| Review
Al Emmo
and the Lost Dutchman's Mine

Review by Sudeep Pasricha

June 29, 2006 |
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Back
in the 80s and 90s, Sierra pioneered the graphic adventure game genre
with popular franchises like King's Quest,
Police Quest, Space Quest
and the Quest for Glory series. I still
remember those days of drooling over previews of Sierra games in magazines,
the frantic rush to shove the game diskettes into my floppy drive
when I did get hold of them, and then laboring through the notoriously
tough gameplay for days on end, sometimes foraging through bulletin
boards in the wee hours of the morning searching for clues. So when
I heard that Himalaya Studios was planning to release Al
Emmo and the Lost Dutchman’s Mine, in the mould
of classic Sierra games of yore, I was as excited as a very excited
person who’s got special reason to be excited.
Al
Emmo is set in the Wild West, more specifically in the
semi-arid expanse of Anozira. You play as Al, the ruggedly handsome,
young and fearless protagonist who’s about to brave the perils
and harsh climate (and locals) of Anozira, on a quest to win the heart
of the woman he loves. Ok I exaggerated slightly. Al looks vaguely
like a turnip that’s been out in the sun too long. And he’s
really a forty-two year-old virgin. And the woman he loves is a mail
order bride (who he has never met before) waiting for him in a saloon
in Anozira. And his grand plan is to prove his manhood by marrying
her, and then live happily ever after in the living room of his parent’s
house. You guessed it folks, you have another perennial loser in the
mould of Larry Laffer on your hands.
Al’s
rendezvouz with Ivanna Lottakash in the saloon predictably turns into
a disaster, after Al tells her that he lives with his dad (“and
mom too, a nice nuclear family”), and can’t buy her a
drink because dad didn’t give him his allowance. When the dust
settles, Al finds himself stranded in a strange town, without a bride
and with a long wait for the next train to take him back home. Not
one to be licked by fate, Al perseveres on in his goal of proving
his manhood, and soon comes across the gorgeous bar entertainer Rita
Peralto, who immediately becomes his new object of desire. There’s
a big obstacle in his path however, in the shape of a dashing Spaniard
named Antonio, who’s after Rita as well, and has an obvious
advantage in every department over our loveable chump. The rest of
the game (divided into a total of nine acts) follows Al’s quest
to win Rita’s heart and outsmart his unrelenting nemesis, Antonio.
The
first thing that struck me … nay jumped right out at me when
I started playing Al Emmo was how unique
the game looks. Al Emmo looks like a classic
Sierra game that went to the spa and got a makeover. And then it went
to a boutique and bought a whole new wardrobe. And then it got its
hair done. For although at its core it still feels like a classic
Sierra adventure, Al Emmo looks vastly superior
with a very polished and distinct graphic style with beautiful hand-drawn
backgrounds and character caricatures (which pop up in a panel during
conversations, much like in a Sierra classic). There are a few 3D
pre-rendered cut-scenes, as well as 2D comic book style cut-scenes
in panels, which pop up at the end of every act. These are well drawn
and look quite good too, if not as unique as the actual in-game graphics.
Al
Emmo’s interface is yet another nod to Sierra.
The right mouse button cycles through standard actions such as walk,
talk, look, use and access inventory, while the left mouse button
performs the action. There’s also a very welcome map feature,
which allows you to be “teleported” to any previously
visited location. Oh, and you get to press Ctrl+Q to exit the game
– seems like ages since I used that key combo in an adventure
game. Himalaya Studios chose to shun the intelligent pointer-based
interface, a staple in most commercial adventures, in which the pointer
is highlighted when it passes over a hotspot on the screen. Instead,
Al Emmo leaves it up to you to find the
hotspots. This seems like a recipe for disaster, and I have to say
there were times where I was clicking away at all and sundry on the
screen, desperately looking for items to interact with. But Al
Emmo makes it worth your while. Almost every little
thing on the screen is interact-able, evoking a smart-alec, non-generic
response from either Al or the narrator. Some of the remarks, especially
from the narrator, just cracked me up.
