by Russ Aaronson
Monday, August 4, 2003
These are rough times to be an independent artist.
Whether you’re talking about any one of America’s
three most successful genres – film, music, or
video games – the odds are heavily stacked against
the lone genius, the auteur. Assuming you can even muster
up the resources to complete a work in any one of these
genres, you still have to find a way to get the message
to the people who buy. Even if you’ve managed
to spread the word about your masterpiece, getting it
into their hands (without losing the shirt off your
back) is even more difficult. From indie films, to garage
bands, to shareware, the pride of being independent
usually comes at the price of the independent stigma.
In other words, most people think “independent”
is synonymous with “crap.”
There are rare exceptions (maintaining my three categories,
think Clerks,
Big
Dipper, and Escape
Velocity), but you’ll have to don your waders
to cross that river smellin’ pretty. To be perfectly
honest, we tend to assume that anything independent
is usually something that wasn’t good enough to
be picked up by a distribution outfit with money to
spend. Remember, most of the “big” companies
in these categories don’t actually make the item,
they simply distribute it; and if they haven’t
figured this out already, they will shortly (yes, I’m
talking to you, Disney – just fire up PowerPoint
and compare your revenue charts for Treasure
Planet and Pixar’s Finding
Nemo).
[Note to the reader: This is where I would normally
launch into an ill-advised rant about the whole distribution
process. I would have written about how media companies
have left the content business for the marketing business
and, as a result, they spend more time greedily massaging
their money like Silas
Marner than they do actually trying to bring people
good stuff. I might even have taken time to suggest
that this situation has led to the creation of two organizations
hated by more Americans than the IRS: the RIAA, and
the MPAA. Given the opportunity, I may very well have
surmised that these organizations have worked so visibly
to protect the money they’ve earned from things
they didn’t even create that most people don’t
think it’s wrong to just download their “properties,”
even before they’re released. Thankfully, you
were spared.]
This is where your faithful reviewer comes in. Because
most of us lack the time, resources, or even the expertise
to review everything that comes along (which is why
you won’t see me reviewing QuarkXpress any time
soon), we have a responsibility to bring you a balanced
presentation of what’s out there. And even though
the review climate for independent films and music has
almost completely shirked this responsibility, the case
isn’t the same for software. Even the “big
names” in the Mac press (was that an oxymoron?)
reserve space to discuss some of the smallest applications
out there. It’s our duty, and the fact that many
of us work for the price of free review software shows
just how seriously we take this responsibility.
Part One: Wherein the reviewer actually begins discussing
the game!
When the Engstrom boys first offered me the opportunity
to review Alida,
my heart sank. I spent a sizeable portion of last summer
stumbling through Myst
III: Exile, and I wasn’t sure I was ready
to make that kind of commitment again. This doesn’t
even account for my love/hate relationship with the
non-violent/adventure/puzzle genre to begin with. To
be perfectly blunt, the puzzles in these games make
me feel stupid. There’s no harm in reviewing something
like Unreal Tournament 2003 and admitting you suck,
mainly because you’re not fifteen anymore, and
you do have something resembling a life. There’s
no big shot to the ego in that case, whereas “thinking
games” are a different story. No matter how otherworldly
they may seem, they’re realistic because they
can make you feel insignificant in real life!
I was about to give Alida a pass, but a few key events
changed my mind:
1) I discovered that almost the entire game (conceptual
design, plot, graphics, music, puzzles, packaging, marketing,
and even [gasp!] distribution) was created by one guy,
named Cos, who lives in Australia.
2) I visited his website (www.alidagame.com)
and found it to be compelling and informative. It even
contains hints for every puzzle (and a walkthrough that’s
already half finished). That’s right, friends,
you don’t need to buy a twenty dollar strategy
guide or Google yourself into oblivion for just one
teensy hint. It’s all here, and it’s all
completely free.
3) The “distribution company” who deals
with Unreal Tournament 2003 (the game with four nameplates:
Epic Games, Digital Extremes, MacSoft, and Atari [how
the heck did that one get in there?] never even responded
to our request for a review. Would I have taken the
Alida review if they had sent me a copy of their game?
