Chronicles of Mystery: Tree of Life Review
City Interactive: Prufe Reader Wanted by Greg Collins
During the heyday of Broadway theater, in the Thirties and Forties, there was such a thing as the “well-made play.” What this meant is that the drama, while not exceptional, was nonetheless expertly crafted and staged, making for a thoroughly enjoyable evening at the theater. Chronicles of Mystery: The Tree of Life has that same quality about it. It’s unlikely to win any awards, but it is fun and satisfying to play. The prospect of further installments in the series is a pleasant one.
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Okay, now that everyone who’s solely interested in the game review has migrated to other web pages, we can get down to addressing a few extracurricular issues swirling about this game and, in particular, its publisher City Interactive. We have not been excessively laudatory of City’s adventure games here at JA. Tree of Life is the publisher’s fourth adventure game for PC – the two Art of Murders: FBI Confidential and Hunt for the Puppeteer, and the two Chronicles of Mystery: Scorpio Ritual and now Tree of Life. Randy, Bobbi Carlini and I have all graded these efforts somewhere in the C minus to C plus range. Surely, City Interactive can not be overjoyed by such average scores. First of all, a C rating at JA really is “average” and not “poor.” But I wouldn’t feel a need to address this at all if it weren’t for the great respect I still have for the efforts of some of the City folks when they were at the now defunct Polish game developer Detalion. In its regrettably short existence that house turned out some spectacular games, including Schizm, Mysterious Journey II (the Schizm sequel), and Sentinel. They also produced a game I haven’t played but someday still hope to, Reah. In my mind, these few games alone make Detalion minor royalty in the adventure game world. All are beautiful, ingenious, challenging, and sophisticated – one might even apply the term “art.” I think, however, that might be part of the problem the talented folks who migrated to City Interactive are now having. I suspect they may feel they deserve the same sort of praise for these new adventure games with the two perky heroines. They probably feel these new games are of the same quality as those Detalion classics. Well, yes and no. It’s true that the graphics are generally of the same high quality. It’s true that they’re still, admirably as I said above, producing games for those of us who like more sophisticated content. It’s true that these new games have clever, well-integrated puzzles. I grant them all that. However, these new games from City also have a few irritating qualities that the Detalion games lacked. I am not going to go through the whole list of missteps. You can read the other JA reviews for that. But it is sadly true that the user interface of FBI Confidential was a disaster. The dialogue in the two games I’ve played has been clumsy, at best. The translations are often surreal, and the “help” these games dole out can be infuriating. All things which were not true of the Detalion games. I will say that Tree of Life plays much cleaner than FBI Confidential, with far fewer “interruptions.” Playing Confidential was like watching a good detective movie with the guy sitting behind you whispering to you every twist and turn on screen before it happens. With a user interface that annoying, it doesn’t matter how great the graphics or puzzles are. The game is ruined. The verbiage in these games has also been at times infuriating. But typos in games now are sadly all too commonplace. I think the greater sin of these City games has been the almost astounding clunkiness of the dialogue. Perhaps it is simply the change of idiom from Polish, or German, or whatever the original language is, to English. But if you’re going to produce a game for native English speakers you have to do a bit better. At times, these games sound like they’ve been translated by one of those “translator” web pages. Paste in your foreign text, hit return and presto – English-sounding gobbledygook. The worst offender at City, however, is whoever is writing the game box copy. Even with Tree of Life, which has done a better job on policing its typos and mistranslations (though they did miss “wicket” for “fence”), the copy on the box is hilarious: “Who is the enigmatic Count of St. Germain? And why some people are ready to kill for informations about the Tree of Life?” (My spelling-and-grammar checker is lighting up like a pinball machine.) Turn the box over and it gets better: “Young archaeologist Sylvie Leroux sets on a journey to find the legendary Tree of Life. It’s [sic] trails will lead her across the channels of Venice . . .” Ah, yes, those mysterious channels of Venice – channels 13 and 27, depending on your cable service. I am not pointing out these howlers simply to ridicule City’s box-copy writer(s). Rather, I am making the obvious point that in an adventure game, everything counts. The whole package has to be smooth, not just the graphics and the puzzles. I have no idea how close the connection between City and Detalion is, or still is, but the comparison of the two developers is instructive nonetheless. Detalion produced gorgeous graphic adventures with challenging and inventive puzzles and near-literary-quality scenarios. Sentinel, for instance, was courageously based on a story by the renowned Australian science-fiction writer Terry Dowling. If Detalion’s games had a fault it’s that they were perhaps too coldly “logical.” Playing them at times felt more like tackling some problem in higher math than experiencing a story. City has clearly been trying to inject more warmth, personality, and even humor into their games. But that is indeed like switching college departments from Engineering to Humanities. You’re talking different hemispheres of the brain. Based on what I saw in Tree of Life, I’d say that City is making rapid progress in this transition, but they’ve still got a ways to go. I do appreciate and admire what City Interactive has been producing. I am grateful that they’re still making adventure games, when the easy thing for any game developer these days is simply to churn out FPSs or casual games. The adventure game community sadly lost Detalion. Despite their obvious growing pains, I would be disappointed to also see City Interactive vanish. |





