High-speed stunts and fictitious pastries

The culprit: Portal (PC, Mac, PlayStation 3, Xbox 360)

Whee!Sleeper hits are great. Not only are they a proof of inventiveness from game developers, who, despite not banking on commercial success, decide to try something new, but also a testimony to the players’ curiosity. In short: think outside the box, play outside the box. That’s how innovations occur.

Portal was just one such sleeper hit. Released as part of The Orange Box package by Valve, it is set in the same universe as the Half-Life series, at some point in time between Half-Life and Half-Life 2. However, it’s not required to have played either one of those. Portal is a largely self-contained experience and works perfectly fine on its own. You’ll probably miss some references, but it’s nothing dramatic.

She never agreed to thisThe premise is a simple one: you are put in the metaphorical shoes (she’s actually barefoot, with only some leg springs for support) of Chell, a young woman who somehow ended up as a test subject in a strange facility named Aperture Science, all glass walls and pristine white surfaces. She is awoken by a robotic female voice, an AI which identifies herself as GLaDOS, and informs her that she must make her way through a series of test chambers, to ultimately be rewarded with “cake and grief counselling”. She then proceeds to instruct and advise her on getting through the tests…in her own way.

Open doorsChell’s available commands are pretty basic: she can crouch, jump, pick up objects or press switches. However, the core of the gameplay is the clever use of portals: oval-shaped holes which can be created on almost any flat surface with the help of a portal gun (or Handheld Portal Device), which Chell acquires a couple of rooms in. There are two types of portals: a blue one (primary) and an orange one (secondary). Chell can freely pass between them and reposition them at will, and if they’re not situated on the same plane, she’ll be reoriented head up in relation to the gravity upon exiting. The only thing she can’t do is fire a portal through another portal. The idea is straightforward, but the possibilities are endless, allowing for creative use of space to resolve what may at first appear to be impossible conundrums. You could have her put a portal on a wall and one on a ceiling through the door of a different room, for example. And don’t worry about falling from too high: as long as it’s a floor Chell is landing on, the leg springs will take care of it. This is a wonderfully adaptive system, and it wasn’t long before I found myself ‘thinking with portals’, as the advertising for the game puts it, and hopping my way through the various rooms with relative ease. I say ‘relative’ because, while it may be easy to figure out the principle behind a certain puzzle, the execution may require some fine-tuning, as well as some top-notch reflexes.

Let's see you figure this outOf course, if that’s all there was to it, the game would be too easy. So it also presents Chell with impediments, such as moving platforms, timed switches, pools of acid, High Energy Pellets, which she’ll need to redirect, or Material Emancipation Grills, which will not only vaporise any solid object that’s not the portal gun (although they have also been known to ‘emancipate’ fillings and teeth…), but also reset any previously placed portals. Chell will also encounter sentry turrets, which, despite greeting her in disarmingly polite, childish-sounding voices (“hello, friend”) will attempt to shoot her on sight, intoning guilt-inducing messages such as “I don’t hate you” or “no hard feelings” when she destroys them. To counteract all these obstacles, Chell only The one and onlyhas her wits, her portal gun and Weighted Storage Cubes. These are…well, exactly what the description says: large cubes meant to be used as props for solving puzzles (usually by being placed on switches). Although one of them, the Companion Cube, designated by a large pink heart drawn on each of its sides, may come to hold a special place in Chell’s tribulations.

Are you still there?Portal’s other major distinguishing feature is the delightfully quirky black humour pervading the game, the great majority of which is dispensed by GLaDOS, who also sings during the ending credits. On the surface, it sounds like she’s providing helpful advice. However, when you hear things like “while safety is one of many Enrichment Center goals, the Aperture Science High-Energy Pellets seen to the left of the chamber can and have caused permanent disabilities, such as vaporisation”, you may very well start asking yourself questions. This, alongside the friendly killer turrets, the sometimes less-than-reassuring instruction diagrams found at the beginning of each test chamber as well as the strange scribblings which start to crop up in hidden nooks towards the end of the game, all ends up creating a unique blend of the worrying and the hilarious.

The main portion of the storyline is fairly easily cleared, once you get the hang of the portal mechanics. However, you also have access to the Advanced Chambers and the Challenge Mode under the Bonus Maps heading of the main menu. The former are chambers 13 to 18 from the main game, redesigned to be more difficult. The Challenge Mode takes place in those same chambers (now identical to the main game), except with one of three restrictions: clear the chamber placing the least You take the cake!portals, taking the least steps or the least time. Each chamber has its own set limit for each of these categories (represented by a cake on the tally screen), reaching or beating which will grant you a gold medal. There are also limits for the silver medal and the bronze medal. And, of course, there are achievements/trophies involved. By order of difficulty, I’d say the “least portals” challenges are the easiest, while the “least time” ones are–and by far–the hardest, especially for people playing on a console. Moreover, folks on the Xbox 360 actually got their own version of the game, called Portal: Still Alive, which contains a whopping 14 additional test chambers.

Ad infinitumAll in all, Portal is great fun. However, for the sake of providing some criticism, I must say that it’s a bit of a one-trick pony. There is an interesting backstory to the game (which has since been explored in a comic entitled Lab Rat and in the sequel, Portal 2), and GLaDOS may be a wellspring of repartee, but this can only go so far when, in point of fact, you’re being made to do the same thing over and over again. Fortunately, the game is rather short, so you won’t have time to get bored on your first time through. It does, however, mean that it suffers in the replayability department, since, apart from collecting hidden radios, it’s the same old show. Still, I won’t be a party-pooper: in spite of this, Portal remains one of the most original games released in the past decade, and the premise behind it is Mmm, cake...wonderfully inventive. GLaDOS has become a fan-favourite (for good reason), and chances are you’ve encountered the “cake is a lie” meme somewhere at least once. In short, give it a try. It’s a blast. Oh, and did you know you can donate one or all of your vital organs to the Aperture Science Self-Esteem Fund for Girls?

Somewhere beyond the sea

The culprit: Bioshock (PlayStation 3, Xbox 360, PC, Mac)

I’m not usually a big fan of shooters. For me, an enjoyable game includes at least one of three things: a solid storyline, well-developed characters or a unique atmosphere, none of which tend to be a shooter’s strong point. Besides, blowing up heads isn’t exactly my idea of fun. Still, I’d heard enough praise for Bioshock that I became curious and decided to give it a shot (pun fully intended). It’s an FPS alright, and a pretty violent one at that. But it does have two of the aforementioned things: an elaborate storyline and a captivating atmosphere.

