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Review
A Fork
in the Tale
| Developer: |
Any River Entertainment |
| Publisher: |
Digital Leisure Inc. |
| Genre: |
FMV Adventure |
| Release
Date: |
1997 |
| Platform: |
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Review by James Saighman
August 26, 2004
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Once upon a time…
… there was an adventure game format known as Full Motion Video.
… there was a TV series called Mystery Science Theater 3000.
…
there was a novel arcade game called Dragon’s Lair.
… Saturday Night Live was funny.
Each of these media was
fine and innovative entertainment on it’s
own. But the folks at Any River Entertainment managed to take
all these ingredients, blanch anything that was fun or smart or enjoyable
out of them, toss the remaining dregs into an evil blender and
puree them into what is truly one of the worst adventure games
of
the last
decade: A Fork in the Tale.
There are so many things
wrong with this game that I hardly know where to start. The video
itself is a perfect example of why FMV
came to have such a bad reputation. The graphics are dim, faded and
grainy. The acting, costumes and set design are straight out of a
high school production of Macbeth. The sound is wildly uneven, with
music and sound effects almost completely drowning out the dialogue.
Of course, this last isn’t necessarily a bad thing.
A Fork in the
Tale bills
itself as a “comedy” adventure
game. To paraphrase a real comedy, “I do not think that word
means what they think it means.” The story has its unseen
hero (known only as ‘The Protagonist’) thrust into
an alternate dimension known as Eseveron (vaguely reminiscent of
Robin Hood’s Sherwood Forest) while undergoing critical surgery
for a gunshot wound received in the game’s intro. The rest
of the game concerns your efforts to figure out what is going on
while attempting to thwart the plans of an evil villain. This anti-hero
is voiced by Saturday Night Live’s Rob Schneider. Schneider
has a lot to say; unfortunately not a word of it is funny. Apparently,
they didn’t allow Schneider to actually write or adlib any
of his material – the User Manual lists a total of seven ‘Comedy
Writers’ for the script and Schneider is not among them.
The result is an endless, mindless string of idiotic and hammy
prattle and innuendo, all delivered like The Copier Guy on Prozac.
Unfortunately,
you can’t just sit back and ignore all this
cheesy “humor.” Besides the dialogue that occurs automatically,
AFitT actually forces you to initiate much of it! This is a part
of the game design, which owes more than a passing nod to the classic
Dragon’s Lair. Gameplay consists of clicking on icons as
they appear on the screen during the FMV presentation. You have
only an instant to choose which icon you want and click it before
they vanish. Failure to take any action when presented with these
choices or opportunities (or choosing the wrong icon when presented
with a choice) leads to capture, getting lost, restarting an area
from the beginning, or “dying” by transporting back
to your surgery table to begin the whole alternate world from its
starting point again. Many of these “actions,” however,
aren’t actions at all, but are merely cues to have Schneider
say (or think aloud) yet another unfunny “joke” about
the situation, à la MST3K. Hopefully, once you have finally
trudged back to where you made your wrong choice (and endured the
same string of dull jokes along the way) you will remember which
was the wrong icon and choose differently this time. I found that
in almost every case the optimal choice was to turn off my computer.
In
truth, AFitT barely qualifies as an adventure game at all. The
vast majority of gameplay is geared toward twitch-clicking on an
icon (ANY icon) when it appears rather than toward any thinking.
The rapidity with which the icons disappear, their likelihood of
appearing absolutely anywhere on the screen, and the fact that
many of them are moving while you are trying to click on them will
soon have you inhabiting whatever circle of Dante’s hell
is reserved for Super Collapse players. The only “puzzling” in
the game consists of having to figure out a few “hand gestures” which
are used to learn magic spells and I must admit I was soon inspired
to use a time-honored hand gesture of my own in response. These “puzzles” involve
moving the cursor around the screen in various directions trying
to bring a migraine-inducing pattern of light into focus; kind
of an anti-Etch-A-Sketch.
I have to admit that
this is the only game review I have ever written without actually
finishing the game. I just couldn’t make
myself do it. Every time I thought about starting it up again to
play a little farther, I suddenly got a ringing in my ears and
intense nausea. I gamely plugged away. But after two bottles of
Pepto-Bismol and two-thirds of the game, I had to stick a fork
in this turkey. I was done.
Final Grade: F
System Requirements:
- CPU: Pentium 60
- RAM: 8MB
- SOUND: SVGA with Sound Card
- OS: Windows 95
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