Maupiti Island – Article

Articles

MAUPITI
ISLAND
by Agustín Cordes

Originally
Published On Slightly
Deranged


Maupiti Island cover - click to enlargeAbout
time you took some vacations. Even a successful private investigator
such as you needs them from time to time, to forget for a few
days all those murders and mysteries. Few will disagree that,
to exclude yourself completely from the rest of the world, and
even from your very own thoughts, there’s no better option than
a trip to a paradisiacal island with its beaches, palm trees,
gorgeous women in bikinis and daiquiris. Just close your eyes
for a few seconds and picture the scene: the warm sun toasting
your skin. A cold breeze blowing the hair on your forehead.
The soft sound of palm leaves gently waving in the wind. A gunshot
in the distance. A dead body being washed ashore.

Welcome to Maupiti Island.

PRELUDE

Maupiti Island screenshot - click to enlargeBefore
I start with this article I should let you know in advance that
I’m intending this to be a tribute piece rather than a review,
the reason being that this is a game I have greatly enjoyed
in the past and replayed it countless times, so there’s obviously
no way I could express an objective opinion about it. Instead,
what I will do is mostly explain how it works and its many compelling
features. I believe that Maupiti Island has
been unjustly forgotten or rather not known well enough. I mean,
how can you forget something if you never knew about it first?
Also, I feel like I’m in debt with this title, that I owe it
something in return for the many hours of fun (by now the best
bargain ever) and so many fond memories it provided.
Of all the adventure games I have played, this is the one that
I keep revisiting often, because it really made me feel as if
I had traveled to a paradisiacal island to end involved in a
curious mystery and there are still things left to discover.
This game is the prime example that you don’t need to have the
latest technology to be completely immersed in a virtual world
but “merely” a good design and story.

Maupiti
Island
was the masterpiece of the French-based company Lankhor,
a prolific group of developers that published most of their games
on the Amstrad CPC (read: prehistorical European computer system).
It was a spiritual successor of sorts to their previous sleuthing
adventure, Mortville Manor. While that’s another
classic of its own league, Maupiti Island had many
improvements, the most obvious being the incredible graphics. This
is one technical area in which the game was a fierce competitor when
compared to any other title at the time it was released:
its graphics were truly some of the best ever seen on a computer screen.
It was the kind of graphics that made everyone gasp over your shoulder
when you proudly showed the game to your family and friends. They
were hand-drawn but had a unique photorealistic feel to them and were
also quite sharp, even with a 320×200 resolution (read: prehistorical
monitors). Only Dark Seed two years later would manage
to achieve this level of photorealism in my opinion but with help
of a higher resolution. It was also one of the very first games to
make extensive use of speech synthesis. Still, no technical prowess
could save Maupiti Island from fading into absolute
oblivion, in spite of the glaring reviews it received at the time.
Sadly, Lankhor has been long out of business by now but will be fondly
remembered by many folks. It was arguably one of the most important
French game companies and, dare I say it, the only one from that country
that truly produced consistently good adventures.

Maupiti Island screenshot - click to enlargeIf
there’s anything that could qualify as “cult adventure” (after
all, the genre has practically become a cult thing by itself)
then Maupiti Island is THE cult adventure.
Quite a bold statement I reckon, but this long-forgotten gem,
being unknown to so many people and yet spawning a huge and
loyal following in Europe, has certainly earned this status.
Those lucky enough to have enjoyed this game when it was first
released two decades ago will likely agree with me: there’s
a certain thing about Maupiti Island, about
its breathtaking atmosphere and novel game mechanics, that managed
to captivate the imagination of gamers all over the world and
leave a strong lasting impression on them. Speaking of status,
Maupiti Island could also be the bearer of
some rather intimidating titles. First, and I’m not joking here,
this is easily one of the most difficult adventure game ever.
Indeed, I should make this very clear from the go: this game
is only apt for masochistic gamers, it’s one of those few titles
in which you will have to die and lose many, many times
before you beat it. Now, before you begin to scream in disgust
and ask why in hell am I even bothering to write about a game
like this, be patient and read on: I promise there are good
reasons and logic behind its gameplay. Finally, I will drop
the bomb and go as far as saying that this remains the best
detective adventure ever made and still the one to be measured
against. Even memorable classics such as Cruise For
A Corpse
were predated and clearly influenced by the
novel ideas in Maupiti Island, such as the
complex interrogation system, and never came
close to reproducing them.

But
I’m digressing — I should be talking about the game itself.