UnderlitThe game takes place in 1960. You control Jack, a bloke on a transatlantic flight, which, as his luck would have it, crashes. He comes to in the middle of the ocean, the only survivor of the catastrophe, and realises that there’s a lighthouse nearby (yes, in the middle of the ocean). Inside, he finds a bathysphere which takes him to an underwater metropolis called Rapture. As he gradually discovers through various recordings left behind, the city was founded in secret after WWII on the principle of free enterprise by a guy called Andrew Ryan, who got fed up with both capitalism and communism. So he gathered the best and brightest in all domains, and gave them free rein to create and innovate. Around 1950, a substance named ADAM was discovered, allowing for selective rewriting of a person’s genetic code, ranging from regenerative properties, to cosmetic enhancements, to being able to shoot fireballs. It was produced in small quantities by a sea slug, but implanting said slug into human hosts (specifically, little girls) dramatically increased the yield. This led to the creation of Little Sisters: girls ‘repurposed’ to produce ADAM. The problem was that ADAM abuse caused dependence, mental damage and severe physical deformities, gradually Unlikely paircreating a violent substrate of the population (Splicers) which fought over it. Eventually, Little Sisters were sent to gather ADAM from their corpses, but since that exposed them to attack, Big Daddies were created: heavily altered human beings, mentally conditioned to protect the girls with their lives. However, this didn’t prevent civil war, which erupted in 1959, and Rapture, as Jack finds it, is a wrecked battleground where Splicers roam the streets. Stranded after his bathysphere is destroyed, he’s contacted by a guy calling himself Atlas (a reference to Ayn Rand, whose work heavily influenced the game) who offers to help him escape in return for assistance in rescuing his family.

Somebody hit the lightsRapture is an original creation and a unique setting, combining eerie beauty with nightmarish desolation, and managing to be both grandiose and claustrophobic at the same time; a drowned, fallen Eden. It has a dated charm to it, with its art deco architecture (think Rockefeller Center), old 1950s-styled posters on the walls, and a soundtrack composed of 1950s music. Of course, all this has been copiously damaged: there are fires, busted walls and leaks all over the place. Splicers wander Bunny hug!among the rubble, chattering to themselves, ruins of human beings in torn cocktail outfits and masks, work blues or fishermen’s overalls. And then, every once in a while, you’ll hear the heavy stomp and bellow of a Big Daddy or the creepy singsong of a Little Sister, before glimpsing the pair trudging around a corner: a hulking, unnatural form in a diving suit and a scrawny girl with glowing yellow eyes, a ragged dress and a long syringe attached to a milk bottle.

Dali's evil twinDuring his stay in Rapture, Jack will get up close and personal with its inhabitants (the sane, the insane, the mutated and the gleefully bonkers, such as Sander Cohen) and sample the local delicacies. Read: shoot things in the face and shoot up on ADAM. Splicers constitute the bulk of enemies, and while Big Daddies aren’t hostile unless Jack actively attacks them, you can probably guess that he’ll be required to do so at some point (and it is, at first, a hefty challenge which requires preparation). He has access to a wide selection of weapons, ranging from a wrench, to a shotgun, to a grenade launcher, but also a plethora of Plasmids and Gene Tonics, which can either be found lying around or purchased with ADAM at Gatherer’s Gardens machines. Plasmids grant offensive Electric veinsabilities, like shooting fireballs, lightning or even bees, telekinetically throwing objects or hypnotising Big Daddies, and when you first acquire them, you are treated to an amusing cartoon-drawn ad explaining their use. They also require a constant supply of EVE, a modified version of ADAM, which is a blue substance found in large syringes (let’s not even get into hygiene concerns). Gene Tonics are passive enhancements, which come in three varieties: Combat Tonics enhance Jack’s fighting abilities (eg. Armored Shell reduces physical damage taken by 15%), Physical Tonics augment his overall condition (eg. Medical Expert makes First Aid Kits 20% more effective) and Engineering Tonics boost his competence with machines (eg. Speedy Hacker allows more time for hacking). Because Rapture is populated with a variety of those. There are gun turrets and security cameras (which summon gun bots when they detect Jack), both of which can be hacked to use against Splicers. Health Stations (which offer an HP refill for a price, but can also be used by Splicers) can be hacked to reduce their price and make them lethal to Splicers. Where's Mario when you need him?Vending machines, which sell food and ammo, can also be hacked to reduce their prices, and the odd safe can yield up sizeable amounts of loot. Hacking is achieved through a minigame, which requires building a pipe to direct fluid from one end of a grid to another. This isn’t always easy, and a failure will result in an electric shock and some bots being summoned.

PolaroidAnother item which will give Jack an edge in combat is the research camera. Once found, it allows him to take pictures of enemies and bots, which reveal their weaknesses. Each picture is rated according to its quality (well-framed, close-up, action shot, multiple enemies). Dead enemies are worth less, and photographing the same enemy gradually yields fewer points, prompting Jack to go find fresh blood after a while. There are five ‘levels’ of research for each subject: levels one, three and five grant damage bonuses, while levels two and four grant Gene Tonics.

Not the kind of bank you hold upWeapons can be upgraded at Power to the People stations, while Gene Tonics and Plasmids can be equipped at Gene Banks. Moreover, junk items (like tubes or wire) can be combined to create rare ammo at U-Invent machines. Jack’s HP and EVE supplies are indicated by a red and blue bar at the top of the screen and can be replenished either with First Aid Kits and EVE syringes (of which he can carry up to nine each, when fully upgraded) or with various foodstuffs and items, either purchased, found lying around or looted off enemy corpses. Snacks (crisps and cakes) and bandages will replenish HP, coffee will replenish EVE, Pep Bars will replenish both, cigarettes will replenish EVE at the cost of some HP, while alcohol will do the reverse. Until you find the Booze Hound Gene Tonic, that is, which will turn alcohol into the most profitable resource in the game (making it replenish EVE instead of draining it). It won’t prevent Jack from getting woozy if he imbibes too much though, so make sure he’s not about to be jumped by a Splicer before going on a bender. Finally, there are a number of Vita-Chambers dotted around, which will revive Jack should he get stomped. More Resurrection centralimportantly, this won’t regenerate enemies, so he can just pick up where he left off. If you’re looking for a challenge though, set the game to the Hard or Survivor difficulty and turn the Vita-Chambers off. There are trophies/achievements for that, appropriately dubbed “Brass Balls” and “I Chose the Impossible”, respectively.

Splattering Splicers is all well and good, but, to spice things up, the game throws a moral dilemma at you. Soon after his arrival, Jack runs into Brigid Tenenbaum, the woman who originally created the Little Sisters. However, she gradually began to feel remorse and decided to save the girls, killing the slugs inside them with a special Plasmid. She offers it to Jack and urges him to save the Little Sisters he encounters–which entails killing their Big Daddies, affectionately dubbed “Mr Bubbles”–, promising a reward. Atlas, on the other hand, tells him to simply “harvest” them (ie. forcibly rip out the slugs, which kills them), as that will yield more ADAM. You can thus take two Toasty Mr Bubblesdifferent paths through the game for two different endings: either save the Little Sisters (which results in Tenenbaum gifting you with surplus ADAM, as well as Plasmids and Tonics) or kill them all. Personally, I could never do the latter: simply hearing a Little Sister crying after you take down her Big Daddy (“wake up, Mr Bubbles…”) is enough to push all my pity buttons.

Overall, I enjoyed Bioshock. It’s nothing earth-shattering, but it delivers on its promises and does it in style. The dark atmosphere and moral implications of the storyline both Come one, come all!do a good job of enhancing the FPS experience. Rapture is an aesthetic treat, and the Big Daddy-Little Sister pair has become iconic. It won’t be everybody’s cup of tea though, and if you’re easily squicked, you’ll probably want to give it a wide berth. Otherwise, if you’re looking for something different from a run-of-the-mill bullet-fest, look no further. And if you haven’t had quite enough, the Challenge Rooms DLC provides some optional missions to put your survival instincts to the test.

