the inventory items on any of the (eventually) discovered hotspots, until it tells you you're done. It's a troubling start - such interaction abusing the player in the laziest possible way - but finds forgiveness in its sinister results.

Luminescent spray on the walls, combined with dark-light gels over the forensic lamps, reveals ominous warnings written in blood. The lusciously painted backgrounds, replete with haunting graffiti and a degree of grime that makes you want to wipe your monitor clean, provide an evocative mise en scène. The interface may feel like going through the motions (in every sense) but the experience suggests that it might be worth it, just this once more.

'Still Life' Screenshot 1

It's a modest starter home, will need some paintwork, but it's certainly roomy.

The acting is wobbly, although not as hideous as we've come to expect from this field. Most the main characters at least don't make you squirm, apart from (and this is a very big ‘apart from') the black uniformed cop who falls just shy of doffing his cap to you, calling you 'ma'am', and making his way to the back of the bus. Not helpful. But with a story-driven game, at least hearing it spoken doesn't drive you away. And as far as you'll be able to tell for a good long while, it's not a bad story.

The moment it becomes genuinely interesting occurs when Victoria goes to her father's house. In a move that is clearly supposed to give her some sort of April Ryan-like depth, the stilted interaction with her father offers little, but her exploration of the loft offers a lot. Inside is her late grandfather's journal from his days of being a private detective. As she reads her grandfather's tale, the game disappears back in time 70 years, and we take on his role in the 1930s. It becomes immediately apparent that there are some strange coincidences afoot, as you learn of the remarkably similar series of murders occurring long ago in another country.

There, that's a lot of detail about the set-up (cleverly without any spoilers). There's a good reason for this, and we'll get back to it in a bit. For now, we must open the doors of frustration.

Please, if you're an adventure games developer reading this, or you know one you can show this to, please, please, for the love of all that's good, please, think about your damn puzzles. As the game descends from its more promising opening, it reveals itself as the tired old rattling pile of bones it really is. When needing to get across some waste ground, blocked by a dangerous dog, Victoria must move large metal crates into a pathway using a crane; fairly stupid, but nothing when compared to the crane operating challenge. For some reason, those who built the machinery decided that they would not include the more usual key-based on/off mechanism, but instead a series of levers that must be arranged into numerical order, restricted by the need to pass them all along the same gap in the metal. It's embarrassing.

'Still Life' Screenshot 2

He just got to the ending. Even gagging himself didn't stop the screaming.

However, this is one of the better puzzles; it's an annoying inconvenience but at least it's easily solved. Others are of a Myst IV degree of random clicking and rotating, hopelessly rearranging your options until, for some unfathomable reason, something somewhere clicks and, say, the sewer door opens. It gets even worse in the entirely irrelevant - we can barely bring ourselves to say it - gingerbread man making puzzle. Your late mother, in her infinite wisdom, left the recipe for these biscuits in some indecipherable gibberish that none could discern without a walkthrough. Sorry, what's that? Why are you suddenly stopping the investigation of a serial killer to do some baking, you ask? You well may.

On the bright side, Still Life really does look gorgeous. The two different time zones are equally well rendered, but each uniquely and delicately detailed. Murder scenes are genuinely quite horrific, and there's a palpable tension generated by the clever art direction and utterly superb cut scenes. The fast and precise cutting reminds the discerning viewer of the nightmarish flashes in '90s horror TV show American Gothic. They fire off a chill, and are something many other developers could do well to study. This, combined with the building intrigue of the story, led us to find ourselves uncharacteristically forgiving of the wretchedly stupid puzzles - even those so game-breaking that they forced us to quit out and find solutions. Which all brings us back to that aforementioned set-up. And leaves us there.

Still Life doesn't have an ending. Not, 'Still Life has a bad ending,' or 'Still Life has an obscurely open ending that left lots of threads loose in a tantalising way.' It just doesn't end. It merely stops.

