Regardless of the specific sleights and shuffles, the secret to every great illusion is always the same: hide the effort. It's here that Gray Matter a game that's as much concerned with magic as it is science, and equally obsessed with imagination and memory really struggles.
Somewhere, in amidst the muddle of threadbare technology, a fiddly UI and a convoluted narrative, you get glimpses of a game with real style and substance. The sheer difficulty in holding this wayward enterprise together, however, appears to have been too much.
Gray Matter is ambitious, literate and unusual. Sadly, it's also compromised, unconvincing and often dull. It can't hide the effort that's gone into putting it together, and therefore the illusion that makes the best adventure games so memorable is all but missing.
Gray Matter is the latest offering from Sierra On-Line design legend Jane Jensen. As creator of the Gabriel Knight series, she's a household name, but only, alas, in the kind of households that have a dream catcher and an antique globe in the living room. Her new game retains a handful of classic Jensen motifs it's a mystery story with roots in history and pseudo-science but throws in new characters and a fresh setting, shifting its attention from the US to Oxford and its ancient colleges.
The story kicks off on a suitably dark and stormy night, with American illusionist and ex-goth Samantha Everett breaking down en route to London, where she plans to work her way into the scarlet folds of the Daedalus Club, a secretive group of possibly rather sinister magicians. Seeking refuge from the rain, she ends up at Dread Hill House, a spooky mansion perpetually lurking beneath radioactive skies, where neurobiologist Dr David Styles is pursuing his research into Cognitive Abnormalities and needs an assistant.
Pretending to be that assistant, Sam eventually realises that something's awry with the frosty and disfigured Styles. His nightly visualisation experiments, conducted on a group of university students that Sam has helped recruit, are wreaking havoc in the real world, while the good doctor's dead wife appears to be reconstructing herself as memory turns to matter. What follows from that point on is a kind of point-and-click marriage of Umberto Eco and Andrew Lloyd Webber.
Gray Matter's technical and graphical failings are probably the most understandable of its shortcomings. Kicked between various publishers and developers during its lengthy production, Jensen's game wobbles early, and wobbles often.
The static backgrounds have an eerie prettiness to them with their thick drapery and dusty congregations of house plants, but the CG characters, poorly lit and blandly designed for the most part, float on top of them unconvincingly. As such, the game's 2D and 3D assets coexist in a ghostly state of perpetual awkwardness, like divorcees who, through some kind of sitcom contrivance, find that they must share a small bungalow together.
Animation is weak throughout watching a character turn around or navigate a table and chairs can be so painful you'll want to push your way through the screen and help them. And while the music, by Jensen's husband and long-time collaborator Robert Holmes, is moody and likeable, it's partnered with stilted voice acting and sound effects of such bizarre poor quality that if you close your eyes it can be hard to tell exactly what's going on. Checking a locked door sounds like someone breaking open a fresh Kit-Kat, while morning coffee is accompanied by an audio clip that suggests Sam's being force-fed snooker balls.
These issues are forgivable by themselves, but they undermine Gray Matter's dramatic aspirations in a depressing manner, with the game's final confrontation being particularly poorly served. Thanks to muted sound, a limp cloud of particle effects and the seizure-style acting of the marionette cast, what was presumably intended as an earth-shaking supernatural display of apocalyptic intensity comes across with all the weight and drama you'll get from the business end of an ageing hair dryer.
(This drama isn't helped, incidentally, by a weird Arkansas hillbilly's interpretation of contemporary England, where the signposts are made of wood, the constables are called Reginald, and every shop door has a tinkly little bell at the top.)
As with the presentation, so with the interface. Gray Matter's PC incarnation uses the fairly standard single-button click for interacting with the environment, but the 360 port opts for a radial menu that allows you to zip between all available hot spots in a room. You'll get the hang of it over the course of the game's first few hours, but while the designers do their best to map the position of in-game objects to the correct parts of the wheel as often as possible, they fail just as regularly. Actually trying to move the arthritic characters about by themselves is a nasty business, so, compromised as it is, it's best to work from this radial menu whenever you can.