Madness? This. Is. Japan!

The culprit: Hatoful Boyfriend (PC, Mac, download only)

There are moments in life when you’re left wondering “what the hell did I just see?” Things that baffle you beyond reason. Hatoful Boyfriend is one of those things. It’s no secret that some cultural peculiarities of the Asian world will always puzzle us Westerners (and vice-versa), particularly in the entertainment sector. But this…

First things first:There are no words... Hatoful Boyfriend, as the name indicates, is a dating sim. This is not a genre I would normally touch with a 10-foot pole, but this game was brought to my attention by an utterly fearless forum acquaintance, who pointed out that, not only was it completely insane, but also surprisingly well-thought out (how’s that for a paradox?). My curiosity was piqued and, since it only cost $5, and since I’m always up for unusual experiences, after some deliberation, I decided to take the plunge. For the record, there is a free demo version available, but trust me, you WANT to get the full version. That is, provided you want the game at all. Not only does it include a secret character, but a substantial extra storyline as well. The latter basically explains the entire backstory of the game (you’re in for some shocks, let me tell you), but also puts you in control of a different character and is very different in tone.

The first thought that comes to my mind in association with dating sims is “dirty little secret”. It’s not the kind of game you’d normally go trumpeting around the rooftops about. I’m fairly sure, however, that you’ve never experienced anything quite like this UFO before. I certainly haven’t. Let’s start with the premise: in the not-too-distant future, a particularly Not quite Hogwartsvirulent mutation of the avian flu wipes out most of humanity and simultaneously makes birds sapient. Not exactly your usual sappy romance setting. Be that as it may, the consequence is that birds take over society, and a human girl (that’s your protagonist) finds herself enrolled in a high-school for gifted birds. All the while living in a cave and hunting for her meals. I’ll just let all that sink in for a moment.

Obviously, since there are no humans around at the school, her only romantic prospects lie with birds. And before you start backing off in dubitative disgust, I assure you that nothing sexual ever happens. There isn’t even any PDA to speak of. Thankfully, might I add. That’s not to say that nothing dodgy ever happens, because one of the potential romantic subplots is steeped in textual gore (and some innuendo). And two others are so Overreacting much?WEIRD that no description could ever do them justice. That aside, this premise is also what explains the title of the game; “hatoful” is a play on the word “heartful”: “hato” means “pigeon” in Japanese. Not that “heartful boyfriend” makes very much sense in English, but we’ll just let that slide. The actual translation of the game is fun and well-executed, barring some rare, bizarre cultural references and the odd typo/spelling mistake.

The first part of the gameBad boy is devoted to establishing the setting and introducing the potential romantic interests (except the secret character, whom you’ll have to go digging for). For starters, you can pick your character’s name at the beginning of the game. You can also opt to have a ‘humanised portrait’ of each of the eight romance options displayed. Whenever a potential prince charming is first introduced, a title screen with his name and portrait appears. If you pick the humanised option, there will also be a picture of what he would look like if he were human (well, except one of them…he just looks like a bird in both). This greatly helps to make them more relatable. Uh...nice suitOtherwise, you’re stuck with a pigeon, three fantails, a quail, a partridge, a mourning dove and a bleeding-heart. Sexy (not). They are, respectively, the protagonist’s best friend, two aristocratic fellow-student brothers and a wacky sports enthusiast, the narcoleptic math teacher, the creepy school doctor, a quiet bookworm and a…well, I guess anime-freak will have to do as a description. Yeah, that’s the secret character.

Not very tactfulAnyway, the concept is simple: once you decide which birdie makes your character’s heart flutter (ho ho ho), you then proceed to win their affection by choosing specific actions or lines of dialogue in conversation or at certain events (there’s a sports event, a school festival, fireworks, etc.). You can save at any time, which is helpful if you’re at all unsure of what to do. Every once in a while, you’ll also have an electives day, where the heroine can choose between attending math, music or gym class, which will raise one of her stats: wisdom, charisma or vitality, respectively. This will affect her chances with some of the options. Some of them even have slightly different outcomes, depending on which stat you choose to boost. Finally, you can also buy some beans to gift to the bird of your choice for the in-game equivalent of Valentine’s Day. Each has their preference, so this affects the protagonist’s chances as well.

This is all rather straightforward, and the game, additionally, never overstays its welcome, by making each storyline manageably short (about 30 mins). Moreover, you can fast-forward through parts you’ve already seen by clicking on the arrow in the upper right corner of the screen. Each ending grants you an image in the Gallery, as well as some mysterious notes in the Archive section of the main menu, which add a disquieting undercurrent to things. Once you’ve seen them all, including a side-storyline which involves pairing up two other birds who have nothing to do with the school, and a ‘bad ending’ where the heroine fails to romance anybody–or “anybirdie”, as the game humorously puts it–and, startlingly, gets killed by a group of hawks for it (these two Or is it?endings can be achieved in one go, by the way), you’ll have access to the aforementioned extra storyline. This takes longer than the usual playthrough, restricts saving to certain key moments, involves all potential romantic interests, with you in control of the best friend, and…let’s just say that it’s a mix of crime, thriller, horror, melodrama, comedy, romance, RPG and sci-fi. And that it will blow your mind.

You wouldn’t expect talking birds to make for particularly relatable characters, and, while I’m not familiar with the conventions of the dating sim genre, I don’t suppose that character development is a priority. Surprisingly enough, though, these birds do get their own backstories (most are substantially padded out in the extra Pigeon buddystoryline), and, after a while, they just start feeling like ‘normal’ characters, and you end up empathising with some of them. Not all romances end well, and not all of them are equally successful in their execution: there is, for example, a definite bias towards the best friend, who easily gets the most–rather moving, might I add–content and makes the most sense as a partner. Two of the other romances are also very predictable.

She gets bonus points for quoting Valkyrie ProfileStill, for a game which I had zero expectations for prior to playing, Hatoful Boyfriend turned out to be a pleasant, thoroughly entertaining surprise. This isn’t an all-time-great, by any means, and I certainly wouldn’t recommend it to everyone (definitely not to male players), but it you’re curious and would like to experience something completely different, original and utterly cuckoo (see what I did there?), go right ahead.

Fulfilling great expectations

The culprit: Riven (PC, Mac, PlayStation)

Riven had some pretty big shoes to fill, as the sequel to one of the most famous games ever made. And I’m happy to say that, not only did it successfully match its predecessor, but actually trumped it in every respect, resulting in my favourite game in the Myst series, an opinion shared by a large portion of the fanbase. And this despite the fact that it adopts a mostly linear structure which would not be reused in subsequent games, thus making it something of a standalone in the series. Be that as it may, between its release in 1997 and the release of Myst III in 2001, Riven sold over 4,5 million units. Doesn’t quite match Myst’s 6 million, but it’s close enough to indicate a successful sequel.