SLEUTHING FOR DUMMIES

Maupiti Island screenshot - click to enlargeAs
you may have gathered from the fancy introduction, the story
is about a private detective that rather unwillingly becomes
involved in a curious mystery on Maupiti Island. The first intriguing
events will actually take place during the boat trip to the
island and, while we never experience them first hand, we will
learn their details by reading diaries and speaking with the
rest of the passengers. Suffice to say, the crew consists of
some very shady characters, all of them having their own personal
reasons for being on Maupiti. Every one of them suspects from
each other and, on top of all this, a nasty sea storm lashes
the boat and badly damages it. Things won’t get any better after
everybody sets foot on the island itself: our unlikely hero
(none other than the famous Jerôme Langé) will quickly realize
that a female inhabitant called Marie was abducted under the
strangest circumstances. Many have their own theories, some
will even pursue investigations of their own, but you as Jerôme
will attempt to find the ultimate truth by yourself — if not
there wouldn’t be any game (doh). The story gets even more complicated
when you realize that a previous girl also disappeared without
trace and nobody wants to talk about that, there are hints of
contraband in the region and even a very old prophecy of ancient
natives is thrown in the mix. This paragraph alone should have
been enough to make you hug the monitor at once and lick the
cold plastic screen (at least that was my reaction) and yes,
it’s all true: this really is the ultimate mystery in a paradisiacal
island with a more than satisfying outcome.

So
much has been argued about pixel-hunting that I think I should explain
my views about it. A proper definition of this popularly unwanted
feature would be something like this: “Pixel hunting means moving
the mouse painstakingly to reveal a maliciously concealed/hidden hotspot
on screen.” The key word here is “maliciously” which means a hotspot
that is difficult to find on purpose with no clues whatsoever
about its location. However, if the player is suggested somehow that
a given screen contains a small object concealed within, then looking
for said object wouldn’t be so unfair. This would be particularly
true for mystery games which beg for your powers of observation. Now,
in the case of Maupiti Island, almost every screen
has tiny objects spread everywhere, but to say the game is full of
pixel-hunting would be unfair and inaccurate since you as a detective
are supposed to thoroughly look for clues. Whether those objects are
meaningful or not, that’s up to you to decide. For instance, while
searching Marie’s bedroom you can find a cigarette butt with your
magnifying glass if you look close enough, which opens a whole new
line of interrogation with other characters. Since this is the way
the whole thing is supposed to work, I wouldn’t say it qualifies as
malicious. All the screens have to be examined from top to bottom,
and not with the mouse but with your sight, which makes the game feel
quite in fact like an exercise in observation. To make matters worse,
the interface doesn’t show a description when you move the cursor
over objects which makes the gameplay feel much more challenging.
That said, when you find the clues, damn if it isn’t exciting! Important
objects appear more sharp and detailed under your magnifying glass
and you actually score per each discovered hint, so the impression
of a profound achievement is huge. I remember literally jumping out
of my chair when I found a crucial clue that was telling me exactly
who was involved in a murder.

Maupiti Island screenshot - click to enlargeWhat
still amazes me to this day is just how well executed this game
was. You are constantly in control of your actions as many events
unfold around you. The liberty you have to explore the island
at leisure is intimidating since you can practically visit every
location present in the game from the very first moment and
in any order you want. You could simply stay in your cabin and
wait for the game to end without ever figuring out anything.
There are no cutscenes or blatant plot exposition either: it’s
up to you to investigate, discover and fit all the clues together.
This also means that you have to perform great leaps of reasoning
to solve a few mysteries and understand the story, which makes
Maupiti Island one of the few games that makes
you feel like you’re utterly alone and helpless. It’s
not that the game is impossible to finish but it requires something
truly rare nowadays: patience… lots of it. Fortunately,
both the story and characters are fascinating — everybody is
a suspect and seems to conceal dark secrets. I only wish the
dialogues would have been better fleshed out since they mostly
consist in very short and concise lines.

As
mentioned, the interrogation system is marvelous and brings an extreme
depth to the game. You can ask nearly a dozen characters what they
did or noticed during a specific timeline, their opinion on other
characters, show and give them items as well as interacting with them
in many possible ways (no, not that way). As you learn new
things and meet people, you are able to further discuss about them
which makes it necessary to approach characters several times. It’s
as complicated as it gets.

The
music, while sparse and nearly nonexistent during the game, deserves
a special mention too. The main theme is truly evocative with a jazzy
feel to it that brings to mind images of Humphrey Bogart in Casablanca
(in fact, in Mortville Manor Jêrome Lange looks a
lot like him!). It’s a very memorable tune that is bound to keep lingering
in your head long after the game has ended. It literally screams “detective
story.” Other charming details include a change of color in the interface
as you visit each location, such as a green tone when you’re in a
muddy pond.

All
in all, a game like this would be smashed by nowadays technical standards
but, like many older titles, it shines with creativity and great design,
as well as a clear willingness to engage in experimental gameplay.