Which
brings me to one of Al Emmo’s biggest
strengths – its fantastic sense of humor. Most (allegedly) comic
adventure games I’ve played recently tend to recycle the same
old adventure game clichés and barely evoke a chuckle. But
Al Emmo had me laughing off my rocking chair
with knee-slapping funny dialogs, witty wordplay and some hilarious
character animation. Sure there are some unavoidable clichés
and misses that will have you rolling your eyes, but more often than
not, the humor hits the mark. The comic timing of some of the voiceovers,
such as that of Al and especially that of the narrator’s, is
nothing short of brilliant. The narrator’s banter with Al produces
some of the funniest moments in the game. You’d have to be one
severely chronic-depressed zombie to keep a straight face at what
Al Emmo dishes out.
As
Al stumbles along in his quest to win over Rita, he will come across
several characters who will help him, such as Kevin the saloon owner,
who’ll help Al get a room and keep him up to date on the latest
gossip in Anozira; Mayor Trinkwasser who stays firmly planted in his
rocking chair dispensing questionable, although occasionally useful
wisdom; and Koko the spaced out pharmacist (Freddy Pharkas: Frontier
Pharmacist anyone?), who you will visit time and again to purchase
several useful items from. In time, a deeper mystery will unravel
itself, which will change your perception of Anozira. Without providing
any major spoilers, I’ll just say that it has something to do
with the mysterious Aztecs and their lost gold.
Undoubtedly,
Anozira is no oasis of sanity. You’ll have your fair share of
encounters with a multitude of eccentricity, from the likes of dynamite
wielding vermin exterminators, suicidal pianists, obnoxious pimply-faced
mail clerks, trigger happy Indians wielding bow-and-arrows, and many
others. Some of the situations you’ll encounter in the game
will have a somewhat adult theme, reminiscent of the Leisure
Suit Larry series, such as your meeting with Lou, Anozira’s
very own Hugh Hefner, and a side-quest involving a certain well-endowed
former Baywatch starlet. One scenario where Al must, to put it mildly,
go beyond the call of duty in order to get the dirt on Antonio was
particularly memorable.
As
far as puzzles go, you’ll need to complete the staple inventory-based
side quests that involve finding/using/combining items in sometimes
bizarre, but mostly logical ways. One complaint that I have here is
that the solutions for some of the puzzles weren’t all that
well clued. One quest in particular, involving a termite problem at
the mayor’s house, had me stumbling around for a long time till
I found out what to do, purely by luck. Another quest, involving finding
a hook for a fishing rod was hampered by the fact that the entrance
to the location where the hook could’ve been found was not easily
visible. That’s where an intelligent cursor which showed possible
exit paths from the screen would’ve come in handy.
Oh,
and you can die in this game. But thankfully, only towards the end
of the game. For those of you who like me have gotten a bit too soft
playing adventure games in perpetual God mode without fear of dying,
the end of this game will jolt you out of your complacency. In truly
inspired Sierra fashion, there are some dastardly timed puzzles and
at least one fiendishly hard situation where I perished umpteen number
of times. But hey, there’s a reason games have save slots. Al
Emmo will certainly have you using them like crazy in
the endgame. The game is not all that heartless though – after
I’d been fumbling around unsuccessfully with a puzzle during
the endgame, I was given the option to skip it and move on.
In summary, I had a great
time playing Al Emmo. The game looks gorgeous,
tells an engaging story, has fantastic voiceovers and will have you
in stitches at some of its many outrageously funny moments. It’s
hard to avoid clichés sometimes: Al Emmo
is solid gold. Go play it. You won’t regret it.
Final Grade: A
(find
out more about our grading system)
System Requirements:
- Windows 98/ME/XP/2000
- Pentium III 800 MHz
- 128 MB RAM
- 1 GB hard disk space
- Mouse and Keyboard
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