In terms of gameplay and presentation, Riven is very similar to its older brother, but its scope is much greater, despite mostly taking place in a single age. Sounds paradoxical, but this titular age, on its own, is four to five times as large as a single Myst age, which, in a series so heavily based on creating immersive worlds, is something I can only applaud. The graphics have greatly improved, which also helps with immersion and creates a deceptively peaceful atmosphere with a disquieting undercurrent. If you get the feeling that you’re being watched…well, that’s probably because you are. Overall, the storyline is darker than its predecessor and has greater urgency to it, but also a significantly stronger backbone, culminating in a momentous, satisfying conclusion. With Sirrus and Achenar out of commission, the Stranger now has to deal with the fact that they lured their mother away to Riven to make trapping Atrus easier. Needless to say, it has resulted in a pretty big mess. Puzzles abound, just as they did in Myst, but they are more complex, more numerous and probably the most organically integrated in the entire series. This also fits the theme of the game, conveying the feeling of a cohesive structure attempting to hold a disintegrating world together (there’s a reason it’s called Riven).

Riven has never been remade, which I find to be a distinct shame. None of its successors have been remade either, but they either have free roaming or a 360° camera, none of which Riven has. Which means that, since the release of RealMyst, it’s the only game in the series which is still restricted to its original slideshow presentation. There is, however, an ongoing, fanmade project called The Starry Expanse which intends to remedy that. I hope it comes to fruition, but even in its original form Riven a wonderful, beautiful game, and if you enjoyed Myst, you are pretty much certain to love this one too.

Detailed review available! Read more here.

Time and time again

The culprit: Braid (Xbox 360, PlayStation 3, PC, Mac, available through Xbox Live Arcade, PlayStation Network and Steam, respectively)

What if you had made a terrible mistake? And what if you could manipulate time to rectify it? No, this isn’t Prince of Persia, but Braid, one of the most famous and critically acclaimed download-exclusive indie games to date. Initially available on XBLA, it has since found its way onto other platforms, thus becoming available to a wider audience. As such things often go, at first glance, it appears to be a simple platformer with a Castles in the sandchildish design and storyline. But if the game’s cover art, depicting a broken hourglass and a crumbling castle made from the spilled sand wasn’t indication enough, playing the actual game quickly reveals that there is more to it than meets the eye. Not only does it display treasures of ingenuity, but its plot also wanders off into distinctly non-childish territory, both wistful and ponderous. All in all, this is still one of the cleverest, most interesting games I have played, and I heartily recommend it.

The"There are some who call me..." game’s protagonist is Tim, a little red-haired fellow in a suit and tie who is trying to rescue a princess. If you did a double-take at the “suit and tie” part, you’d be on to something. The narrative, which consists of Tim’s memories and is presented in the form of short introductory texts before each of the game’s levels, is ambiguous on what the exact relationship between them was, but Tim appears to have made some kind of mistake which resulted in the loss of the princess, and would now like nothing more than to rectify it. This is all very vague, and, on a certain level, remains that way, were it not for several small clues interspersed within the texts which hint at a different kind of story behind Tim’s apparently disjointed musings and his strange quest.

The gameplay revolves around manipulating time by various means to defeat enemies and solve puzzles, some of which are deliciously tricky and require the ability to think outside the box, as well as a good grasp of the game’s mechanics. Tim first appears "Our house, in the middle of our street"against an ominous backdrop of a burning city to eventually reach a quiet, night-time street and a house, which serves as the game’s hub. It contains six rooms, each with an empty picture frame and a door which leads to one of the game’s six levels. Each one of those is subdivided into several sub-levels, which contain puzzle pieces that Tim must collect, to then complete each picture frame. The last level is located in the attic and can only be reached by a ladder which gradually gains new segments as Tim clears the other levels.

Each level features a different time-related mechanic, which is reflected in its name. The first (which is actually number 2; you’ll understand why later on), called “Time and Forgiveness”, introduces the concept of rewinding time if Tim makes a mistake or plummets to his death, although you can also fast forward it when required. The second level is named “Time and Mystery” and introduces objects, outlined in sparkly green, which are unaffected by temporal manipulation (e.g. if Tim activates a green lever, it will remain activated even if he rewinds). These objects also reappear in later levels. “Time and Place”, the third level, links time to Tim’s movements: if he moves to the right, time moves forward, if he moves to the left, it Go ahead, I'm right behind ya...moves backwards. The fourth level, “Time and Decision”, introduces objects outlined in purple: whenever Tim rewinds time, his shadow will proceed to repeat his actions prior to the rewind and will be able to interact with the aforementioned purple objects. This effectively allows him to perform multiple actions at the same time. The fifth level, “Hesitance”, introduces a ring which, when dropped, will create a time-slowing bubble around itself: objects nearer to the centre of the bubble will move slower than objects nearer its perimeter. Finally, in the last level, simply titled “1”, time continuously flows backwards (meaning that rewinding makes it flow normally).

Pastoral symphonyVisually and aurally, the game is enchanting. Each level has its own atmosphere and beautifully rendered, vibrantly coloured, environments and backgrounds, which are somewhat reminiscent of Van Gogh paintings. Each also has its own lovely musical theme, but both look and sound take a distinctly more sombre turn once you reach the final levels. This is also the second major clue as to the game’s most widely accepted interpretation. From then on, it’s very much a ‘so that’s what it was’ process.

You don't say...The game also contains some humorous references, including numerous callbacks to Super Mario Bros.: not only do the most common enemies in the game resemble goombas and piranha plants (and the former can be defeated by stomping on them), but the final sub-level of each level contains a small fortress with a flag, which rises as Tim reaches it, as well as a small, Where's the Holy Hand Grenade when you need it?plushy-looking dinosaur which informs him that the princess is in another castle. Apart from that, another commonly-encountered enemy in the game is almost a dead ringer for the killer rabbit from Monty Python and the Holy Grail. In fact, I’m starting to wonder whether Tim’s name isn’t another reference to that film…

Somewhat uncommonly by download-exclusive game standards, Braid has also put some real effort into optional goals. Some of the game’s levels contain hidden areas, accessing which rewards Tim with a star (yet another Super Mario Bros. reference). There are eight stars in total; one of them can be missed if you complete the picture-frame puzzle for the corresponding level before obtaining it, and another one requires obtaining an alternate ending for the game (which isn’t as satisfying as the normal one). "Twinkle, twinkle, little star"Each new star is added to the Andromeda constellation, which hangs above the entrance to the house in the hub level. Tim can look up at it to check his progress, and once all stars have been collected, it will slightly change its appearance, all in coherence with the game’s themes. And if that wasn’t enough, when you’ve finished the game once, a speedrun mode becomes available, netting you an achievement if you manage to complete one in less than 45 minutes.

There are very few genuine gripes I have with Braid. The major one would probably be the fact the game autosaves your progress, but does so on a single save file. Meaning that, should you fail to obtain the aforementioned missable star, for example, you would have to restart a brand new game to do so. It also means that the speedrun must be achieved in a single sitting and that, should you make a major mistake somewhere, say, in level six, you’d have to restart all the way from the beginning as well. I don’t think I need to tell you how aggravating that can be. Another gripe would be that another one of the stars takes an unnecessarily long amount of time (almost two hours simply waiting!) to obtain. Some people have also complained that the game was too short. Obviously, when you’ve cleared it once and are practicing for a speedrun, it may, On fireindeed, seem like it whisks by in no time. Although, if it’s your first playthrough, and you’re racking your brain to figure out a puzzle, but also taking time to admire the artwork and music, chances are you won’t have that impression. Bottom line: do give this little gem a try, it’s well worth it.