Let's get that in context: it's a murder mystery. You spend the game seeking the killer, maybe two killers, maybe one with some sort of mystical powers, maybe a killer cucumber from outer space for all the game appears to care. 'How will they bring these threads together?', you may ask yourself. They won't. 'I can't wait to find out how the cases are connected,' you'll ponder. You'll have to. 'Is the boyfriend character who he claims to be?' you might muse at points. Keep musing. 'Are the grandfather's journals telling the whole truth?' you'll want to know.

'Still Life' Screenshot 3

"Victoria, please stop staring at the nipple. We're trying to be terribly grown up you see."

But Microids couldn't give a crap either way. It's just one big lazy cruel trick that leads you down a path into some tangled woods, and then just walks off. Mumblings on their website mention a follow-up ARG (alternative reality game) that will continue the story. Like hell there will be. It's been out for a while now, and nothing. And even if there were, they'd have no right to do so, what with your having bought a boxed game that makes no such mention of any such thing at any point.

But Still Life will be seized upon by the adventure gaming press. It's an adventure game, after all! Jab that needle in. It looks pretty, has a budget, the voice acting doesn't make you cry, and it's a bit like The Longest Journey and Syberia in the odd fleeting moments. Can we give 11 out of 10? Who cares that it doesn't end, doesn't make any sense, and is riddled with the worst sorts of puzzles? Pass the spoon.

It can never be that we accept such wanton errors as good enough, just because adventure games are thin on the ground. If this is the best on offer, then the genre deserves to be in its frozen state. There's a lot that Still Life does well, but in the same way adventure games were doing things well ten years ago. There is therefore no excuse for it to not manage other basic, fundamental elements when rehashing these decade-old ideas. Still Life gets it half right, and that's why it gets half marks. Bad endings can distort the memory, and it's only fair to remember how we were quite enjoying the story (always despite the puzzles) until it failed to continue. But please understand, the way Still Life loses the other half is incredibly damaging. This is anti-climax in a can, and it's about as helpful for adventure gaming as nailing it into a coffin and firing it into the sun.

5/10

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Comments: 1-46 of 46 in total

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WangFu
01/08/05 @ 08:14
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Are you reviewing the Adventure Gaming press, the game, or both?
Kiigan
01/08/05 @ 08:14
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A little harsh, I reckon. The puzzles may be a little contrived (find me an adventure game in which they aren't) but overall they are mostly quite fun. I found the baking puzzle to be very easy, as was the sewer door you mention. The only one I really struggled with was the lock-picking puzzle. That was pretty frustrating.

My only other criticism would be about the very clunky inventory system. It takes ages to string together simple tasks that I could do more quickly even using the original Monkey Island "construct a sentence" interface :) That's a problem. It needs streamlining.

The ending is weak, but no worse than Half Life 2 or Halo 2 in this regard. Shit endings seem to be in vogue.

Yes, adventure game fans may be a desperate hungry lot, but you can't hate us for picking up this decent little slice of point-and-click for a mere 15 quid. It's definitely worth that. It looks fantastic, has some good little puzzles in there, and has a more macabre tone than we're used to in the adventure game genre. Well worth a look. It's not as good as Syberia, but is cut from the same cloth and shares the same flaws, but also some of the same positive aspects. I'd have given it a 6 or 7, and a hearty handshake for actually wanting to still make games like this.
Edited 2 times, most recently on 01/08/05 @ 11:03
UncleLou
01/08/05 @ 08:29
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Oooh, very harsh - I haven't finished it yet admittedly, and yes, some puzzles are (I blame Myst) annoying, but there's also a lot of classic point and click puzzling fun to be had, and the atmosphere is great. I'd give it a 7, so far.
jellyhead
01/08/05 @ 08:37
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I've played the demo and I agree about the inventory system, it really need working on. It's usable but not intuitive, the rest of the demo seemed fine and at £15 i may go for the full version.
It's not fantastic but then there are much, much worse games out there, good on 'em for releasing it says i.
asandbrook
01/08/05 @ 09:06
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Thoroughly agree with Kiigan's points - this review is definitely a little too harsh. Despite a very disappointing ending and one near impossible puzzle (the lock picking puzzle) the game is largely very enjoyable and certainly worthy a 7 and does actually attempt that rare thing - a truly adult adventure. Definitely recommended for all those adventure buffs out there.

