The Whispered World Review
What?
Version tested: PC
There's a sensation familiar to anyone who knows adventure gaming well. It's that moment when you've cracked a puzzle, and the game opens up. Suddenly there are two or three new locations to explore, new objects to find, and new puzzles to solve. Those mysterious inventory items make more sense in this new context, and previous unsolved puzzles receive that vital clue.
They're fantastic moments, stepping out of dark rooms into bright light. It's probably the very hardest thing to get right in an adventure game. The Whispered World demonstrates one of the more frustrating ways to get it wrong.
Absolutely beautiful, this German adventure's world is a remarkable one. Not only is it so exquisitely painted and drawn, but it's bursting with imaginative flourishes. There are moments throughout that capture the same magic as a Studio Ghibli film. Vast, surprising creatures, strange, amorphic pets, and a maniac nature.
You play Sadwick, a misery-guts child living in a miniscule travelling circus with his mean older brother and senile grandfather. Forced to be a clown, he wishes for a better, freer life, preferably in the company of his pet caterpillar-thing, Spot.
Determined to find adventure, Sadwick's first goal is to explore the woods. And from here you might imagine you have quite a traditional fairytale beginning. Except one of The Whispered World's finest features is its defiance of such traditions.
Sadwick's meagre circus home, along with Bruno, a vast and never-explained behemoth who pulls the trailers.
Sadwick is an irredeemable pessimist. His absolute certainty that all is going to go wrong makes him almost disappointed when something works out. But little does. This is a story, we're told from the start, of a little clown boy who brings about the end of the world. We begin in doom.
Early on, Sadwick meets an oracle whose prophecies confirm the worst - he is to be the cause of the world's destruction. But in a beautifully told moment, he lies about this once the oracle leaves her trance. He claims to be the saviour, and sets off to rescue a world we're told he can only destroy.
These extremely bleak beginnings do not dominate the moment-by-moment game, perhaps thankfully. Generally your tasks are finding ways to open doors and gates, escape prisons, operate machinery - typical point-and-click adventure fare. Of course all of this is narrated by Sadwick, from his miserable perspective. But the world around him can be cheerful enough.
This contrast could have been one of the most splendid features, especially with the strength of the writing. Revolution's Steve Ince worked on the script ensuring its humour translated well into English. And the jokes are often fantastic, Sadwick's remarks inventively downbeat. The problem is the delivery.
The actor providing our hero's voice needs to have his vocal chords removed, sealed in a lead box and fired into space. You know that hateful baby voice Adam Sandler insists on doing in half his films? Times it by 20. It's excruciating to the point where I taught myself to speed-read just to skip his voice as quickly as possible. It's like having your favourite poem read out by Joe Pasquale.
There's another significant dialogue issue. There's no pause between multiple lines. If a character is saying a series of sentences, each clips the end of the last in a very distracting manner.
Sadwick finds himself on a quest to find the King, return the Whispered Stone, and prevent the end of the world he's prophesised to cause. Which, by the way, is a compelling reason to want to reach the end.
Accompanying Sadwick for most of the game is Spot, the strange green grub. He's capable, the game introduces to us without any explanation at all, of eventually shape-shifting into five different shapes.
You begin with his regular chompy self, and a heavier, rounder ball-shaped version. Later comes a fire-breathing form, and two more that shall remain surprises. Shape-shifting forms the basis for some of the puzzles, either changing Spot to fit a task or sometimes changing from one form to another in a particular circumstance.
Bizarrely though, these abilities are rarely used, especially in the first three of four chapters. Rather than thinking of inventive ways to apply this novel inclusion, most of the time you're performing standard inventory puzzles that range from ordinary to abysmal. Chalk and water - that makes white paint right? Wrong. And how else would you recover clothing out of your reach than by dangling a mouse over it?
Oddly the cut-scenes are more poorly animated than the main game. But Spot remains cute throughout.
Perhaps more demoralising are the absolute hoariest of adventuring stalwarts appearing without a glimmer of irony. So yes, there is a sliding tile puzzle. And yes, slap your forehead, there's a locked-door-with-a-key-on-the-other-side puzzle. But rather than just letting you poke it out onto the tray that fits under the door, you have to attach a needle to a wooden spoon (making a "spoodle", which forgives some of the crime) to be able to reach. How thick is this door exactly?