He should’ve listened to his old man

The culprit: the Penumbra trilogy (PC, Mac, available through Steam)

That can't be good...It’s off the beaten track that you often come across the most interesting things. This applies to videogames in general, and the horror genre in particular. Like the infamous shortcut through the woods without which some horror films wouldn’t exist, taking a turn into indie title territory can yield spectacular results. Penumbra is a shining example of just such a lucky find. Created by a small Swedish company called Frictional Games, it displays such a mastery of the mechanisms of fear that it simply begs to be tried out. If Dead Space left you unimpressed, Silent Hill barely affected you and even Fatal Frame didn’t quite do the trick, or if you’re simply looking to broaden your horror horizons, do try this one on for size. Sure, the game has its kinks and flaws, and it’s pretty clear that it wasn’t made on a big budget, but let it not be said that more is better. None of the aforementioned games have scared me to this extent.

Cursed legacyPenumbra is technically a trilogy, consisting of Overture, Black Plague and Requiem. However, considering the three games have one common protagonist and storyline–which has all the makings of a good X-Files episode–, take place in immediate succession, are each rather short and use the same gameplay, it makes sense to view them as a whole. The story is narrated in what you eventually find out is an e-mail by Philip, a 30-year-old physicist with an estranged father. On the day of his mother’s funeral, he receives a mysterious letter from said father, directing him to a deposit box in a bank and instructing him to burn everything he finds in there without asking any questions or attempting to locate him. The box contains an indecipherable journal, Dude...BEHIND YOU!but also a set of coordinates, which point to somewhere in Northern Greenland. Three guesses as to what Philip decides to do. The coordinates designate an abandoned mine, where he soon discovers that something is very wrong. You’d think that any sensible person would just try to get the hell out, but curiosity is a powerful drive. It also has a nasty habit of terminating inquisitive felines. But I digress.

The people who made this game understand perfectly well that being isolated, defenceless and confused/disoriented/in doubt of your sanity is an ideal recipe for horror. There’s really nothing scarier than what an over-active imagination can conjure up, even if the game also contains very real hostiles who want nothing more than a tasty physicist snack or some chopping practice. Imagine for a moment how it would I sure hope these beams are safefeel to be stuck in an abandoned mine in the middle of nowhere with strange whispers periodically fading in and out of your hearing range (my god, the pause menu in Overture…), alarming messages left behind by miners and scientists whose corpses you periodically come across, bizarre Inuit artefacts that give you out-of-body experiences (those are the save points), escape and concealment as your best means of defence, and god-knows-what prowling in the shadows. Philip’s frightened gasps, which punctuate some of the more intense events, really don’t help. Contrary to what you might expect, there are other people down there…But a) you can count them on the fingers of one hand, b) they’re really not all that helpful…or reassuring, for that matter, and c) Philip begins and ends the game alone; you do the math. I find that these additional characters only serve to exacerbate the deep sense of loneliness and fear the game instils, with help from a minimalistic, cold and forlorn-sounding musical track. Black Plague also adds a nasty–and very successfully Where's the cleaning crew when you need it?executed, might I add–twist into the bargain, whereby Philip finds that he can no longer trust his perception. I would also like to remark that, if you manage to get through the kennels in Black Plague without having to pause the game to collect yourself at least once (especially with headphones on), you’re a better man (or woman) than I.

Penumbra takes place in first person, with a hand cursor on the screen to handle interactions. It uses a physics engine, whereby controls and movement are influenced by gravity. Say you’re trying to roll a boulder: not only do you need to mimic the movement, but it’ll also keep rolling if it’s on a surface where it would be realistically expected to roll. Same thing when trying to spin a valve or pull out a drawer. It takes The bare necessitiessome getting used to, but the game gives you adequate time to ease into it. Other than that, there’s a basic inventory, available at the press of a key, which you can also use to combine items or assign them to keyboard shortcuts, as well as check on Philip’s general health (which regenerates over time if he gets hurt and can be remedied with painkillers) and the state of the flashlight’s batteries. However, since the glowstick is just as useful as the flashlight and doesn’t need batteries, this is a moot point. There’s also a journal, in which Philip collects the various notes he picks up, as well as jotting down his thoughts on what to do next.

The game’s major downside is combat, but, thankfully, it’s only a factor in Overture. Philip’s only weapons are a hammer, a pickaxe or debris he can pick up and throw. And let’s just say that ‘imprecise’ doesn’t even begin to describe what swinging a pickaxe with that type of game engine is like; ‘extremely frustrating’ is probably a better description. Black Plague mercifully does away with weapons altogether, but not hostile Now would be a good time to...RUN!creatures, thus ramping up the fear factor. Philip can still try fighting them by throwing debris, but it’s really not safe and takes so long that you should understand that you’re simply not meant to do it. The point is that Philip, being a physicist, and not, say, a marine, is just no good in a straight-up fight. What’s more, he’s actually not half bad at hiding: enemies are far less likely to notice him if he crouches in a dark corner with his flashlight or glowstick off. The game even automatically switches to night-vision when he crouches undisturbed for a couple of seconds: this is signalled by a relieved sigh, a slight change of angle and everything taking on a bluish tint. Conversely, you’ll find that staring directly at an enemy for too long will make him panic, jolt out of night-vision and become more noticeable.

Gives a whole new meaning to weight-liftingAnother part which might disappoint some people is Requiem. Developed as an expansion to Black Plague, it serves as a sort of coda to the storyline. It’s much shorter than its predecessors, and while it looks and feels similar, it’s also more unorthodox, in that it clearly doesn’t take place in reality, as indicated by several not-so-subtle hints…such as exploding ketchup bottles or infinite batteries. There are also no enemies. Or well…no real enemies. Just a succession of puzzles. And while some of them are set in rather disturbing environments, the fact that there’s no actual threat of bodily harm, except from falling, does tend to somewhat defuse the sense of fear, which may be disappointing. Still, once you figure out why Requiem is the way it is, I find that it’s not a bad conclusion to the game. Certainly atypical, but…why not? It also has two endings, one of which is more obvious than the other, but this is the only game I know of where the “hidden” ending is actually the bad one.

Other things which might cause minor annoyance are some of the textures (eg. rubbish bags on the floor which should be 3-dimensional, but aren’t) and one particular voice actor. There’s also very little in the way of optional things to do, only a bunch of statuettes located in improbable places, which you can collect to unlock some Easter eggs on a subsequent playthrough. They’re rather underwhelming, though, so I Do I really have to go this way...?shouldn’t worry if you can’t find all the statuettes. Just goes to show that replayability isn’t exactly the game’s strong suit. Still, I find that none of this quite mars its effectiveness. If you’re receptive to psychological horror, you’re in for a treat. Just don’t be surprised if you find yourself too frightened to turn a corner or open a door, every once in a while. It certainly happened to me on more than one occasion.

Saving Neverland

The culprit: Myst (PC, Mac, PlayStation, PlayStation Portable, Nintendo DS)

Myst was a surprise to everyone when it saw the light of day in 1993: to the public, who didn’t expect such a unique experience, to the industry and critics, who were baffled at how what was essentially an “image slideshow” could garner such success, and to its developers, who certainly didn’t expect their offering to become the best-selling PC game for almost 10 years, up until 2002.

