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Murder in the Abbey is a classically-structured third-person adventure game with an intriguing setting, a strong story, quality music, and generally excellent graphical presentation. Unfortunately, it’s also got problems that undermine whatever potential fun there is to be had.
In this case they changed the name from The Abbey to Murder in the Abbey. First of all, duh . . was that change worth it? Reminds me of a few years ago when they changed the name of the university I attended from “North Texas State University” to the “University of North Texas.”
It begs the question, doesn’t it? Hey Adventure Company, if you hated the name and how the game looked, why did you publish it? Okay, back to the actual game. Let’s first talk about what the game gets right. The setting is a lonely monastery high on the top of a mountain during Medieval times. Ever since Umberto Eco’s novel The Name of the Rose created this genre of story, it’s been a solid venue for mystery and intrigue.
So far, so good. At the monastery Leonardo learns that a 200-pound censer has fallen on one of the brothers and killed him. The rope, it turns out, looks to have been tampered with . . . and the wheels of the story start spinning. The tale that follows is surprisingly rich, dealing with alchemy, the Inquisition, church politics, avarice, murder and beyond. The mystery is nice and chewy, complete with vivid characters and a decent red herring or two.
The score is suitably grand and evocative and (thankfully) used sparingly. The mechanics of the game are pure classic 2D third person point-and-click. The mouse is used for everything, including movement, interaction and menu choices. I’m pretty sure the Esc key is the only thing you ever have to touch on the keyboard. The inventory is handy and easy to use.
So why, after all I’ve described, shouldn’t you race to the store and pick this game up faster than you can say a pater noster? First of all, the graphics are marred by two problems: The character faces are not expressive at all. They behave more like stone-headed puppets than living beings. Even worse, character design artists have a baffling affection for making characters severely cross-eyed. This is simply dopey, and proves to be a real distraction. It also accomplished absolutely nothing, character-wise.
Actually, most of the voice work is at least above-average in the game, which is a relief. However, there’s one big gaffe which pulls you out of the game several times. It’s because the voice work was obviously recorded with absolutely no context given to the actors. It’s not enough to simply say to an actor, “Say this line: ‘Now we have it.’” There are several different ways you could say this sentence, each affected by the circumstances during which you would say such a thing. For example, if one character said to you: “Bill had this handkerchief. He was killed. Then Emily had the handkerchief. And she was killed.”
Mistakes of this nature happen over and over in this game, and each time it happens it pulls you right out of the drama. It’s a mistake for which there is really no good excuse, and it undermines the game. So, will you like this
game or not? The answer depends on how much its flaws bother you.
If you’re more forgiving than, say, me, you could have a really
good time with
System Requirements:
This review is copyright Ray Ivey and Just Adventure and may not be republished elsewhere without the express written consent of the author. Republication of said review must also contain a link back to Just Adventure. |
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