Most annoying are the impossibly random moments. You need to catch a fly from a kitchen. You have a wooden board covered in sticky rotting food. Surely? But no - that has nothing to do with it. Of course you're meant to catch the fly by using the chopsticks you have in your inventory. What? And it's not a punchline to a Karate Kid setup - it's completely out of the blue. It's daft.
When you finally discover the solution to a bad puzzle (perhaps by translating a German walkthrough) you can see how the designers had got there in reverse. Working backward the logic they were seeing becomes apparent. The problem here is a lack of perspective for the player approaching it forward.
You interact in the style of LucasArt's Full Throttle: hold down the mouse on something and move it slightly, and a menu pops up letting you choose from an eye, hand or mouth. Clearly the first two mostly translate to 'look at' and 'use' or 'pick up'. The third is more open to interpretation. On a person it will talk to them, on food it will eat it, on a candle it will blow it out. And for each there's a line of dialogue, often with a great joke.
Then comes the inventory. Inappropriately or incorrectly using objects on other objects in the world is so often met with a unique response. It's staggering how much effort has been put into this. Of course, this is somewhat spoilt by it all being said by Sadwick, but the feat remains.
Back to those darkness-into-light moments I mentioned at the start. The Whispered World is packed with them. Suddenly you've got a completely new room packed with interactive items (and you'll absolutely need to use the Spacebar to reveal them, or you'll be pixel hunting until the day you die), with loads to explore.
But so often, oh so very often, this moment of freedom is squished by once again having absolutely no idea what you should be doing next. In the first chapter a great number of areas open up at once, with almost nothing to do in any of them. It's like picking at a roll of Sellotape, trying to find the end and then gradually picking at it to let it unspool.
It's painful to mark down a game as pretty as this.
The lack of prompts is probably the greatest failing. You can even use the correct item on the correct object too early, but the game rarely gives you an "I should try that later" message - most of the time you're met with the implication that it was simply wrong. There's so little attempt to guide you that you often feel abandoned by the narrative, and with that comes disinterest. This only gets worse by the game's final chapter.
Of course, you don't put this much effort into unpicking what's wrong with a simply dreadful adventure game. With those you just laugh, and move on. The Whispered World gets as much right as it does wrong, and for that it becomes sad for the wrong reasons. It's so achingly pretty, and clearly so much love has gone into it. But the crappy puzzles and painful voices (not all are bad, most are dull, Sadwick's is agony) do a huge disservice to a lovely world and some splendid writing.
Absolutely enormous, endlessly gorgeous, but maddening (especially in its final moment), The Whispered World is a muddled shame.
6 / 10
You may also like...
-
Day Z: The Best Zombie Game Ever Made? 95
-
Gravity Rush Review 66
-
New Star Wars franchise to be unveiled next week 87
-
XCOM: Enemy Unknown Preview: First Contact 20
-
Sony patents method to interrupt your gaming with an ad 161
-
Rockstar to push Max Payne 3 "to its limits" on high-end PCs 34
-
Wii U Aliens: Colonial Marines is best-looking version because of console's "more modern tech" 107
-
Ghost Recon: Future Soldier Review 132
-
Jet Set Radio announced for PlayStation Vita 52
-
Kingdoms of Amalur: Reckoning needed to sell 3 million to break even 81
-
Amalur MMO "would blow you away", claims game's author 22
-
Demon's Souls servers to stay online in the US 21
-
Arma 3 in-engine footage shows off lighting tech 27
-
How The Elder Scrolls Online hopes to avoid repeating Skyrim bug fiasco 12
-
Resident Evil: Chronicles HD Collection release date, price 12
Comments (34) Latest comment 2 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Still might pick it up though. I love a bit of 'point and click', me so cheers for the review, EG.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I thought it would be around an 8, its a very surprisingly good game. Voice acting isn't too bad you do get use to Sadwicks voice quickly and puzzles can at times not be well explained but its visually impressive and highly recommended, this took 5 years to make and did start off as a simple final year project for the creator in university.
Comment below viewing threshold Show
Exactly what i thought when i saw those screen shots
Comment below viewing threshold Show
A strange thing to say. If any adventures in recent years had a high budget and corresponding production values, it were German point and clickers like the Book of Unwritten Tales or the Ankh games. Compare those (technically) to the Telltale games...
You might have a point when it comes to the voice-acting, but this only is a problem with the English versions. Most of these games here are casted with people that usually dub Hollywood stars.
