A Nice Place To Take A Nap

Review

Midnight
Nowhere


Saturn +
Buka
Original Release
Date (Russian): November 2002
Release Date (US): Summer 2003
Platform: PC


Review by Agustin Cordes
April 2, 2003

 

 

 


It’s dark.
You can’t breathe. You start moving your arms frantically
but something is holding them back. Something that surrounds
you — thick, limiting your movements… a bag? Searching
it, you find a fastener and pull it. You finally step out of
the bag and proceed to examine your surroundings. A room. Cold.
Noisy. And with a horrific smell – possibly due to the
alarming number of decaying bodies lying around. But wait.
You can’t remember anything. Who are you? What is this
place? What are you doing in here? You think to yourself “No,
not this again, not another amnesiac character”. Yet
something seems undeniably attractive to you – something
that urges you to solve the mystery behind Midnight Nowhere.

Welcome to our hospital! Here we will try to do
our best to make your stay as comfortable
and nice as possible…

A Nice Place To Take A Nap

Having
a look around will bring you to two major conclusions: 1) You’re
in a hospital. 2) Something is very wrong. Not only is the
hospital completely deserted but someone wasn’t pleased
with the service as all the personnel is murdered. It’s
a captivating beginning of a story that, at first, it might
seem clichéd but it turns into a complex and intriguing
plot. The story, which progresses at a slow, suspenseful pace,
is primarily divided into two parts – the hospital and
everything that comes after you leave it. The two parts have
a different “feel” and their own problems, which
I’m going to discuss later. You mostly learn about your
character and past events by reading notes, diaries, terminals,
etc. Yes, while it’s not that much, reading is required
to advance in the story.

… with organized and harmonious corridors…

Since
we are dealing here with a game of which most of the charm of its
plot relies on not knowing anything about it, I’ll
not say the name of the main character. But, since it’s quite
annoying referring to him as “he”, “the main
character”, “that guy” and similar terminology,
I shall call him, for the purpose of this review, “Buddy”.

Buddy is a cool character.
He’s not one of those characters
that you’ll remember fondly after you finish the game – he’s
not going to be your “best friend”, if you know what
I mean. Which is great, actually, because having a character with
too much personality can ruin the experience of this kind of game.
This doesn’t necessarily mean that Buddy is a lifeless puppet
– most of his witty comments are really fun if somewhat obscure at
times. Some might find this kind of humour ruins the dark atmosphere
but, personally, I throughoutly enjoyed it.

I’d love to reveal more details about the story but I can’t
without spoiling it. All I’m going to say is that there is
a bloody murderer involved who is terrorizing the city and Buddy
is suspected of the crimes.

More Than Acceptable Creepiness Level

The
atmosphere is clearly the highlight of the game. Overall, the
settings are very creepy and oppressive, for instance, the
hospital – you can almost sense something evil lurking
around the corner. I’m not saying that hospitals are
creepy but the developers twisted the images to make them look
creepy. Actually, if you were alone in a hospital I’m
sure you would feel at least uneasy. Add the decaying bodies
and you’re scared to death. Bathrooms – same with
the bathrooms. A bathroom “per se” isn’t
creepy (well, you should see mine) but the artists managed
to make it look really scary – you know there’s
nothing there but you want to leave as soon as you can. You
can appreciate in the screenshot what a creepy bathroom looks
like…

… clean, hygienic bathrooms…

Graphics are, for the
most part, crisp and detailed. The scenes are pre-rendered images
that look realistic – Buddy also moves
realistically through them except maybe when he stops walking abruptly
— this needed a bit more polishing. Only a few scenes lack the quality
of the rest of the game. The excellent graphics and the moody soundtrack
are what make this game a truly scary experience. If you have the
guts, play this one with the lights out.

I have learned to really appreciate the presence of a good soundtrack
in any type of game, as I believe it can greatly enhance the playing
experience and thankfully, the soundtrack in Midnight Nowhere is
fantastic. As you know, in this type of horror game, a soundtrack
can be a double-edged sword as it can ruin the atmosphere but instead
of being intrusive, the moody soundtrack in Midnight Nowhere masterfully
accompanies the creepy scenery. At times it feels menacing, as if
something is just about to jump at you. Overall, a pretty good job.

