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Similar to historical thrillers such as Erik Larson’s The Devil in the White City and Dan Simmon’s Drood, Mata Hari - whose name meant ‘eye of a new dawn’ - is a work of fiction based on fact with historical figures making guest appearances in an attempt to validate the story. By the end of the game we will have met up with physicist Marie Curie, a Nobel Prize winner for her work with radiation; French impresario Gabriel Astruc, founder of the Théâtre des Champs-Élysées; and Emil Jellinek, designer of the Mercedes-Benz, among others. Okay, not exactly household names in this day and age, but well-known in their time. Unfortunately, what what works so well in literature, falls flat on pc. The game has an antiquated feel about it. What worked so well ten or fifteen years ago just doesn’t scream ‘play me!’ in 2009. The story opens in 1963 as an associate of Mata relates her remembrances of the dancer to a biographer. We then fade back to 1905 as relative newcomer to Paris Mata Hari attends a ballroom social gathering where she hopes to impress the famed Gabriel Astruc into being her manager.
Would it also have been asking too much to open the game with a cinematic style flashback tinged with a touch of espionage? Instead we are presented with a biographer interviewing one of Mata’s friends in 1963 whose reminiscences then fade into a flashback and we are dragged kicking and screaming along as Mata Hari attends the aforementioned social gathering before eventually carrying out her harebrained, avaricious schemes. As a historical figure, Mata Hari is certainly not someone to be admired. She is the archetype of the femme fatale and while she is credited with raising exotic dancing to an art form – no mean feat back in the repressed early 1900’s – she was also accused of being a double agent who betrayed her adopted country and was executed – maybe unjustly – by a French firing squad in 1917. While I realize that other accepted genres might have the gamer play as a mercenary or a cold-blooded killer; that is fine for their tastes. But as someone who plays adventure games, I find it somewhat difficult to empathize with a character whom, according to numerous historical sources, lied about her heritage, lied about her dancing background, most likely was not a double-agent and most likely was someone who prostituted herself under the pretense of national security (insert your own G.O.P./Sarah Palin joke here).
A pair of mini-games bog down the proceedings even further. The first is a turn-based game in which a Mata Hari token – in lieu of presenting an animation of traveling aboard a train – must be moved from city to city with agents in pursuit. If Mata is caught, she is returned to the station. If you are successful in moving her to the target city, you receive points towards your ‘Skill’ trait. The points and money you earn in three traits overall – Skill, Spycraft & Wealth – determine which ending you will see at the end of the game. There is an option to skip this part of the game – and you may eventually wish to do so as the amount of train travel back-and-forth between countries just to obtain one inventory item becomes ludicrous – but you then forfeit an opportunity to increase your Skill points. The second would have you dance like Mata Hari in order to obtain money. To do so, you must click your cursor on musical notes at a precise moment as they scroll across the screen. The dancing is a silly device that in a better game would have been overlooked, but in this game sticks out like a sore belly button on a stripper. The first attempts are actually fun but as the game progresses the notes zoom across the screen quicker and quicker and what had been fun becomes frustrating. It is bad enough that developers believe that these types of ‘novelties’ need to be put into adventure games, but it is inexcusable to continually ramp up the difficultly to the point where they become exasperating.
Another failed but noble attempt at innovation is the addition of a dialogue tree that has you choose between four different types of seduction – flattery, daring, dismissive or yielding - in order to elicit information from unsuspecting informants. The problem is that there never seem to be any specific clues provided as to what mode should be chosen for a character, but even this isn’t a problem for there is no penalty for choosing incorrectly and you can just keep trying until finally picking the correct approach. The puzzles are old-school point-and-click among a selection of inventory items. They are for the most part believable with the exception of a note in the window/camera conundrum and a sequence in Marie Curie’s laboratory that is silly and unbelievable in both its concept and presentation. There is also an overdependence on old, stale puzzles presented in a different guise. Tapping a phone is just a variation of fuse box and reroute the electricity puzzles. An in-game diary is somewhat useful as it can point you in the right direction if momentarily stumped.
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