If it's tempting to put most of these problems down to the game's difficult gestation, it's harder to explain why Gray Matter's story and characters can often seem so underdeveloped. Erudite and intriguing in concept, Jensen's latest narrative frequently plays out as a drafty kind of soap opera, its plot twists growing increasingly silly and its characters too thinly conceived to carry you past the rough patches. The supporting cast of college students, magicians, rival professors and housekeepers are a rabble of shrill stereotypes, while Styles is grumpy rather than mysterious and only Sam emerges with any kind of likeable clarity.
As Gray Matter ping-pongs between the two leads in alternating chapters as Sam tries to unravel what's going on and Styles attempts to bring his dead wife back through recreating specific memories the results vary. Sam's sequences are often witty and clever, covering classic adventure game territory as you bypass irritating secretaries, work your way into locked rooms, and follow a trail of playful clues left for you by the Daedalus Club.
Here, Gray Matter's innovation lies with Sam's magic skills, meaning she'll often be called upon to play reworked tricks on people to get what she wants she'll gamble with an unfriendly handyman in a rigged game of chance, say, or pinch an ID card from a pal with a clever sleight. Sam's repertoire is limited to a book of a dozen or so illusions, and after you've selected the right one for the right occasion, you have to coach her through the intricacies of performing it, moving objects from the left hand to the right sleeve, for example, and choosing when to misdirect. As a spin on programming-style puzzles, it's smart, if limited, stuff and helps to enliven some of the game's more prosaic moments.
The Styles sections are considerably less entertaining, however, as you wander around Dread Hill House and a nearby park, searching out triggers that will allow him to rebuild his memories. It feels less like an adventure game and more like you're being asked to act your way through a low-budget movie that you haven't been given the script to
It doesn't help that Styles and his late wife's relationship is filled with naff clichés like initials carved on trees (do this, incidentally, and a rule of narrative dictates that at least one of you will die young) while flashbacks forever seem on the brink of blossoming into either very soft pornography or a Herbal Essences advert. I'm no doctor, Styles, but why not knock this thought projection bunk on the head, forget about your wife rendered in the game's rudimentary 3D modelling, she'd be a grotesque knock-kneed horror, anyway get rid of your stupid faux-anime haircut and just move on?
Moving on is ultimately something this game has trouble with. Its creaky, theme-park England and its stuffed-shirt students mark Gray Matter out as an unashamedly old-school adventure. But it's also a linear and arthritic experience with few opportunities to work outside of the prescribed solutions to any puzzle, and a strict timeline that drags you through the narrative chapter by chapter with little in the way of distraction or character development.
The end result is one of those strange games that I suspect will be more fun to look back on in a few months than it is to play right now. Fittingly given Gray Matter's preoccupation with memory and its shortcomings it will probably be quite nice to reflect on the lazy sunlit sprawl of rooms that makes up Dread Hill House when you can forget that you never had anything particularly interesting to do there, or to recall hanging around the quad at St Edmund's College when you don't have to actually talk to anybody nearby to inch the plot forward.
Gray Matter's not a bad game so much as a disappointing one, then. And the disappointment is all the sharper because it's so obvious that the designer is capable of much more.
Street Fighter III closed off Capcom's brawling franchise to all but the most experienced players, leading to a more inclusive revamp for the fourth entry in the series, producer Yoshinori Ono has revealed.
Speaking in a typically insightful interview with Nintendo CEO Satoru Iwata, Ono explained that, like his own game Shadows of Rome, the third entry in the long-running franchise was made with only die-hard fans in mind.
"They were also the loudest people who made their voices heard," he explained. "I really understood how they felt, so I thought their voices were everything. But I didn't realise there were other people to whom the game could not resonate with at all until just about four or five years ago."
When asked by Iwata what he thought the series had lost in its third iteration, Ono replied, "That would be the narrowing of the 'paths'. We had locked the doors of the 'entrance' without even knowing it.