Cut scenes, while there
are very few of them, are well done and short. For instance, the
introduction sequence, which I described
in the beginning, lasts only a few seconds and then the game puts
you in the initial room with all the dead bodies and other charming
stuff. It feels like a slap in the face – very effective.

One detail that adds immense
value to the atmosphere is the weird imagery that can be seen through
the game in form of advertisements,
pictures, magazines, etc. But specially the advertisements – almost
every single one of them have nothing to do with the story, they’re
just there for fun (a bizarre, otherworldly sense of fun) for you
to read. They’re frankly some of the most bizarre images I’ve
seen in a game. I don’t know if the developers intended them
to be funny or scary because they’re basically ordinary advertisements
with the people’s faces disfigured (like with that software,
Kay’s Powergoo). They’re scary and very grotesque. Perhaps
the best way to put it is that they make you feel uneasy. What can
I say — I loved them!

Enough talking about the
atmosphere – it’s top-notch.

While Buddy is well modeled
and detailed, other characters that appear through the game don’t have such quality. It’s
a shame really, because they “break” the harmony of the
game. They just don’t measure up to the quality of the backgrounds
and Buddy. There aren’t many of them though.

I think it’s time that I note something important – this game
isn’t for kids. Not because of violence and blood, which is
actually very sparse, but two details. You get to see lots of naked
women in photos (well, no real problems there) and there’s
a… um… female “pleasing” device that you
must fiddle with. Well, it’s not necessarily only for women… and
you don’t need to fiddle with it that way… you know what
I mean. OK, OK, there’s a dildo but no, you don’t have
to use it!

Heading Somewhere

As
I said before, Midnight Nowhere progresses at a slow pace
and I meant this both in terms of story and game play. This
means that Buddy also walks slowly through the scenes which
is not bad and it almost seems mandatory for horror adventures.
Still, he’s an Olympics runner when compared to, say,
Kate Walker.

To give you a quick
idea of how the game looks and feels, think of Resident
Evil
(or Alone In The Dark for that matter) but with a point and
click interface. Before you purists hit the Close Window
icon, allow me to clarify that there aren’t any action
sequences in Midnight Nowhere. Not a single one, not even
a timed puzzle. There, there, put the mouse away.


… and our high-tech Systems department that
supervises the adequate operation of our
hospital.

Speaking of mice, the
interface of the game feels slightly different and I welcome the
fact that. It consists of the usual selection of
actions (Look, Talk, Take, Use) and a notepad that is only accessible
later in the game. The difference resides in that you can’t
interact with most hotspots using all the actions. For instance,
you’re able to “see” most things but you can’t
even try “using” them, as the Use cursor won’t
be enabled. So it requires thinking a bit more about your next move
as you can’t frantically click on every little thing seen on
screen. This also makes for some interesting puzzles. Since most
of the hotspots are clearly defined objects, in a sense that you
understand what you’re seeing on the screen, this is a clever
feature.

Some might find the size
of the cursors a little big but it’s
not that bad except for a few occasions, when you have to examine
bodies and need to click on different parts of them (i.e.: neck).
In these occasions, the size of the cursor was slightly intrusive
and it made it difficult to the pinpoint those particular parts.

Also, I found that some
of the scenes had the exit hotspots in unusual locations. You would
expect them to be in a place that makes sense
but you have to move the cursor around until you find them. Some
of the scenes even go as far as having a hotspot in a very tiny location!
Thankfully, this didn’t happen too often.

Perhaps the only real
problem I found in this game is in some of its puzzles. In the
first half, the hospital, several puzzles rely
on finding a key and unlocking a door which has two drawbacks: 1)
It doesn’t make sense because (as you learn as the story progresses)
everyone left the hospital in a hurry – just why would they
take the trouble to lock every single door? Buddy does comment about
this when you reach a point in the game but it’s not that satisfying.
And 2) it gets tiresome after a while.