To this day, the Myst saga remains one of the most famous and iconic game series, despite having seen its last instalment in 2005. With its characteristic style and atmosphere, which has since been widely copied, its intelligent, inventive and organically integrated puzzles, its trademark gameplay feature of books literally whisking the player off to different worlds (or ages, as the game calls them)–a smart and rather poetic metaphor for imagination–, and its storyline, bolstered by three books published in parallel to the games, which uses the fate of one family as a stepping-stone to explore the history and heritage of an entire civilisation, it stands tall among other adventure games. I’ll even take it one step further: this is my favourite game series, full stop. The name of this website should be ample evidence of that. So unless you’re 120% certain that the premise will not work for you, I’d urge you to give it a try.

If there was one word to define the entire saga, it would be ‘immersive’. No other game has given me the impression of ‘being there’ quite like this, made me wonder whether it would be warm or cold, how the breeze would feel, what the texture of the stone would be or what the plants would smell like. It’s a rare occurrence when the environment is so beautifully crafted that you’d simply be happy to walk around and take in the sights for a while. Everything conspires to engage your senses, pique your curiosity, encourage you to explore every nook and cranny to try to ferret out clues, and stimulate both your intellect and imagination. Obviously, if you’re expecting action, shootouts, acrobatics…or even lots of dialogue, you will be disappointed. This is an eminently solitary, contemplative, atmospheric and slow-paced experience, designed to make you think, feel and piece things together at your own rhythm. But then, the human mind is a wonderful tool, and when that is being put to work, beautiful things can happen. This is clearly what the developers were banking on, and, in my opinion, they’ve definitely succeeded.

Still, objectively speaking, the first game is far from being perfect, especially in its original form. In comparison to its successors, the graphics are dated, the scope feels fairly limited, the puzzles are rather simple, the age names are throwaway, and the ending is comparable to a wet firecracker. This is all a first-comer’s prerogative, however, as the subsequent entries in the series clearly try to address these issues (and mostly succeed). A remake titled realMyst was released in 2000, and while it only addressed graphical and interface issues, it did so remarkably well. The updated graphics are beautiful, and if that wasn’t enough, a day-and-night cycle and free roaming have both been introduced. It was a bit of a chore for most computers to run, back in the day, and nowadays, will probably not run on newer PCs without some tweaking. Another remake called realMyst Masterpiece Edition was released in 2014, and that one does run on newer machines. It was designed as the definitive version of the game, and while it does come really close, it still has some issues. Nevertheless, it’s the most accessible and easily available version of the game, so probably the one you want to go for.

Detailed review available! Read more here.

The fine art of farniente

The culprit: Assassin’s Creed II (PlayStation 3, Xbox 360, PC)

SerenissimaLet’s get this straight out there: Assassin’s Creed II is, quite simply, a better game than its predecessor. Great care has obviously been paid to varying the gameplay, streamlining old and new features, and enhancing the storyline. The plot is set in a more famous, and therefore more recognisable, environment (Renaissance Italy, rather than Medieval Syria and Palestine), and introduces a flashier protagonist, with the end result that it tends to overshadow its predecessor. And yet, in spite of the first game’s flaws, I could never shake the feeling that the second opus had lost part of its soul under all that bling. Don’t get me wrong: ACII is a lot of fun. But there were moments when I found myself missing the leaner, sterner world of its older brother.

The game starts exactly where AC left off. Desmond – he of the infinite charisma (not) – is rescued from the Abstergo lab where he was being held by Lucy, the assistant in his previous memory-delving adventures who actually turns out to be an Assassin, and two of her comrades. They take him to a secret location and hook him up to a better Animus You want me to do what?machine to send him into the memories of a more recent ancestor, the Florentine nobleman Ezio Auditore, in the hopes that it’ll help them find a Piece of Eden. The story is still split between Ezio’s sequences and Desmond’s, and the latter now at least has more partners in crime. Rebecca’s one of those hacker-types – short hair, funky clothes, headphones – with a perky, upbeat attitude, while Shaun is the prim, British-accented history geek with a degree in deadpan snark. Lucy’s also gotten an upgrade: from unremarkable lab mouse to…goggle-eyed and fish-lipped trendy babe in skinny jeans and a form-hugging top. Yeah…The modern-day sequences now also include a chance for Desmond to put all the moves he learned in his virtual escapades to the test. Although, seeing him perform those acrobatics in his baggy jeans, hoodie and sneakers was distinctly less glamourous than long white assassin robes and leather boots. Doesn’t help that he’s still completely unremarkable as a character. Just as Altaïr stole the show in AC, Ezio also steals the show this time around.

As has already been mentioned, the three operative words are variety, streamlining and enhancement.  And boy, is there a LOT of the former. The new and upgraded Animus features a historical database, which provides bite-sized info about notorious landmarks and characters. Ezio has access to more weapons (a second hidden blade, maces, smoke bombs…even a prototype gun) and armour, all of which he can upgrade, or, in the case of armour, repair, as it gets damaged in combat (which is a distinctly annoying feature). He also has more acrobatics at his command, such as assassinating targets When all else fails, use waterwhile hiding in bales of hay. He can disarm enemies in combat, poison them, toss sand in their faces to disorient them; he can also ride gondolas, and, most satisfyingly, swim. Which is handy, since one of the cities he visits is Venice. The conveniently placed groups of monks which allowed Altaïr to inconspicuously enter guarded areas have been replaced with various factions that Ezio can hire for the same purpose: courtesans, who can distract guards by shaking booty, thieves, who can steal their stuff to have them give chase, or mercenaries, who will simply go in and bash some heads. There is a day and night cycle, which, apart from varying the atmosphere, also comes into play in certain missions. Ezio now also has a homebase in the small Tuscan town of Monteriggioni, which he can renovate and upgrade (notably by buying famous Renaissance paintings) to earn regular income, as the game now features an economic They never said I'd have to do thiiiiiiiis!system, complete with merchants and even street doctors. There are a lot more sidequests, in particular the Templar Lairs and Assassin Tombs, which consist of some advanced platforming and reward Ezio with money and, in the case of the latter, special seals which eventually grant access to Altaïr’s black Master Assassin outfit (yum). There are also some strange blips in the Animus interface, which appear as shining glyphs on buildings and allow Desmond to solve some puzzles left behind by Subject 16, his defunct predecessor at Abstergo.

Adorkable geniusMuch like Desmond, Ezio is also surrounded by a more varied and more interesting cast of secondary characters. Among those, the biggest highlight is, undoubtedly, a young Leonardo da Vinci, with whom Ezio becomes good friends, and who helps him decipher some of Altaïr’s documents which he fortuitously finds. Leo is fun, chatty, endlessly enthusiastic, scatterbrained and just eminently huggable. And, thanks to the new system of cutscene interaction (an upgrade of AC’s camera angle changes), whereby you can be prompted to press some buttons to affect Ezio’s actions during some cutscenes, you can do just that. And beware Leo’s kicked-puppy eyes if you miss that hug! Other memorable additions include Caterina Sforza, the willful, intelligent and crafty ruler of Forli, or Rosa, a gutsy, very pretty and very foul-mouthed thief whom Ezio encounters in Venice. On a less serious note, there’s also Uncle Mario, whose claim to fame is the infamous “it’s-a me, Mario!” shout-out.