P.S. Plus you can get it delivered for 15 quid from Play.com!
Edited 1 times, most recently on 01/08/05 @ 10:08
toy_brain
01/08/05 @ 09:10
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The Xbox version eliminates the 'item hunt' problem and actually makes sense of the inventory system (which seems really counter-intuative on the PC), which makes the basic 'fetch-and-carry' puzzles a lot easier. Of course you still have the Myst-style brain-twisters to contend with ;)

Personally I didnt get stuck for more than an hour on any puzzle other than the Gingerbread Man one (which admittedly did seem really contrived), but a scrap of paper, a pen, a bit of lateral thinking and experimenting eventually resulted in a completed puzzle and I was very satisfied with myself for figuring it out.

Yes, the ending was a bit of a let-down. I can only assume they are going to do what they did with Syberia and make it a 2-parter (dont forget, Still Life is itself a sequal to Post Mortem), if not.... well it would be a great pity, but for £20 I guess I cant grumble too much.
OldWormsFan
01/08/05 @ 09:18
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Better than conker........
kangarootoo
01/08/05 @ 09:21
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Ooh, XB version? I was starting to get interested in this as I'm also in the camp that tends to be a bit more lenient on adventure games. I guess my laptop (not up to HL2 or Farcry by any stretch) might be able to run this OK, but an XB version as a fallback is nice to know about.
sleepless
01/08/05 @ 09:21
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Review of classic point and click adventure on Eurogamer? Is it Armageddon coming or what? :)) Adventure genre is not dead, but there are certain reviewers which makes ppl think that this genre is dead and need some unspecified leap forward etc. John Walker is one of them (no offence here) :)

If you are adventure games fan, then read this review, forget about it and go read review somewhere else. The best choice is to read what ppl who played this game thinking about it. Still Life isn’t perfect adventure, but it would be fair to give it at least 7/10. Oh and the lock picking puzzle isn’t illogical :)
Edited 1 times, most recently on 01/08/05 @ 10:39
Talha
01/08/05 @ 09:26
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Guys, I need a little education. I am not much into point-and-click adventures - because I played DarkFall, and it positively made me cry. There was this arrow, whcih POINTS, you CLICK, and an inexplicable delay later a picture turns up with so-called 'hotspots'. Are all afventure games like this, or is there some movement of any sort? Also, given that I am not a P-and-C fan, should I buy this, since the screenshots looks gorgeous.
OnlyMe
01/08/05 @ 09:43
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Still Life deserves a 7, imo. It's got its flaws, and a few really annoying puzzles that will keep you from replaying the game. Same happened with Escape from Monkey Island, which just HAD to totally ruin the game with that incredibly disgusting Monkey Kombat obstacle. Yes, obstacle, 'cause it wasn't even much of a puzzle. It just put the game to a screeching halt and forced you to spend much more time than you needed on Monkey Island (TM).

Anyway, like Escape from Monkey Island, despite from a couple of "replay-value-murdering" puzzles, the rest of the game is quite good, and what kept me going in Still Life wasn't the puzzles and obstacles, but rather the story. THAT is a good thing, at least for me. If the story don't hold up in a point'n'click adventure, you will be bored throughout the game regardless of the puzzles.
botherer
01/08/05 @ 09:48
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"The best choice is to read what ppl who played this game thinking about it."