Like the answer to the question “How many licks
does it take to get to the delicious Tootsie Roll center
of a delicious Tootsie
Roll Pop,” the world may never know. I just
thought a little honesty was in order.
Part Two: Wherein the reviewer actually does begin discussing
the game.
So what happens when you go to the Alida website and
order a copy of the game? Within a week you receive
an envelope shipped from 41 Bundaroo Street in Australia,
containing a professionally designed case holding five
CD’s and a brief installation/instruction manual.
Installation goes two ways: you can either install the
basic game module and swap out discs as needed, or you
can clear off 3.3 gigs on your hard drive and copy all
those discs to it. Though I would recommend you just
install the whole magilla, I wanted to see how the game
performed for people who don’t have that kind
of acreage on their hard drives. [If you do decide to
do things the hard way, heed my advice: install disc
five. Telling you why could ruin a surprise, but trust
me. Really. Just do it.]
For a puzzle game that is certain to invade your waking
thoughts for a good month, the exposition is surprisingly
(and refreshingly) brief. A woman named Julia pleads
with you to find her husband and return him to her.
His name is Arin, and he’s been gone for two weeks.
You’re unceremoniously dropped off on the island
where he should be, and that’s it.
I could stop there, but that wouldn’t really be
fair. If you go to the website (or simply wander around
for a few minutes), you’ll discover that Arin
is one of four members of the rock band Alida. Apparently,
Alida released one album that was bigger than Men
at Work, INXS,
and Midnight
Oil combined (sorry about that one, Cos –
I just couldn’t help myself), and then they came
up with a brilliant idea: they wanted to make an eighth-wonder-of-the-world
kind of theme park that was like walking through an
enormous, fully operational guitar.
If any of this sounds a little … well, weird to
you, then take heart. What initially seems like a rather
silly idea for an adventure game becomes quite plausible.
Though the idea, and then the sight of, a giant guitar
crammed into the side of a rocky island caused me to
take pause, I was refreshed at the whole urban legend-like
atmosphere surrounding this band. For all of its spectacle,
Alida carries at its core the all-too-familiar story
of a gifted group spoiled by their own success and,
in turn, their own excess. At times it had that VH-1
Behind the Music feel to it, and Alida sucked me in,
but fast.
Part Three: Wherein the reviewer actually discusses
playing the game.
Game Featues/Mechanics
Having recently played the most sophisticated installment
of the most successful search-and-solve games ever made,
the first thing that surprised me about Alida was that
the game window didn’t actually fill the screen.
This was initially a disappointment, but the compelling
visuals made me forgive the game quickly enough. Navigation
borrows from the Myst tradition as well, with point-and-click
hand gestures allowing you to move around and manipulate
items with ease. Alida even provides a “Rocket
Mode” that allows you to move quickly through
large sections of the island once you’ve had a
good look around (and as with most of the games in this
genre, this blessing becomes a curse when you continually
“rocket” past a key item or visual you didn’t
pick up on the first time).
The game may be saved at any point, and this should
be done strategically to avoid repetition and to allow
for experimentation. You will be glad to know that all
of your actions are non-destructive: in other words,
you can’t die, and you can’t hose a puzzle
beyond repair while trying to solve it.
GraphicsThough the game isn’t as immersive or
organic as Myst III (you can’t look away while
a puzzle is doing its thing, and some effects [like
waves] pale in comparison), I found the entire experience
to be far more comfortable. The entire map seems expansive,
but it’s actually very small, allowing me to get
my bearings remarkably quickly.
More impressive, however, is the consistency of the
game’s appearance. Every visual element of the
game fits together with the finesse, and almost every
area incorporates at least one, if not all of the key
visuals (the sunburst, the tinted lens flares, and the
musical notations). The farther along you go, the more
you’re impressed. Whereas Exile left me battling
with the environment at times, Alida’s visuals
rarely drew me out of the game itself. For this type
of game, that says a lot.
Without giving too much away, I should also mention
that almost everything you see, either passively or
actively, eventually helps you solve a puzzle. This
will truly madden you at times, but when you’ve
just worked out a problem that’s been blocking
you for days, I’m betting you’ll be moved
by such consistency.