TODAY IS GOOD DAY
TO DIE

Maupiti Island screenshot - click to enlargeAllow
me to set this straight: this game is unforgiving — very
unforgiving. The world of Maupiti Island is
incredibly active and many things are going on in the background
while you’re poking around for clues. There are a certain number
of crucial events that move forward the story and there is no
way you can prevent them from happening. For instance, if you
are holding an item that you know beforehand it plays a key
part in one of those events (ie: a clue that the murderer drops
in a crime scene) you will be killed without warning. Just like
that. It actually does make sense if you judge the game in context:
you can’t go around picking (or rather stealing) items without
knowing their utility. These events happen mostly at night so
at least you know when to be careful. Still, night incursions
to spy on people are a must to solve the mystery so it’s not
like you’re completely safe either.

These
sudden deaths can be very frustrating but I can’t see any other way
of solving this design issue considering the extreme freedom you have
as the player. Similarly, if you are present during one of those events,
you will be knocked unconscious — not even hiding (a rather useless
feature of the game) will let you watch it. Also, you have to be extremely
careful when dealing with the people in the island: for once, the
way you interact with the gameworld makes a huge difference. You might
be dumped out of Maupiti for no apparent reason but experience will
show that this is nothing else than a natural consequence of your
actions. Asking the same questions repeatedly, hitting people (yes,
you can and it’s loads of fun), even dropping objects around (those
Maupitians certainly like to keep their island clean) will ultimately
result in your expulsion. This is what I mean by saying the game is
unforgiving: once you do something wrong, there’s no way around it
— you will fail.

Maupiti Island screenshot - click to enlargeTaking
into account everything I’ve been saying so far, it becomes
evident that no normal human being could solve this game in
one sitting. Only after a third replay or so the story begins
to make sense and you are reasonably able to determine what’s
happening on the island. Then you can start solving
some puzzles. I wouldn’t say this is unfair because the game
is clearly designed to be played this way, but these peculiarities
certainly make Maupiti Island a very acquired
taste. It should be noted that, once you know exactly what to
do, the game can be finished in a few minutes. Of course, you
can forget about using a step-by-step walkthrough because you
wouldn’t understand a thing. The only way to fully experience
what this title has to offer is to slowly and methodically build
your way towards the solution.

THOSE WERE THE DAYS

Maupiti Island screenshot - click to enlargeLike
I said, I won’t try to hide my appreciation for this game. It’s
a shame that it remains such a curiosity considering its revolutionary
features and breathtaking depth and level of detail. Years ahead
of its time, it predates most sleuthing adventures developed
since then as well as the “pseudo-realtime” nature of games
like The Last Express or Blade Runner.
I would describe Maupiti Island as the closest
thing to a graphical text adventure, boasting plenty of eye
candy (at the time) and yet maintaining the level of detail
and character interaction that can only be achieved in text-based
games. It’s by far the most involving gameworld I have experienced,
that’s for sure. Just thinking about all that went behind the
scenes makes me feel dizzy: making a highly nonlinear game with
a coherent story and no plot holes is already a hard task. Now
making one boasting a complex interrogation system, day cycles,
the ability to pick everything that isn’t nailed down, spy on
characters, beat them and way more is an impressive achievement.
The amount of care and detail put into this game simply boggles
the mind. Of course, this wasn’t without its cost as the result
was a rather clunky and bloated interface, perhaps the only
indisputable criticism that can be made about the game.

Also,
I can’t help feeling deeply nostalgic when thinking about Maupiti
Island
. Unbeknownst to an adventure community that was already
being fascinated with the hordes of games from Sierra, Lucasarts and
all their clones, products that were setting a new trend, this underdog
somehow marked the end of an era. I haven’t seen, and it doesn’t look
like I’ll ever see again, an adventure game or interactive fiction
with the level of complexity of this title. Only a few offerings by
Legend Entertainment came close. Whether this is good or bad, this
article is no place to discuss it, but it does make you ponder: name
one game released in the last twenty years in which you can bribe,
contradict, hit and actually get an according response from characters…
I thought so.

Maupiti Island screenshot - click to enlargeIt
doesn’t quite achieve the grandiosity of other contemporary
titles but it’s a little world you won’t regret visiting for
sure. Maupiti Island remains in my humble opinion
one of the most intriguing adventures ever created and certainly
one that earned an eternal install in my hard drive. Even long
after finishing it, unveiling all its secrets and knowing the
twists and turns of the story, there’s still an aura of mystery
surrounding the game. I’m convinced that there are some things,
be it character reactions or alternative paths, I might never
learn about and, while this might unacceptable to some people,
to me it’s invaluable because it means the game continues to
live on. I’d rather not find about any of them and remember
it this way, like an impenetrable fortress. After all, Maupiti
Island
is supposed to be a mysterious place.

Maupiti
Island
has been made recently available at
DotEmu.
However, there is a nasty bug present in older copies (all translated versions) that prevents you from reading any stuff (diaries, letters, etc) except while inside your cabin. If you already have the game, be sure to install the following patch by replacing the respective file to play more comfortably:
Maupiti
Island Patch

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