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Review
Watchmaker
Developer: Trecision
Publisher: None for North America
Release Date: 2001
Platform:

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Review by Randy Sluganski
January 2002
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Elderly male looking
for a small one-room apartment in North America. Mildly eccentric,
likes to tinker with clocks. Only goes out at night.
Yes, once again a wonderful
adventure game is looking for a publisher in North America. Why you
ask? Because it has the audacity to be an old-fashioned, point-and-click,
puzzle-driven game. In fact, The Watchmaker is the type of
game that a hardcore adventure gamer would eagerly devour, but with
so few of us left we'll most likely soon be fighting over the scraps
afforded to us by the graciousness of the bloodthirsty American gamers
and computer magazines who have deluded the rest of the world into
believing that intelligent, non-violent games are no longer welcome
here.
Watchmaker
was developed by Trecision, the same Italian company that gave us
Ark of Time
and Nightlong.
Now all is not wine and pasta in the in the land of The Watchmaker.
There are numerous small, but niggling, problems that can distract
from the atmosphere, but these are nuances that could easily be reprogrammed.
The version I played was in Italian with English subtitles. There
are currently no plans for English localization - though the game
has been released in Italian, Polish and Russian - but if and when
the game is localized let's hope that Trecision hires professional
English voice-actors. There is much dialogue in the game and, much
like an Agatha Christie novel, it is exploited to define the personalities
of the characters
The 3D graphics are strikingly
gorgeous, but as is the case in many 3D games there are minor, but
annoying, instances of clipping as characters can occasionally seem
to be walking through walls. A problem unique to point-and-click adventure
games - pixel hunting - is magnified as some items necessary to solve
puzzles can not be found while in the third-person default view and
are only visible by switching your character to a first-person point-of-view
- an option that is not always readily apparent.
The
plot seems to be way out there, but actually is grounded in reality
- well, at least until the end of the game. A machine created in 1663
that is thought to harness the energy of ley lines - invisible lines
on the earth's surface linking prehistoric sites that can channel
a mystical force allowing the dead to walk again - has been stolen.
Okay, well that part is not rooted in reality, but the means taken
to recover the machine are as familiar as any Gabriel Knight or Tex
Murphy case. Authorities believe that the machine has been hidden
in a 14th century Austrian castle and contact paranormal expert Darrel
Boone who now has 24 hours to find and deactivate the machine before
it creates havoc across the earth. Joining him in his search is Victoria
Conroy a lawyer whose main function is to exist first as an object
of conflict (if you haven't already guessed that the sparks don't
initially fly between these two, then you have never played a Gabriel
Knight game) and then as a willing partner. As you may guess, conversations
that are initially insults soon develop into a subtle sexual tension.
What is unique about Watchmaker
is that there are some puzzles that can only be solved by specifically
Darrel or Victoria and yet others that are co-operative. Some involve
switching back-and-forth between characters, some involve exchanging
inventory items and others involve using a character to distract one
of the castle staff so you can use the other character to explore
the now accessible location. While this entails teamwork at its best,
it can also instigate unexpected problems for the keyboard commands
used to exchange inventory items can be confusing.
Watchmaker
is non-linear and as such requires a lot of searching and exploring
of the castle grounds just to get a feel for the gaming area. Though
it may seem the game is open-ended, it actually is timed as you have
only a twenty-four hour period to find the missing machine. Various
means are used to advance the clock, usually in fifteen minute increments,
and it can be as simple as speaking to another character or as complicated
as solving a multi-tiered puzzle. The problem with all of this freedom,
especially early in the game, is that there are so many enigmas to
solve and areas to visit that at you are sometimes at a loss attempting
to figure out what to do to advance the clock and unless the clock
is advanced new puzzles and areas can not be opened. In other words
- there is often too much going on! Add to this a large cast of characters,
almost all of which are readily available at the beginning of the
game, an entire castle and its grounds that can be explored and inventory
items that can be found but not used for hours and you have a morass
of information. In fact, in many ways Watchmaker becomes easier
as the game goes on as by then you need only deal with one or two
puzzles.
The problem though is you
never know when or where you may have overlooked a vital object and
can often become totally stuck in the game, unable to move the clock
forward and not sure if your lack of progress is due to an object
you have overlooked or simply because you have not yet figured out
a puzzle. This happened to me on two occasions and both times it was
because I had not found an inventory item needed to solve a puzzle,
yet I was unaware of what I needed. Also, as seems to be the norm
for today's point-and-click games, there
is that one puzzle that defies all common sense and sticks out like
a sore thumb. For Watchmaker it is a problem involving retrieving
a locket from the bottom of an indoor pool. Since Darrel has conveniently
forgotten to pack his swimsuit he can't go into the pool. Instead
of employing about a dozen other options that would make sense, the
player must instead undertake a convoluted series of tasks that culminate
with Darrel pouring soap in the pool's infiltration system in order
to force the pool caretaker to drain the entire pool. It is little
things like this that mar our already tenuous suspension of disbelief.
The music can best
be described as lackadaisical (and at time degenerates into Bill Murray/Lounge
Lizard territory) and the sound effects also don't always seem to
be up to the quality expected in today's games, but much of this can
be forgiven in lieu of the fine cast of characters and the fact that
Trecision has developed a game that never insults the intelligence
of the gamer. There is a healthy cast of 18 characters each with a
secret to hide and information to offer if only asked the right question.
What concerns me most though
is for a game that spends so much time establishing its plot and developing
its cast, the endgame seems to have been rushed as though the developers
either ran out of inspiration or funds. This is especially disappointing
as one feels that the developers seem to be building a groundwork
for future games teaming Darrel and Victoria.
Sure
this review has been a little harsh, but I don't want anyone to think
we are recommending an adventure product only because it does not
have a publisher. The bottom line is that The Watchmaker is
a game that grows on you and has you thinking about it even during
non-gaming hours. As it is now, if Watchmaker were released
in North America it would just be one more game sitting on the store
shelves after being lambasted by the gaming magazines. If the few
minor annoyances were to be corrected - the 3D clipping, the languid
music, the pixel hunting - then Watchmaker could possibly develop
a devoted following especially in the wake of foreign upstarts like
The Longest Journey.
For now though, time is
ticking away for The Watchmaker as he vainly searches for a
new home in North America.
Final Grade for The
Watchmaker: C+.
If you would like to know
more about The Watchmaker, then download a demo
, a desktop
graphic or the closing theme music
from the Trecision site.
System Requirements:
Windows 95/98/2000/ME
Pentium II 266
64 MB ram
CD Rom drive
Sound card
3D Graphics Card
Mouse
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