Noooo, there's THREE of them!As far as streamlining is concerned, the controls are more fluid, and there seem to be fewer bugs. The horrible beggar women have been replaced by the no less persistent, but much more amusing minstrels. Those will run up to Ezio and sing utter nonsense (“here comes a brave signoooreeee”), both hampering his movements and drawing attention to him until he either outruns them, knocks their lutes out of their hands or throws some money on the ground to send his immediate entourage, both rich and poor, frantically scrabbling for it. Flag collection still exists, but has been pared down to reduce tedium. Ezio now also has a notoriety meter, which rises when he performs risky or illegal acts in front of guards, and gradually makes him easier to detect. It can be reduced either by ripping off wanted posters, bribing town criers or assassinating corrupt officials. Oh, and a small detail which nevertheless makes me happy: Ezio has an accent. I missed that with Altaïr.

Horseback chopFinally, we come to storyline enhancement. Where Altaïr’s plotline basically boiled down to “here’s a hit list, do your worst”, Ezio’s tale is more linear, but also more personal, growing from revenge into commitment to a greater cause. Paradoxically though, this kind of presentation makes Ezio’s targets less memorable. Sure, there’s his first victim and the big bad at the end, but the people he kills in between? I couldn’t name them to save my life, and this despite the fact that their portraits are displayed in Monteriggioni after the fact. By contrast, I can still remember every one of Altaïr’s targets, and the unique settings for their assassinations. The other problem of the storyline is that it spans about twenty years, rather than just a couple of You call this old?!months. I’m sure the idea was to give it more scope, but it just doesn’t work very well. The only character who shows any signs of aging is Ezio, and even that is limited to…growing a beard. The only other indication that time has passed is the date which appears onscreen between chapters. Sometimes, the temporal gaps are downright baffling. Surely, someone with such a burning desire for revenge wouldn’t spend so much time doing…what exactly?

This brings us to the inevitable Altaïr vs Ezio showdown. The general opinion appears to be largely in favour of the latter, and this is easily understood: he’s depicted as far more human. He’s fiery, cocky, has a sense of humour and, upholding the most typical cliché about Italian men, is a total playboy. In short, the dashing rogue type. And yet, I couldn’t help feeling that this kind of personality didn’t quite befit an assassin. Altaïr may have been an arrogant jerk, but he was efficient, focussed, shady, and, to me, a lot more believable in his role. Ezio…just spends a whole lot of time faffing about. Defending a Hey, Lorenzo, d'you think I could maybe do my own stuff now?lady from an importunate suitor? Ezio to the rescue! A thief wants some racing practice? Ezio’s happy to oblige! And, what’s most detrimental to his integrity: his involvement with Lorenzo de Medici, whom he saves from an attempt on his life, only to become…his lackey. Lorenzo wants anything done? Ezio’s on it! No wonder the game has to span twenty years.

This, in turn, showcases the flipside of the lavish amounts of variety in the game. Weapons? All you ever really need are the hidden blades. Upgrading the villa? Ezio ends up sitting on a mountain of money he doesn’t know what to do with. Helper factions? They all amount to the same thing. Random sidequests? After a while, you He has his own way of walking off into the sunsetstart forgetting what your main goal in the storyline was. And much as I enjoyed running around familiar cities and scaling monuments I’d visited in real life, sightseeing isn’t all the Assassin’s Creed series is about. Still, don’t let this deter you: the game is definitely a terrific romp.

Shadows and tall trees

The culprit: Limbo (Xbox 360, PlayStation 3, PC, Mac, available through Xbox Live Arcade, PlayStation Network and Steam, respectively)

Dismal shoresLadies and gentlemen, we have a UFO. If you remember Braid, another download-only indie game which (justifiably) generated rave reviews, Limbo, first release of the Danish developer Playdead, is more in the same vein: artistic, stylish, deceptively simple and intriguing. It shares gameplay similarities with Braid, namely the lone protagonist in a sidescrolling environment and the cryptic storyline. Where it differs sharply, however, is the atmosphere. Yes, Braid had a disquieting undercurrent to it that gradually came to the fore as you neared the end, but the soothing music and beautifully lush environments compensated for it. By contrast, Limbo is unrelentingly bleak, gloomy, lonely and frequently unsettling, especially when you stop to think about some of the situations it puts both you, the player, and its protagonist in. Think of a cross between Tarkovsky’s Stalker and something like The Cabinet of Dr Caligari, and you’ll be quite close to the mark.

Industrial soloThe entire game is in black and white, reducing everything to silhouettes and making the already far from reassuring environments that give the game its title–a dark forest, some sort of industrial complex, a rainy cityscape, and finally, a nightmarish mix of all of them–even more menacing. There is very little music beyond ambient sounds and discreet aural backdrops, with the occasional swell for dramatic effect. And to top it off, the plot could not be more minimalistic: a nameless, featureless–except for his pin-like white eyes–boyAnonymous hero awakens in a forest and tries to find a way out, while avoiding various natural and not-so-natural hazards, and using the environment to his advantage to make progress. Along the way, you also realise that he’s looking for his sister, although how they became separated and why (and also where exactly they are) remains a mystery. And chances are that the ending will produce more questions than answers.

Apart from the boy and his sister, there are very few other living creatures in the game, and most of them are malevolent. The ones likely to cause most trouble are the very persistent giant spider, It's in my head!!!which features prominently at the beginning of the game (arachnophobes, beware) and the brain worms. These are phosphorescent…blobs, for lack of better word, which will suddenly drop on the unsuspecting boy’s head, burrow in with a rather sickeningly squelchy sound and force him to walk in one direction, disregarding any obstacles along the way. Until he encounters a beam of light, that is, which the worms seem to abhor. This will cause the boy to go the other way. And the only means of removing said worms is to bring them within reach of strange carnivorous plants that sometimes grow on ceilings.

If all this talk of giant spiders, worms and squelchy noises sounds rather morbid…well, it’s because it is. Unlike most videogame heroes, the boy is very vulnerable: he can’t swim, he has no weapons, he’s neither agile nor strong. Just drop from a little too high, and he’s toast. All he can do is run, jump and grab/push/pull things. Not only does it make you feel very small and helpless, but just about any element of the environment becomes potentially lethal. Combine vicious wildlife, bear traps, wood saws, electrified Ow...surfaces, and precariously balanced rusty machinery, and you end up with some rather graphic deaths. There’s no visible blood, but land the boy on a wood saw, and you will see limbs and assorted chunks flying (limb-o, eh? *dodges bricks and tomatoes*). This was meant to encourage players to pay more attention to what they were doing in order to avoid these gruesome fates. In fact, one of the game’s achievements/trophies is finishing it in one sitting with five or less deaths, aptly named “No Point in Dying”. Not an easy task, by any means. Other than that, however, there are no penalties for repeated deaths, besides having to redo the puzzle at hand, as the game helpfully replaces the boy at the start of it should he meet an untimely end during its execution.

Puzzles come in all flavours in this game, frequently challenging your instincts and intuition. They’re usually not too complicated to figure out, but the execution is quite a I told you it was persistentdifferent matter, as some are thoroughly on the acrobatic side, namely the entire final sequence of the game. Many are also timed, involving a room filling up with water, for example, or running away from the aforementioned spider. In short, be ready to experience a wide range of lethal outcomes on your first time through.