"By designating the 'entrance', it ended up becoming a game that only a select few could enter."
Still, Ono is a big fan of the game - which first hit arcades back in 1997 - despite the fact it took such dedication to master.
"It was a kind of pleasure you feel by being a part of an exclusive group. We game creators also became drunk with that feeling. Thankfully, even 14 years after its release, there still are world tournaments held for Street Fighter III!"
When designing Street Fighter IV, Ono set out to go in the opposite direction and make a game that would bring jilted Street Fighter II fans back into the fold.
"Since we can't equate the loudest person as everyone's opinion, we went back to the roots of the people who played Street Fighter and tried to analyse it," he explained.
"When making games, I always tell my staff to never forget going 'back to the roots' and the 'class reunion'. Going back to the roots means to look carefully into the very beginning where it all started.
"The class reunion means to think how we could let the former players who played the original to feel like joining it again.
"For example," he continued, "when you are going to a middle school reunion, men usually think about the girl they liked right away.
"They'd have these thoughts about how she's doing as they head on over to the reunion. But when they get there, everyone has changed and he doesn't know which one she is. Something like that. If it were me, I'd try to imagine lots of things about that girl on the way to the reunion.
"The people who played Street Fighter until their fingers hurt back in the '90s carry a sort of image in their hearts. We can't reuse what used at the time in the same way, but we should make a happy class reunion that every attendee can imagine. That's the kind of Street Fighter IV I wanted to make."
Things worked out rather nicely for Ono in the end. Street Fighter IV launched on PC, PlayStation 3 and Xbox 360 in 2009 to stellar reviews and strong sales.
Next up for the franchise is a 3DS version, due in stores on 25th March.
The twisted mind behind bonkers SEGA Mega Drive classic ToeJam and Earl has just launched his latest effort - a free Facebook app called Deko-Deko Mail.
As you can see in the trailer below, the new title from Greg Johnson's Humanature Studios is a simple set-up that lets you add cute animations to your Facebook messages and wall posts. However, it started life as a much more ambitious DS title for SEGA that never saw the light of day.
"It was going to have a deep behavioral AI engine driving contextual behaviors, procedural animations, data-streaming that allowed any character to be combined with any other character, a unique 2D look built with the 3D engine that wiggled, and a huge amount of data," Johnson revealed to Eurogamer.
However, the initial vision was scaled back to a "simpler personality test product" as time ran short. SEGA got cold feet after a management re-shuffle and dropped the game, but not before a trailer made its way onto the internet.
"It surprised me that they never chose to release it," said Johnson. "I suspect it was mainly just that they were busy with other things and it probably fell off their radar."
The Facebook app is the first step in realising the lofty ambitions Johnson's team initially started out with.
"My ultimate plan is to basically finish what I started on the DS and create a world editor where people can create and customize their own planets and fill them with characters who they can interact with in emotionally expressive ways," Johnson explained.
"As a step towards that I thought I'd take our amazing pile of animations and allow people to drop them into their emails and IMs - both online and on mobile devices like iPhone/iPad and Android.
Johnson went on to explain how the idea stemmed from a similar Japanese social phenomenon known as Deko Mairu.
"My beautiful wife is from Japan - I'm a total Japan nut - and they have the most amazing visuals on their cell phones. They are way ahead of us. Over there, if you get a message from someone with no images you start to wonder why they don't like you."
"Me and my team figured we'd start off with just a single animation and posting on Facebook. As you can see there is a grand master plan that extends far beyond this however. Now that we've launched I just need to drum up some bucks to make it all happen."
Other than realising his full Deko-Deko Mail masterplan, Johnson also hinted at a potential return to more traditional game design, and possibly even the franchise that made his name.
"If I can make enough money I also want to create some new ToeJam and Earl products especially for online and mobile. Multiplayer of course."
"I have many other game concepts that I'd love to build but it all takes money so there is a rather blurry line between 'hopes' and 'plans'," he added.