Comment below viewing threshold Show
Comment below viewing threshold Show
From playing the demo, i tend to agree on a lot of what's being said in this review. The graphics are simply stunning. The music is great. Sadwick's voice is indeed miscast yet again (see also a Vampyre's story). The other voices seemed well done and the translation to english seems better than usual.
It's a pity that the adventure games today seem to stumble on mistakes that have so often been made in the past (pixel hunting, illogical puzzles and such).
But as i said, can't wait to play it. The game seems to have been made with a lot of love and passion and that alone makes me happy to support it. And the graphics.... wow
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
And where is the Mac version? Google tells me there is a Mac demo but I can not find any info about a Mac retail version.
Comment below viewing threshold Show
Comment below viewing threshold Show
Have you ever played those games you mentioned? Or the Secret Files games? Or even games by German publishers like Ghost Pirates or Secret of the Abbey? The production values for these games are abysmal. Let alone the writing, puzzle design, localisation...
Comment below viewing threshold Show
But a noob tip: remember to interact with EVERYTHING you see, because there are some hidden items. And Sadwick is such a pessimist (or a loser) that even if you CAN'T pick certain items, he will say something funny so you won't feel like you're just wasting your time. And you'll get used to the voice too.
If you're worried about pixel hunting, the Space key highlights everything you can interact with.
Yes, some puzzles may seem a bit illogical, but there's much more logic to them than basically all of the Longest Journey puzzles, or even some of the puzzles in the new Monkey Island games. But you have to remember two things: use Spot (your sidekick) and pick every item you can. Some dialogue options are also part of puzzles, and they do also seem illogical, but if you pay enough attention you'll realize they're not. For example: when you need to get Grandpa's pantaloons, you'll have to describe a monsterto scare Ben (so he closes his eyes). the Chaski you'll describe and then (yes, kinda illogically) build will be the result of the scarier parts of spiders, snakes and the other creature I forgot
More an 8 than a 6.
Comment below viewing threshold Show
Comment below viewing threshold Show
Yes. Have you?
Or the Secret Files games? Or even games by German publishers like Ghost Pirates or Secret of the Abbey?
No. Demos, when available.
The production values for these games are abysmal.
What, the ones I mentioned as well? Elaborate please how The Book of Unwritten Tales, for example, has "abysmal" production values. And if that's your standard for "abysmal", I'd like to hear what vocabulary you have left for Telltale & Co.
Let alone the writing, puzzle design, localisation...
First two aren't a matter of budget. See "Time Gentlemen. Please!" (Now there's low production values for you). Localisation I mentioned before I can't say anything about.
If anything, I wish the more experienced English/American devs of adventures had the budget some German titles are given. A new Monkey Island with the production values of Book of Unwritten Tales? Yes, please.
Comment below viewing threshold Show
Comment below viewing threshold Show
Or if a game is concerned, then Machinarium is the answer!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
And yes, it's infuriating.
Comment below viewing threshold Show
I'm not going to comment on the production values of games I haven't played, am I?
What, the ones I mentioned as well? Elaborate please how The Book of Unwritten Tales, for example, has "abysmal" production values.
The Book of Unwritten Tales looked pretty, but that's it. I'll grant you that 'abysmal' was too strong, but pretty visuals alone don't cut it. Animations were simplistic and unrealistic, voice acting lacked any kind of direction. I could mention more, but I'm sure your response would be 'I disagree'.
And if that's your standard for "abysmal", I'd like to hear what vocabulary you have left for Telltale & Co.
Completely different market. Those are episodic games offered at a low price, versus these full games with corresponding price.
First two aren't a matter of budget.
That's why I said Let alone writing and puzzle design.
If anything, I wish the more experienced English/American devs of adventures had the budget some German titles are given.
Bill Tiller got to do this in a way with Vampyre Story and Ghost Pirates. It wasn't exactly pretty.
A new Monkey Island with the production values of Book of Unwritten Tales? Yes, please.
That, we can agree on.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
As far as its biggest flaw - which, for me, is Sadwick's voice - and seeing that so many others are having the same issue with it, why not just do what I did? Instead of thinking about abandoning the game or including it as a bad mark in a review, just go into the options and make it so voice is muted but text shows up. Makes it all soooo much better, in my opinion.
Comment below viewing threshold Show
Comment below viewing threshold Show
I hope someone figures out a way of maybe playing with the German voice acting plus subtitles.
Comment below viewing threshold Show
Comment below viewing threshold Show