The other problem I found
was, or could be, as I’m going to
explain, a bit more serious. When you reach the part of the game
when the second episode starts, there’s a sequence in a jail
room where you have to work out some puzzles in order to advance
in the game. One of your jail mates, the leader of the gang, will
ask you to solve a few riddles for him to gain his trust and, in
order to solve them, you must find several poker cards that are scattered
or hidden in the room. Some of them contain the solution to his riddles.
I found this sequence to be fun. Why do I say that this could be
a problem then? Because these puzzles have absolutely nothing to
do with the story. Still, I enjoyed them. If the rest of the puzzles
in the game weren’t story-related, I’d be disappointed
but they are and this sequence was a sort of “break” from
the story. I found it fun but others might find it very annoying.
It’s not that long either so it’s really not necessary
to make a big deal out of it.

Probably the biggest drawback
in the game is the final sequence where most puzzles are very uninspired
when compared to the beginning
of the game. Some of them rely in fetching an object for someone
and gives the feeling of being there just to make the game longer.
The last puzzle feels quite dumb really but I don’t want to
give any more details – I’ll say that it was clever by
itself but out of context.

Final Words

Despite
the problems I mentioned, Midnight Nowhere was an immensely
satisfying adventure. I was pleasantly surprised with the
outcome which was a very unconventional ending – this
one will leave you with your jaw dropped and mentally revising
the interwoven parts of the story for a while. Something
about the setting or maybe the despairing soundtrack, especially
the main tune, reminded me of a David Cronenberg movie. Definitely
worth trying for any adventurer out there but specially good
if you’re a fan of horror stuff – if you like
adventures with spooky atmosphere, haunting storyline and
creepy bathrooms, add a plus to that final score.


Feel free to
contact our staff for any inquiries.

Final Grade: B

System Requirements:

  • Processor Pentium II 400
  • HDD 1GB Hard disk
    space
  • Memory 64MB RAM
  • Video DirectX Compatible
    Video card
  • Sound DirectX Compatible
    Video Sound card
  • CD-ROM 4X CD ROM drive

Agustin Cordes

Agustin Cordes

Did you ever have that feeling when you realize something that will never change? I mean, do you remember when you realized your girlfriend would be your wife for the rest of your life? Oh, you're not married, I see - me neither. But anyway, my point is: the first day I played King's Quest back in 1987, I knew I'd be forever in love with the genre. Seriously, after entering a castle, climbing up a tree, exploring a cave and finding all kinds of treasures, I realized that was the kind of game I loved - with King's Quest I felt the sense of adventure in all its splendour and, while now it seems a bit bland after all these years, I still remember it as an enlightening experience. That's right - after King's Quest, I was an avid adventure gamer. Years passed, more adventures were played and the internet appeared. Somehow, I needed to find a place where I could gather more information about adventures, where I could satisfy my adventuring needs. Of the small bunch of sites dedicated to the genre, only one stood above the rest with loads of info and quality. Even better, where in most sites adventures were covered like a mere day-job, in this site the staff showed a whole-hearted love for the genre, just like me - that's how I knew about Just Adventure. More years passed, even more adventures were played and lots of visits to JA were payed. One day, the JA forum opened and, without intention, I was sucked in. Next, I could write a line like "less games were played, lots of posts were made" but I guess that's getting pretty tiresome by now. Cut to the chase: one day I started a topic about unfinished adventures with several comments, Randy liked it, he asked if I wanted to write an article about it and that's it - I'm in! Now a little about me. I'm 23 years old. As you may have guessed from my spelling mistakes, English isn't my native language. I'm from Buenos Aires, Argentina. Right now I'm working as a programmer in a communications-oriented company. Also, I'm carrying on my Electronic Engineering career, which I'm liking a lot. When I'm not working and studying, I usually try to sleep - when I'm not sleeping it's because I'm playing games. I'm a huge fan of sci-fi and horror, genres I love on books, movies and games. Lovecraft is my most favorite writer. I'm a weird guy - people close to me know I'm a slightly deranged person. I often enjoy things most normal people don’t, like Monty Python (I really love British humour) and bizarre, low-budget, badly-acted horror movies. As for my favorite games - Wasteland, Fallout and System Shock are right at the top of my list. Yes, I know what you're thinking, "after that initial speech, this guy is telling me his favorite games are RPG's?!". Well, while those are the games I most enjoyed for several reasons (being a post-apocaliptic nut for two of them), that doesn't mean the adventure genre isn't the most I like. In fact, I've played and enjoyed so many adventures that it's very difficult for me to pick a few single favorites.