MinimalismAlthough there are no save points, the game is subdivided into 24 ‘hidden’ chapters. While you play, there are no interruptions, and the game flows seamlessly from one chapter to the other. But if you want to stop playing midway or to practice a particular puzzle, you can access these chapters through the menu.

I did mention that “No Point in Dying” must be achieved in one sitting, and this is realistically doable: the game is very short. In fact, once you get to the stage where you are trying to minimise deaths, you start learning how each puzzle functions, as well as their order, further shortening the experience. This is probably one of the game’s main flaws, and it has received criticism for not justifying its cost. On the other hand, had it been any longer, it may have run the risk of becoming tedious.

Its other flaw is that, Where did this come from?apart from soldiering on towards the boy’s goal, there’s not much else to do. Admittedly, you probably wouldn’t want to stay in some of the environments he traverses more than absolutely necessary, but it does impair the game’s replay value. The only extracurricular activity available is collecting a bunch of eggs from improbable locations, some of which you get achievements/trophies for.

Is there anybody out there?Still, despite these drawbacks, the game is a success, if only for the novelty of the experience. If you enjoyed the likes of Shadow of the Colossus or Braid, then it’s very likely you’ll enjoy this one as well. A prime example of a good ‘art game’. But don’t be surprised if you feel like you need a hug or some chocolate afterwards.

Fly like an eagle

The culprit: Assassin’s Creed (PlayStation 3, Xbox 360, PC)

I’ve always been wary of action games, because I tend to think too much before acting, and was concerned that my reflexes wouldn’t be up to the task. However, as time went by, the ‘you won’t know until you try’ credo grew on me, and I decided to expand my game collection with new genres. One of my friends pointed out that I couldn’t own an Xbox 360 and not try out Assassin’s Creed, and since the premise of the game already intrigued me, that finalised my decision.

The overall verdict is a favourable one. But I must say that both the storyline and characters left me with dual impressions. Incarnating a skilled Assassin is great fun, and Altaïr is undoubtedly one of the biggest highlights of the game: the sleek moves, the sneakiness, the arrogance, the taciturnity, the beauty and symbolism of the name. Even the missing finger. There’s just one problem: why can’t he swim? I know the sequel cooked up a dubious retroactive explanation, but it still seems a bit absurd. I’ve run into enough mishaps trying to make him cross bodies of water to make this a particularly annoying trait. But that’s just about his only drawback.

However, since Altaïr isn’t the ‘real’ hero of the game (pfff, as if!), that leaves us with Desmond, Altaïr’s descendent in modern times, as the main protagonist. And he has the charisma of a wet sock. Apart from the odd sarcastic quip, there isn’t a single interesting thing about him. Sure, he looks identical to Altaïr, but looks alone do not a compelling character make. Sorry, Des, you should have gotten yourself a personality instead.

The storyline suffers from the same duality. The gist is that there are two opposing factions, Assassins and Templars, who have faced each other throughout history. In the near future, Desmond, who is an Assassin by training, gets captured by a Templar-led company named Abstergo. They have a machine, called the Animus, which allows Desmond to relive the memories of his ancestors (which are somehow hardcoded within his DNA), a process Abstergo needs to locate something. So off goes Desmond into the skin of Altaïr, a Syrian Assassin from the XIIth century. This Medieval part of the game works very well, and some of Altaïr’s assassinations are truly memorable. Garnier de Naplouse, the Hospitalier leader, springs to mind: very convincingly unsettling, and the setting for his episode was well-nigh perfect. On top of that, I like the sonorities of his name, for some reason. Anyway, I’m sure all this would’ve constituted enough material for a game on its own. The modern-day part just feels tacked on and uninteresting. Perhaps because it features Desmond. Perhaps because it’s simply innately boring.

Since this was my first real action game, I apprehended the combat. The stealthy stuff, such as making Altaïr creep up on an unsuspecting victim and swiftly stick a knife in their back, came naturally enough (take that as you will…). But open combat took some work. It was simply a matter of getting used to it, and it won’t pose any particular challenge to action game veterans, but I did have to give my reflexes a bit of a shake to get used to blocking and countering, which is, by far, the most efficient way of fighting in this game. Still, once I’d come to grips with the technique, it became a treat to watch Altaïr stabbing his way through hapless soldiers who had no idea what hit them. I must really commend the combat choreography, by the way. In the hands of a skilled player, it looks like some sort of deadly dance.

The sandbox aspect of the game does its job well, and if you’ve played any of Ubisoft’s Prince of Persia games, you’ll be right at home with Altaïr’s acrobatics, even though he’s less of a gymnast than the Prince. Playing Spiderman among the rooftops is thoroughly entertaining. Scaling minarets and belfries to get an overview of the area and then swallow-diving off them (into haystacks…which should be lethal, but who needs realism, right?) is a novel way to fill in the area map, and the views themselves are impressive, especially for someone who’s afraid of heights, like me. The leap from the cross of the cathedral of Acre–the tallest building in the game–was a particularly intense moment.

Other positive aspects include graphics and…language. Despite some of the textures seeming overly sharp (I’m not sure how else to describe it), the game looks good. An added peculiarity is that each of the three big cities Altaïr visits has its own unobtrusive, but present colour palette: Acre has a bluish hue, Damascus red and Jerusalem green. As for the linguistic aspect, it’s noteworthy for its accuracy. Historical facts may have been doctored to make for a more exciting experience–most of Altaïr’s targets were real historical figures, but they weren’t quite as…colourful as in the game–, but the language is spot-on. Ubisoft is a French company, so it stands to reason that they’d know their stuff, but hearing a proper French accent in an Anglo-Saxon game is a rare enough occurrence to be noteworthy. Even random soldiers who spoke entirely in French (“Je vais t’étriper!”) were perfectly fluent. Same for the German, as far as I could tell. Details, I know, but they help the immersion. The only thing that could’ve made it better would’ve been if Altaïr himself had an accent.

The bane of Altaïr's existenceHowever, there are also negative elements. To start with the anecdotic, the beggar women who plague every city are the devil incarnate (“I’m poor and sick and hungry!”); if you don’t know what I mean, play the game, and you soon will. Secondly, and more importantly, a lot of people complain about the game’s repetitiveness, and while I found the context of each assassination episode to be interesting enough to make up for the fact that you essentially had to do the same thing every time, I can certainly concur. You’ll definitely get a sense of déjà vu after a while. And it will onlyFlagged get worse if you decide to go flag hunting: I’m really wondering why the developers felt the need to put so many of them in the game. There are also quite a few glitches (think random non-playable characters in gravity-defying positions on rooftops), which give the game a bit of an unpolished feel. The music is adequate, but nothing more. And, last but certainly not least, the ending is terrible. I understand that the developers likely wanted a tie-in with the sequel, but they probably got a tad overzealous. It’s as if the game didn’t end at all.

Nevertheless, I still had a great time. The initial concept is original enough to outweigh the kinks in execution, at least for me, and if the rest of the series is anything to go by, the developers do take account of the criticism they receive. Subsequent games have made a genuine effort to streamline the gameplay. I still far prefer Altaïr to his successor, Ezio, though. So here’s to the original four-fingered stabbing wonder.