I do hope you're not implying I haven't played the game, or I might get very upset.
kangarootoo
01/08/05 @ 09:55
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I do wonder how we had the patience for the old point and click games. I loved a whole bunch of them, but when I tried a few recently I found myself reaching for the walkthrough or the off switch far more than I recall doing.

Talha, the problem with this sort of adventure is that most of the puzzles have only one solution. In other games you can generally work things out your own way (especially shooters) but there seems to be a tradition in point-and-click adventures where you will be absolutely stuck until you find out exactly what to do. Even if you can go away and come back you will still eventually come back to the same wall.

Ideally the player will be provided with enough information to work out the solution at hand, but that is extremely hard to balance as the ability of your players to logically deduce the solution is probably as wide ranging ranging as their abilities in chess.

A game like Hitman often presents a similar sort of puzzle situation, but you can always just shoot every bugger instead and so its not so easy to get absolutely stuck. Point-and-click games are traditionally combat (and player death) free, so there is often no "third way".
Decoded
01/08/05 @ 09:57
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I think the review is a little harsh, though certainly makes some valid points. Some puzzles are awfully contrived and that lock-pick puzzle was enough to drive me to my own mass-murder spree, but overall I found them fairly enjoyable and not too difficult. And I actually thought the ending was okay and left the way open for a direct sequel, which I assumed must be forthcoming...
RedWarrior
01/08/05 @ 09:59
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Factual error:

"When needing to get across some waste ground, blocked by a dangerous dog, Victoria must move large metal crates into a pathway using a crane"

Victoria never does this. Gus does this, in the historical sections. True, the two might often blur together, but...
Edited 1 times, most recently on 01/08/05 @ 11:00
Markusdragon
01/08/05 @ 10:06
#16
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Dammit, bring back SCUMM.

Damn you Lucasarts and your endless Star Wars games...
Kiigan
01/08/05 @ 10:12
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botherer said:

> I do hope you're not implying I haven't played
> the game, or I might get very upset.

I think it is fairly obvious that sleepless didn't mean it like that.

Personally I'd rephrase it and say that it is probably better to get someone who is into point and click adventure games to review a point and click adventure game. Getting me to review FIFA would be pointless because I'm just not a fan of sports games at all.

Just out of interest, what was the point of reviewing the game now, and sticking the boot in? Still Life has been out for ages, and anyone who was ever likely to have bought it has most probably done so by now.
MightyPenguin
01/08/05 @ 10:31
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"Personally I'd rephrase it and say that it is probably better to get someone who is into point and click adventure games to review a point and click adventure game. Getting me to review FIFA would be pointless because I'm just not a fan of sports games at all. "

:/

He is on PCG's roll as an adventure game reviewer. Which would suggest that he feels something more than mild loathing for the genre. And from other reviews I've read of his he sounds like an adventure games lover whose enthusiasm for the genre has been worn down to a small nub of cynicism by having to review endless reams of subpar adventures. Or at least endless reams of games which aren't The Longest Journey.
Megapocalypse
01/08/05 @ 10:32
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I enjoyed the game, though I fully agree with the reviews opinion on that stupid gingerbread man puzzle.
botherer
01/08/05 @ 10:33
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I love point and click adventures very, very much.

I just refuse to confuse sparsity with quality. It makes me very sad that games of this quality - 5/10 games - are now thought to be this elusive '7'. I was generous to Still Life, because I was quite so impressed by the quality of the storytelling - right up until it fizzled into utter nothingness. But if that standard of puzzles (the damn 3/4/5 litre puzzle, surely verboten since Die Hard With Avengence?) and the poor dialogue, awful inventory, average-at-best acting, and no ending whatsoever is good enough for 7, then we disagree on how many digits there are between 1 and 10.
Edited 1 times, most recently on 01/08/05 @ 11:38
WangFu
01/08/05 @ 10:46
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Just out of interest... Anyone know what score 'The Longest Journey' was originally given in PC Gamer UK?
Edited 1 times, most recently on 01/08/05 @ 11:47
sleepless
01/08/05 @ 11:12
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I do hope you're not implying I haven't played the game, or I might get very upset.