As with my Exile review, I’ll forego screenshots
in the review – just head over to the Alida webpage and you’ll get a better idea of how this game
looks than I could provide here.
Sound
This is where things get tricky with Alida. You’ll
find less of the incidental/atmospheric music than in
the Myst offerings (which seems odd, since this is a
game about musicians), and sometimes the music just
seems to appear, and then die away without reason. Depending
on whether you’re looking for a more Film-like
experience (as with the Myst series), or a more naturalistic
environment (as with RHEM,
another new, independent release in this genre), you’ll
either love or hate this aspect of the game. All told,
it seems as if Alida can’t decide which way to
go with respect to sound, and this detracts from the
game.
Conversely, this is the first game I’ve played
in which sound is incorporated into the puzzles in a
deep and meaningful way. Again, this should come as
no surprise in a piece about music, but I don’t
think I’ll be revealing too many secrets if I
remind you to play with your sound up, and probably
with your headphones on.
The Puzzles
As I said in my Exile interview, it’s hard to
nail down exactly what makes a puzzle “good.”
Alida avoids most of the “bad” puzzle mistakes.
You never miss a puzzle because you can’t control
it, or give up on one because you have to hike ten miles
just to try out a solution (though Alida will make you
walk around a bit, the map is tight enough to keep things
brief). Thankfully, even trial-and-error puzzles are
few. Either you get it, or you don’t, period.
Warning! Some of the puzzles in this game are just plain
dirty. I’ll keep things vague here, but Alida
has a habit of “revealing” the answer to
a puzzle, only for you to apply the solution, and get
nothing. Once you do discover the answer, you’ll
either find it terribly amusing, or totally aggravating
(making it a good thing that the game designer is one
long flight away!)
Also, remember that the Alida website contains plenty
of clues. If you still can’t figure things out,
just email Cos. I did, twice, and both times he responded
within the promised twenty-four hours. Hopefully, many
of you will give his game a try, and we’ll see
if he can keep up with demand – it’s the
least we can do to get back at him for that @#$!#@#$!
Moon Tone Cabinet puzzle.
The Conclusion
When reviewing Exile, I stated that I preferred telling
readers about the quality of the conclusion; after all,
if the conclusion isn’t satisfying, the game won’t
be either.
To be honest, I haven’t finished the game. I could
have, but reviewers have deadlines, and I don’t
want to give in on these puzzles quite yet. This may
sound like the ultimate cop-out, but the puzzles in
this game have been enjoyable enough to support just
about any conclusion (I’ll append this review
later if things turn out differently). I doubt you’ll
be disappointed.
Part Four: Wherein the reviewer finally tells you what
he thinks of the game.
I’m going to make this easy for you:
1) If you hate games like Myst (and you’ve actually
played one, mind you), I doubt you’ll feel differently
about Alida. Pass.
2) If you love games like Myst (and you keep going to
the Cyan webpage
for updates on the new game), buy Alida now
3) If you’ve been living with Morlocks
and don’t know what I’m talking about in
either case, still buy Alida. It’s a great puzzle
game for newbies, albeit a bit on the difficult side.
4) If you could care less about anything else I’ve
said, do it to support a truly independent game artist.
Cos Russo has conjured up a minor masterpiece with Alida;
and, if nothing else, you can consider it an investment
in the future of software made by people with vision,
creativity, and conscience.
Russ Aaronson
English Teacher,Pompano Beach, FL
Do you have questions or comments for Russ? Give him a shout out
Product
|
Alida |
Company
|
DejaVuWorlds |
MSRP
|
$49.99 |
Hits
|
Wonderful, dastardly puzzles. Cohesive, consistent environment. Original game concept and story. Independently conceived, designed, produced and distributed. |
Misses
|
Not full screen, with some disappointing visuals/sequences. Some parts to heavy on the CD drive. Must order different versions for OS 9/ OS X.
|
Rating
|
    (5 possible) |
Requirements
|
350 MHz G4 or faster, MacOS 8.1 or higher/ OS 10.1.2 or higher, 21MB RAM, 185MB Available HD Space, 4x CD-ROM min., 640x480 display, thousands of colors, QuickTime 5 or higher. |
|