"One thing I do know is that I'm tired of playing the game with publishers where the take creative control when they please, and make all the profits. I'm going to keep trying to boot strap and be independent, even if it means building small. Small and free is the way to go, and maybe I'll get lucky."
Patapon 3, the latest entry in Sony's out-there PSP rhythm action series, marches into US stores on 17th April, the publisher has announced.
The third game in the series sees you take on the role of lonely soldier Hatapon as he sets out to take down a new evil presence hellbent on destroying the Patapon world.
The game's producer Chris Hinojosa-Miranda told the PlayStation Blog that his team has been beavering away to include fan feedback.
"Some of you got to experience a small portion of this adventure last summer with the open multiplayer beta. Since then, we've been furiously implementing some of the changes requested and we are very sure that you will enjoy the results of this joint effort," he promised.
"Available as both UMD disc and PSP PSN download, this fantastic new adventure with new weapons, new levels, new characters and new online multiplayer adventures can go home with you for the pocket friendly price of $19.99 USD."
A similar post showed up on the European PlayStation Blog, with the release date helpfully scrubbed out. We're chasing Sony for that now and will update if it responds.
Sonic the Hedgehog: Episode 1, tower defense classic Plants vs Zombies and ubiquitous feather-flinger Angry Birds are among the grandstanding titles heading to Windows Phone 7 this Spring in a big new games push just announced by Microsoft.
The Must Have Games for Xbox Live promotion also includes iOS platforming phenomenon Doodle Jump, aquatic racer Hydro Thunder Go and geoDefense.
Microsoft confirmed that all games will come "complete with Xbox LIVE Achievements, leaderboards and more."
No prices or release dates have been announced yet for any of the titles but we'll keep you posted.
A fresh set of Fable III downloadable content, titled Traitor's Keep, hits Xbox Live next week, publisher Microsoft has announced.
According to Major Nelson's blog, the DLC leads players into three new levels called Ravenscar Keep, Clockwork Island and the Godwin Estate, "taking on new quests and encountering a mysterious prisoner". There are 250 additional gamerscore points on offer too, as well as "additional content".
It's out on 1st March and will set you back 560 Points.
Nelson also confirmed that PC gamers will finally be able to get hold of Lionhead's largely excellent threequel from 19th May in Europe two days after it launches in the US. It's been a long time coming but hopefully a PC-exclusive hardcore mode and full 3D functionality will help make up for it.
Finally, the Fable Coin Golf spin-off for Windows Phone 7 arrives next month. Apparently it "draws upon the wealth of traditional British pub games and lets you transfer gold earned in the game to your Fable III game on either Xbox 360 or Windows."
You can also unlock three exclusive weapons for use in the Traitor's Keep DLC.
Halo: Reach's new Defiant map pack launches on Xbox Live from 15th March, Microsoft has announced.
Like November's Noble DLC pack, it will cost you 800 Microsoft Points.
"Set in the heat of the legendary Battle of Reach, the three new warfronts Condemned, Highlands and Unearthed are primed for non-stop action in Firefight and all competitive multiplayer modes," read the announcement on Major Nelson's blog.
Reach launched on Xbox 360 late last year to widespread acclaim. "Reach is an encore, a victory lap, a crowd-pleasing last hurrah for a series that most definitely won't end here," wrote Eurogamer's Oli Welsh in his 9/10 review.
How do you follow a game like Gears 2? What do you need to dream up in order to compete with a weighty thrill-ride that pitched its players headfirst into frantic Brumack warfare, before sending them wriggling through the shifting guts of a giant city-sinking worm?
Gears 3's answer is - in part, at least - supermarkets. Supermarkets and a sports stadium. Strange times.
Both locations have been plucked from the still rather mysterious central campaign and spun into multiplayer arenas, forming Checkout (wonderfully, I am not making that name up) and Thrashball respectively.