I'm not trying to imply that, honestly. I do understand that everyone has different standards but Still Life doesn't deserve only 5/10....according to my standards. I don't view acting, dialogues, story and puzzles to be worse then in any other Microids adventure games including Syberia, Syberia 2. I do agree that interface is definitely not user friendly, ending is poor and underground section in Prague too + few minor issues. (BTW: Microids Canada was forced to finish the game quickly and that's the reason of the crappy ending.) In the end Still Life is for me 7+/10. In case someone is curious. I am adventure games fan currently playing Martin Mystére and enjoying it (mostly) :)
Edited 1 times, most recently on 01/08/05 @ 12:22
kangarootoo
01/08/05 @ 11:34
#23
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Maybe clarifying our perspective of what a 7/10 actually means might help here, because I wonder if we aren't all on the same song sheet.

My personal version, starting at 5/10.

5 Not good to the point of often annoying you. 5 or less isn't worth your time.
6 Not that hot but worth a renatl or cheap buy if you are into the genre.
7 Pretty good. Not a hit, but certainly worth your time. Add a point if you are into the genre.
8 A hit. Excellent in a lot of areas. Minor issues that don't really impede the fun.
9 Stunning. A benchmark for its genre and should be somewhere at the top of your Xmas list.
10 I would never give a 10, as it essentially means nothing is wrong with the title (and I've never seen an example yet).

Is everyone else roughly in agreement with the above, or does a 7/10 mean something quite different. The point I am making is that I still consider a 7 to be a pretty good game, and this title doesn't sound that good to me. Maybe a 6 for those into the genre though (which means the review sort of fits my general "add 1 if you like the genere rule).
DaveT
01/08/05 @ 11:37
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"In the end Still Life is for me 7+/10. In case someone is curious. I am adventure games fan currently playing Martin Mystére and enjoying it (mostly) :) "

I hate to point it out, but if a fan only gives it 7/10, then surely those who aren't so keen on adventure games are liable to give it a lower mark. such as *shock* 5/10.
WangFu
01/08/05 @ 12:25
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"I am adventure games fan currently playing Martin Mystére and enjoying it (mostly) :) "

I've bought that, but haven't started playing it yet. How does that compare to Still Life?

Personally I agree with the 5/10 rating. I felt it was setting itself up for a great finale, and then horribly cut itself short (although from what I've heard we were lucky to get the game released at all). The puzzles were also 'meh' and some of them badly out of place. Graphically I thought it was pretty good apart from a few characters, who just didn't fit in at all...
sleepless
01/08/05 @ 12:27
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I hate to point it out, but if a fan only gives it 7/10, then surely those who aren't so keen on adventure games are liable to give it a lower mark. such as *shock* 5/10.

The fact that I’m fan doesn’t mean I’m more tolerant to flaws to the point where I don’t see them despite their indisputable presence. Also, I don’t see why would be someone who doesn’t care about adventure games reading review of point and click adventure game :)
space ace
01/08/05 @ 12:46
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the score is right... if you were reviewing the moment of silence. otherwise, the review is an insult to us, the fans. yes i know quite a few people who love everything adventure, but i am not one. and still life is not some garbage like atlantis whatever, journey here, journey there, etc.

still life has some flaws, admittedly, but is overall a top quality title of the genre. it ever marks a welcome return of that adventure staple, the labyrinth! in the golden age of adventure, every title had one.

and the lockpick puzzle took me a good one hour, and made me sit down and pay attention because walkthrough didn't work :)

for the record, my favorite adventure game ever is grim fandango, and the longest journey lacks a streamlined graphical style, just like runaway: a road adventyre - where the organization of the screens makes it harder for you to play, instead of serving the story and the puzzles.

