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(Click images to enlarge.) It
takes a lot of moxie to name your product using only one word. Especially when
that one word is an adjective. For example, if you name your game "Scary,"
well, it had better be or the reviews will be frightful. If you name your game
"Funny," then it goes without saying that the audience better be rolling
on the floor with laughter. So a product named Weird had better be, well,
weird.
Now I've seen a lot of weird things in my short time on this earth.
I've seen petite, suburban women turned into shameless, drooling hussies at the
merest mention of a new adventure or RPG game. I've seen a young man willingly
eat liver and onions for dinner without the threat of imminent death from his
parents. I've even seen PC Gamer praise an adventure game (Although this might
be more on the order of a miracle than it is weird!) But I've never seen anything
like Weird. If
anything, Weird harkens to the disjointed imagery created by the Residents
in their excellent products Bad Day on the Midway and Freak Show. Not
really a game, but more an exploration of the paranormal and supernatural, Weird
is a disjointed attempt to combine Myst-like puzzles and graphics with
a journey into the world of unexplained phenomena. Weird is basically a
reference CD or encyclopedia presented in a 3D environment similar to Myst.
Your
excursion begins in a long hallway with doors at either side. The doors that will
open lead into areas that reveal snippets of paranormal gossip: does the Loch
Ness Monster really exist, can man see into the future, has Britney Spears had
breast augmentation? Touching an exhibit presents further evidence to support
the myth: a newspaper clipping, a video interview with an eyewitness or an audio
recording. Weird provides a wealth of information as you explore fifteen
virtual environments. Artifacts, symbols, statues, and exhibits are scattered
throughout the different domains of Weird, and each holds its own self-contained
story.
What
about the doors that won't open? Well, this is where the puzzles come into play.
Many inaccessible areas of the Weird domain can only be entered once a
puzzle has been solved. Some of the puzzles are as simple as Simon, and others
like the Inca Pyramid Puzzle (you must move stacked pyramid pieces from one side
to the other, one piece at a time, but you can't place a large piece on top of
a smaller piece) are simply deceptive. Those who are tone-deaf be forewarned:
there is a two-part radio puzzle that has over 1,000 different combinations.
Is
there a point to all of this? Not really. It is meant to be information presented
as fun. The information is presented in a one-sided fashion; never are there any
counterpoint arguments against any of the anomalies presented. It is meat and
potatoes for devotees of the supernatural. Presented the way it is, Weird can
be very addictive, but it can also be very frustrating for those with little patience.
Nothing
special, but fun nonetheless, Weird is a nice diversion when your gray
cells are frazzled from intense puzzle solving. Just be prepared to put aside
your skepticism. Final Grade: C (Weird can still be
ordered online from Global Star, or if you have a KayBee toy store in your area,
they often have Weird in their remainder bin.) If you liked Weird:
Watch: Ripleys Believe It or Not Read: Weekly World News
Play: Myst
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