You'll be getting the chance to try them both out in the beta, which hits at some point this Spring. They're goodies, too. Checkout's cruel, claustrophobic, and daringly small: a tight collection of aisles and corridors surrounded by ruptured shelving and tills, and lit by shafts of light pouring in from the glass ceiling. You'll spawn in the pharmacy or dry goods section a sentence we don't write enough in gaming - and find yourself in a breathless race against time to locate the best weapons and pick a position for yourself before you're right up against the enemy, with little space to hide in. It's a blood bath.
Thrashball's a bit bigger, and not quite as open-plan as the whole sports stadium gig suggests. Rising up out of battered team locker rooms, you'll find yourself on a pitch criss-crossed with plenty of low cover, while a lopsided Jumbotron hangs overhead. As a neat joke, the Jumbotron keeps track of the game's scores, which is nice. Also, it can be shot from its perch to squash anyone camping beneath it, which is not quite as nice. Either way, it makes for a wary kind of close-up fighting where you've always got one anxious eye on the sky.
Beyond that, the multiplayer beta will contain a further two maps, neither of which Epic has actually selected yet. Instead, it's whittled the number down to four, and left it open for a public vote, which has just kicked off over on the game's Facebook page. (Get in quickly, mind, as the polls close on Monday.)
Your choices put you in far more traditional Gears territory: Mercy is a large open-air map that should remind veterans of a heavily-tweaked and re-themed Gridlock. Filled with religious relics and weather-beaten stone arches, there's cover scattered all around the central spaces, and a heavy weapon waiting to spawn inside a nearby church. Old Town is a weird medieval village set-up filled with chickens (you can) and wooden barrels to hunker down behind, and while it initially feels a little too large and confusing to truly get to grips with, there's room in the nest of alleyways at the centre to pull off some really sneaky flanking. And chickens. Finally, Overpass is a nicely balanced map with a fancy - and largely cosmetic - gimmick that sees it flooding and falling apart as the battle progresses, while Trenches throws players out into the dusty Locust badlands in a kind of mining-settlement-meets-construction-site. A large crane dominates the middle of the map, and a sandstorm blows in every few minutes, reducing visibility to almost nothing. Nasty.
After a quick 30 minutes' play, Old Town and Trenches seem like the standouts, but all of the maps create that peculiar strain of intimate and tactical street-fighting that defines the series. And when it comes to the actual fighting, the beta brings more than just real estate anyway.
There are the new guns, for one thing. With the option to select a fresh load-out before every respawn, Gears 3 now offers variations on both the standard Lancer and Gnasher shotgun for you to pick between. The former comes in the shape of the Retro Lancer, a cobbled-together assault rifle with a bayonet taped beneath it. The gun bucks unpredictably when you shoot it, but that knife stuck below the barrel allows for a stabbing rush attack as a secondary function. A press of the B button sends you charging into a roadie run, and if you've built up enough momentum, you'll be able to gore enemies and fling them behind you: risky but enormously satisfying. Your shotgun options, meanwhile, expand to include a new sawed-off model. It's useless except in very close quarters and takes forever to reload, but it fires with a brilliant hollow blasting sound, and can turn up to three enemies into mincemeat at once if you use it just right.
As for the heavies, there's the One-Shot, which the team refers to as its elephant gun. The One-Shot's a sniper rifle that fires explosive shells. Yeah. The scoped sites and weight make it tricky to move around quickly, but it will turn a foe into mist with no questions asked if you manage to hit them. Then there's the Digger, which sends out an odd little projectile that burrows into the ground and chews its way under cover before exploding (or taking the left turn at Albuquerque). Again, it's relatively stately when it comes to firing, meaning that it's easy to avoid, but it ensures that enemy players have to keep moving, too.
Finally, the beta promises new modes, showcasing three of the final game's six match types. You won't be able to play the brilliant new Beast offering, which sneakily inverts Horde to see you launching Locust attacks on AI Cogs, but instead you'll be able to try out the new Team Deathmatch - in a Gears twist, both sides gets 15 respawns to work through each round, after which the game reverts to the classic last man standing set-up - alongside King of the Hill, which tweaks Annex from Gears 2 so that you can control areas without having to then stay within the glowing radius, and Capture the Leader, a new CTF reimagining which tasks you with tracking down the enemy side's captain and holding them as a meat-shield for a set amount of time. In a smart bit of detailing, the captain makes up for their vulnerability with an ability to see through map geometry and thus direct their team a bit better. It's classic Gears checks and balances all round, in other words.