Edited 2 times, most recently on 01/08/05 @ 13:53
sleepless
01/08/05 @ 12:51
#28
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I've bought that, but haven't started playing it yet. How does that compare to Still Life?

My thought on Martin Mystére: better puzzles than Still Life (I must admit that they are better integrated to the game/plot), worse dialogues than Still Life, nice visuals, average audio (Still Life has overall better production values), simple interface, interesting plot, interactive locations (a lot of), well balanced difficulty (with few hiccups), only few really interesting characters, few annoying bugs (2 of them cause crash to desktop – be sure to install patch ASAP), good atmosphere. I think that it was very good buy for merely 400 Kč – circa £10. (live in Czech Republic)
botherer
01/08/05 @ 13:48
#29
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Me: If... then we disagree on how many digits there are between 1 and 10.

Him: 5 Not good to the point of often annoying you. 5 or less isn't worth your time.


Seems I might have been onto something. YOU'RE MARKING OUT OF FIVE, you great loon.
Kiigan
01/08/05 @ 14:04
#30
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Fair enough botherer. You raise some valid points in the review - I myself posted a whole bunch of gripes over on the Microids site when the demo was released. That all said, I found Still Life to be good fun, if a little short-lived, and good value for 15 quid. This game certainly doesn't do anything to address the usual problems inherent to the genre, but nor has anything else yet.

With regard to puzzle design... it is very hard for a designer to get a balance in terms of difficulty. Some puzzles (such as those found in the likes of Killer7 recently) are little more than a breadcrumb trail that you follow, leading you wonder at their very inclusion in the first place. At the other end of the scale there are taxing puzzles like some of those found in the Myst series that can quite literally stop you playing the game for weeks. I'd concede that Still Life is pretty easy overall, but personally I kinda liked that because you always felt like you were achieving something, as the momentum of the plot building as the narrative flipped back and forth between Gus and Vicky.

I also think it is a little too easy to poke fun at the plot, hammy voice acting, and dialogue etc when pretty much every other video game on the market is shit in those areas too. The game was obviously done with a fairly small team and budget, and it is priced accordingly, so let's not expect Citizen Kane.

All scores and quibbling aside, I think this game is definitely worth your time if you like point and click adventure games. There aren't exactly a flood of new ones hitting the shelves these days, and although this one is as flawed as the rest of them, it is well worth checking out. That probably isn't the impression you'd take away from the review here, so for anyone sitting on the fence I wouldn't write it off just because EG gave it an unspectacular score.

To employ a GamesTMism:

Better than: Broken Sword III
Worse than: Grim Fandango
Edited 2 times, most recently on 01/08/05 @ 15:09
BremXJones
01/08/05 @ 14:19
#31
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Wangfu: I believe it got something like 78%.

It should also be stressed that Walker didn't review it, and has since done other reviews of it since giving it 94% or something similar.

KG
WangFu
01/08/05 @ 14:42
#32
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Ah, yeah, I thought I remembered it getting a lowish score at the time... :)
kangarootoo
01/08/05 @ 16:26
#33
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@space ace

"the review is an insult to us".

Oh come on, lets get some perspective here. An insult? Really? No one is ever going to write a review that everyone agrees with, and differing opinions will exist even within groups of people that term themselves "fans of the genre".

For example, I hate labyrinths (I assume by labyrinth you mean a maze, I've not played the game so I'm guessing).

I HATE THEM! In my book, a maze is not a puzzle, it is something that will eat up my time until I inevitably find my way through it. It requires no logical thought and no lateral leaps, it simply requires me to keep searching until the exit appears.

If of course you meant something else by the word labyrinth, my entire rant is pointless ;), except to demonstrate the differing opinions between two fans of adventure games.

Tomo
01/08/05 @ 17:23
#34
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I haven't read the entire review, but I'd say the score is pretty much spot on.

