Amertis Review
Eight years ago the same members of this team (give or take a few), released an online adventure game called Atlantzone. The laid-back hero of that game, Rodrigue Grandcœur, a solicitor in the fictional sleepy French town of Atlantzone, got caught up in an intrigue that, while occultish in nature, remained in real world locations — as depicted by the game’s photos of (I presume) actual exteriors and interiors in the South of France. Now, M. Grandcœur is back, as is the young woman he met in his previous adventure, Petronille. This time, however, Petronille has asked Rodrigue to help her sell her uncle’s dilapidated, abandoned house — a rambling old pile emptied of almost everything except for one fabulous secret. Well, it isn’t long before Petronille disappears into thin air up in the attic and it is up to you, as Rodrigue, to track her down and bring her back. To do this, you will have to discover and then learn how to use a strange jeweled metal icon to take you to the even stranger lands of Amertis. There you will at last leave the world of photo realism and enter the fantastic realm of whatever 3D software app the team used to render the backgrounds. You see, Petronille’s uncle was an inventor (are there uncles in games who are not?) and he concocted that jeweled icon to transport people to worlds of his own making where toy figures come to life.
There’s a microphone on the upper part of the game’s screen that you can click to turn off the voices, but you will miss a lot. The oddly flirty Barbie dolls inhabiting the South Seas volcanic island, for instance, are the most amusing collection of coquettes you’ve ever run across. On the island inhabited by ceramic garden gnomes, you will meet some extremely bourgeois French blowhards. The other two islands have been populated by battery-powered metal robots and plastic figure Native American Indians. They too, are all quite French. What’s a French robot or French Indian chief sound like? Well, you’ll have to play the game.
Although the first-person-perspective experience of wandering around the various locations of Amertis will be the closest you’ve come in a long time to meandering around the ages of Myst, there are differences. Amertis relies much more on traditional puzzles than Myst, shoehorned into the story sometimes cleanly and sometimes without apology. There is, of course, a generous supply of the usual point-and-click inventory puzzles — finding items, combining items, handing over items, etc. Like Myst, though, the puzzles give no quarter. You are going to have to observe and think your way through. Some of the puzzles are even multilayered — just when you think you’ve got that combination right, you learn there’s another twist to incorporate. The puzzles, in fact, are the best part of Amertis. If you don’t enjoy solving, even sweating, over puzzles you will not enjoy Amertis. The game had been available only for a few months when I played it (March), but already the bombardment had begun on the official website for easier puzzles. The English walkthrough had finally been posted, however, so that may quell the uprising. Though the game’s creators had already relented and reworked the early part of the game to make a road maze easier. (Here is a reverse spoiler — if you want to play the game as originally intended, don’t consult that map you find on Rodrigue’s desk.)
Amertis is offered as freeware with the usual postscript plea for donations. One of the things that struck me while playing Amertis was the realization that “free” games have a lot of freedoms that commercial games can’t afford. When you produce and distribute a game for your own amusement, you don’t have to worry about complaints — it’s too this, it’s too that. You can include challenging puzzles and not have to apologize for it. Early on, in the uncle’s house, you run across a classic wood-block version of Klotski. As always, this puzzle takes a long time to solve, even when you’ve done it a dozen times before (the best and most maddening version is the piano-mover puzzle in The 11th Hour). The kicker, though, is that when you finally solve it, you learn it has nothing to do with advancing in the game. It was just for fun. Whee! Can you imagine the howls if a commercial game maker ever tried that?
As with the artwork, the music, sound effects and the translation can get a bit uneven, or even screwy. You can almost see the game’s creators pasting it all together on their home desktops. You can’t really compare Amertis to a multi-million-dollar product from a big gaming publisher. But Amertis is more than just an admirable amateur effort. In many ways, it is better than many commercial efforts. More genuine. It took me over a week of serious playing to get to the end of the game, but by then even its shortcomings had turned endearing. Overall, I give Amertis a final grade of A minus.
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