On top of all that, the beta will be piling on the unlockables, meaning that even a five minute session will result in a shower of toast as you collect ribbons, grind for experience, and get closer to earning special characters and weapon models. One of each, incidentally - Cole in his Thrashball outfit, and a golden Retro Lancer - can only be unlocked in the full-game by first collecting them in the beta.
Best of all, though better, arguably, than all the new maps, modes, and weapons Epic could cook up is what's going on behind the scenes. Gears 3 sees its multiplayer content moving to dedicated servers an expensive shift that suggests just how seriously Epic's taking the matter of host advantage and lag. That alone should give fans of Escalation and Mansion a reason to check out this short taster of the final game. That alone should give newcomers and veterans alike justification to pick up the controller and try out this brutal, strangely thoughtful, meat-grinder for themselves.
At a hands-on event in San Francisco yesterday Epic Games revealed and detailed the maps you'll be playing in the Gears of War 3 beta, set to launch this spring.
Checkout is, according to Eurogamer's man in San Fran Christian Donlan, is "cruel, claustrophobic, and daringly small: a tight collection of aisles and corridors surrounded by ruptured shelving and tills, and lit by shafts of light pouring in from the glass ceiling."
Thrashball is "a bit bigger, and not quite as open-plan as the whole sports stadium gig suggests". "Rising up out of battered team locker rooms, you'll find yourself on a pitch criss-crossed with plenty of low cover, while a lopsided Jumbotron hangs overhead."
The multiplayer beta will contain two further maps, but Epic is yet to decide which ones they'll be. It's whittled the number down to four and left it open for a public vote on the game's Facebook page.
The vote, which kicks off today, closes on Monday. Hurry!
The four to choose from are Mercy, "a large open-air map that should remind veterans of a heavily-tweaked and re-themed Gridlock"; Old Town, "a weird medieval village set-up filled with chickens and wooden barrels to hunker down behind"; Overpass, a "nicely balanced map with a fancy - and largely cosmetic - gimmick that sees it flooding and falling apart as the battle progresses"; and Trenches, which "throws players out into the dusty Locust badlands in a kind of mining-settlement-meets-construction-site".
The beta also brings with it three of Gears of War 3's six match types. In the new Team Deathmatch, both sides gets 15 respawns to work through each round, after which the game reverts to the classic last man standing set-up. King of the Hill tweaks Annex from Gears 2 so that you can control areas without having to then stay within the glowing radius. And Capture the Leader, a new CTF re-imagining which tasks you with tracking down the enemy side's captain and holding them as a meat-shield for a set amount of time.
The beta also includes unlockables, awarded for experience gain. Two items, Cole in his Thrashball outfit and a golden Retro Lancer, can only be unlocked in the full-game by first collecting them in the beta.
Epic and Microsoft are yet to pin a release date for the beta. You can get a headstart, though, with the Epic Edition of Epic's over-the-top first-person shooter Bulletstorm, out in the UK at midnight.
Sony is looking to bolster its defences against hackers by putting together a new anti-piracy team, recent job listings suggest.
The posts, advertised on SCEA's recruitment site and spotted by Gamasutra, call for a senior corporate counsel and senior paralegal to aid in "developing and implementing an anti-piracy program".
The former will need to display "Deep knowledge of trademark and copyright law" and "knowledge of online investigative practices, online databases, anti-piracy and DMCA tracker products and services".
The listing stated that "the program to be developed will require a strong strategic online component" and will take input from SCEA's marketing, product development and business development departments.
This of course comes in the wake of the widely-publicised Geohot hack earlier this year which saw the PlayStation 3's internal security ripped wide open. Sony is currently embroiled in legal action against the alleged perpetrators.