I'm up to the lockpick puzzle and it is driving me insane. It's so hard, I couldn't even do it with a guide. I like my PnC games, but this one is just not very good. The story is dull, some Jack The Ripper story rehashed. The inventory is clunky. The voice acting is good, but it's very slow so I skip most of it and read the subtitles.

It's just no way near games like Monkey Island, Full Throttle etc... and in a PnC game, the story needs to keep you entertained as much as a book should because you aren't really playing it for a thrill-ride.
space ace
01/08/05 @ 17:26
#35
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consider the maze in the legend of kyrandia. you had limited moves because your torch fades away. if that doesn't require concentration...

as for the insult - yes, i don't think that just because i like adventures, i have no quality standards.

btw i mostly agree with his criticism, but he omits way too much.
AOFanboi
01/08/05 @ 18:39
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When I head "Adventure Gaming Press" I think of the old "Adventure" magazine, choke full of rewiews of the multitude of text adventures released every month for the multitude of home computers. Quill-authored games for the Spectrum, Infocom titles for the PC and Level 9's multiplatform output slugged it out with Scott Adams' many games. And all the smaller players had a decent chance of selling their cassette tapes to a hungry audience.

Bah. Graphics killed the genre.
botherer
01/08/05 @ 18:51
#37
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I remember play testing text adventures for Level 9 with my dad, and writing sub-literate reviews for Adventure Probe magazine.
morriss
01/08/05 @ 21:10
#38
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If you do your homework, read a little. Then you'd know why it ended like it did. So the term lazy, is just plain wrong- This game is the best AG I've played in ages. Remember people this is the website that gave Syberia a v.low mark and reviewed on the Gh3ystation. Will never bother reading a review on this site again. Unprofessional, lazy, journalism. :rolls-eyes:

DaveT
01/08/05 @ 22:58
#39
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" If you do your homework, read a little. Then you'd know why it ended like it did. So the term lazy, is just plain wrong- "

But you can't give a game a good mark just as they didn't have enough time to finish it.
If it's unfinished, mark it as such.
And to the average person coming to this game, it will seem lazy, which is why it says so in the review. You shouldn't need to read up on the creation of a game to write a review, the review is of the game, not the games creation process.
OnlyMe
01/08/05 @ 23:41
#40
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It IS finished. Like Syberia, Still Life was/is supposed to get a sequel. They had the option to release the game and MAYBE get a chance to make the sequel it's supposed to have, or NOT release the game and DEFINATELY not get a chance to make the sequel.

I'm glad they decided to release it. I think the ending CAN stand on its own, unless you're the kind that doesn't want to think. In that case, you're playing the wrong game anyway.
morriss
02/08/05 @ 00:03
#41
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^^^^^maybe I should've put it like that instead!
read_only
02/08/05 @ 08:05
#42
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Good to see a review of this on EG. The story sounds like a nice idea, definitely something I would try if I had a XBox or PC - but by the sounds of it not something that should make me rush out and buy either.
space ace
02/08/05 @ 09:23
#43
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> the website that gave Syberia a v.low mark

*sigh* how can we forget the lowest point in eg history...
UncleLou
03/08/05 @ 06:10
#44
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Heh. The lowest point in EG history was the Planescape: Torment review, not the Syberia one. ;)
space ace
03/08/05 @ 08:00
#45
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hmm.. let's see :)

looks like the eg archive is no longer tormented... which leaves us up north in syberia:)
Edited 1 times, most recently on 03/08/05 @ 09:10
Agente_Silva
28/06/07 @ 14:26
#46
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Yep... I think we all recon that the official review is a bit harsh! Also agree on the 7 grade! This is the kind of adventure game you go like "Hummmm..." But slowly it builds up your interest and curiosity! It has a logical progression and when you notice you are deeply in the story! It slowly seduces you and then you realize this is not a kind of Syberia (everyone acclaims Syberia but I´m sure most of them gone "Booooooring" in the beginning)! Still Life deserves and place in the adventure horizon!

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