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Review

Midnight Stranger
Developer: Animatics Multimedia/Jeff Green
Publisher: Animatics Multimedia/Jeff Green
Genre: Adventure
Release Date: 1994
Platform: PC Mac


Review by Alex Tait
January 28, 2004

 

 

 

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Midnight Stranger screenshot - click to enlargeIt seems fitting that I review the precursor to Mode, having played and reviewed it only a couple of months ago. Very kindly, Jeff Green, the creator and wunderkind responsible for this game, sent me a copy through the questionable international post, not once but twice, owing to an error in the copying process. This is not a commercially available game so Jeff’s kindness was not for financial gain and I thank him. Find out more about Jeff’s amazing career in the Canadian media world from television to radio to multimedia here: http://home.achilles.net/~jgreen/author.html.

Midnight Stranger screenshot - click to enlargeIt is obvious that Midnight Stranger is the stomping ground for Mode. Every feature in Mode is the child of a learning process begun in Midnight Stranger. The game is structured the same way, with a limited story involving exploration through conversation. The game utilizes the mood bar, resulting in a complex “choose your own adventure” style where your interactions decide how your conversational partner responds to you. If you are uncertain about how this can work, there is a “mockup for an experimental online interactive dialog generator” on the bottom of the author page above: http://home.achilles.net/~jgreen/author.html.

Midnight Stranger screenshot - click to enlargeI recommend that any player interested in this game play it prior to Mode because it is inferior in every way. Remember that this game was created and released in 1994 compared with Mode’s 1996 and larger production values. Everything is murky in Midnight Stranger. The sound is variable in its loudness and quality. Graphical quality especially pales next to its successor. Even acting is far more uneven, understandable given the actors were all friends of the creators. What story existed in Mode is but a wisp in this game. What made the 1996 release more interesting was an underlying mystery in the party. This town, Ottawa, seems to be boring. There are characters that are unusual but they fail to be interesting.

Some degree of superficiality pervades this title. In every instance, I found that just responding positively resulted in a good result in interaction. While this makes sense in the real world (i.e. most people respond to positive interaction positively and conversely), it limits the gameplay depth. I am sure that there is some variability in the game but I didn’t experience it myself. In Mode, differences in interaction were very obvious and effects of differing interactional styles were far reaching.

Midnight Stranger screenshot - click to enlargeI was surprised to find a disclaimer at the beginning of the game warning of adult themes. Certainly, those who go weak at the knees in the presence of strong language or alternative sexual orientations will find much to complain about. The language didn’t really add an element of reality to the game at all-I found the characters in Mode far more believable.

My conclusion about the gameplay was that each of the characters you meet has a story to tell. Only one story can be told each time you play the game. When a successful conversation tree is reached, the game concludes suggesting that you have met your “midnight stranger”. According to Jeff’s website, there are alternative endings which can be downloaded here: http://home.achilles.net/~jgreen/midnightsave.html. For some reason, some dialogs never seem to end, resulting in loops that play repeatedly where characters interact as though they’ve never met you before. This was confusing and frustrating. In an interview with Gloria Stern (on the website), Jeff says himself that “I ended up getting much more drawn to the reality simulation aspects of the production, and downplayed the story elements dramatically”.

Midnight Stranger screenshot - click to enlargeThough I didn’t discover these storylines, J. Yellowlees Douglas, in her review (also on the website) cites that stories to be discovered include “a mysterious, possibly extra-terrestrial object, a dynamite-packing ex-con with revenge on his mind, and a string of people who appear to have lost and found the object”. Maybe I’ll have to explore this again because this certainly does hold intrigue for me.

Midnight Stranger screenshot - click to enlargeOn the technical side, I had a few gripes that many may consider minor quibbles. Similar to other areas, these were fixed for the follow up. Strangely, but characteristic of early Macromedia Director programs, the game defaults to the CD-ROM drive when loading. Obviously, it is impossible to save on the CD-ROM drive, so why make it default to that drive for loading? More irritating still, saved games are not shown when saving making it a guessing game as to whether you’ve already used any particular name for your current game. Thankfully, the names are visible when loading.

Interestingly, this game was developed into an online game, Online Stranger, which was certainly one of the first attempts at online play, especially within the adventure plus area. The site is no longer around but the blurb on Jeff’s page stated that it targeted the “slowest of modems” (being 1993) and “consisted of small still frames and text with which you could interact using the Mood Bar”. In 1996, Club Mode was created in follow up to Mode, which featured five three-episode chapters with more than a dozen characters!

Midnight Stranger screenshot - click to enlargeThere was to be a third in the series, Human Agency, but this did not see the light of day.

Midnight Stranger was a great disappointment for me. I give it a D+.

Any inquiries about Mode or Midnight Stranger are best directed to Jeff Green who is affable and a treat to correspond with.


Final Grade: D+

System Requirements:

Macintosh

  • 68030 Color Macintosh
  • 25 MHz processor
  • 8 MB RAM
  • 8-bit 13" monitor

    Windows

  • Windows 3.1
  • 386 SX processor
  • 8 MB RAM
  • 30 MB hard disk space
  • SVGA display
  • SoundBlaster or 100% compatible sound card