Apparently, there are gamers who can no longer bear the sight of
sunken islands, goofy pirates and most especially hieroglyphics, veterans of
pixel-hunting, whose eyes are sore longing for relief and masterminds as well as
genre-newbies, who want to solve intelligent, logical and at the time entertaining and
diversified puzzles. The graphics should be top-notch as well as a feast for the eyes even
on older PC-generations. Point & click control is a must and action elements are
usually uncalled-for.
And there seem to be game designers, who noticed and decided to
fulfil these very wishes. The mark was set high. A subject was chosen few had ever heard
of myself included information was compiled from relevant forums about what
PC-adventurers like/detest in terms of handling, graphics and puzzle-design, a publisher
was found that supported everything and Voilà! here it is right in front of
me, Secret Files: Tunguska, one of the most fervently anticipated adventure games
of the year. Join me in checking the list and find out, whether any wishes remain
unfulfilled.
(Please note, that most of the information in this review is
based on the German version and the English demo of the game so be sure to check back
again for I will provide info on the full English version as soon as I receive it.)
Packing
It sure looks beautiful, the cardboard-box with a shiny cover-flap
from which the main characters watch us - challenging us. Inside youll find not only
the DVD in a regular jewel case but also a detailed manual and still shrink-wrapped
a booklet containing hints for the first part of the game. Thats a very good
and reasonable idea for beginners in adventure gaming all the others, though,
should leave the shrink-wrap intact as long as they dont get stuck hopelessly. This
is more than with most recent games, already. But I was positively surprised when I found
a nice extra in the shape of a middle-sized duplex-poster and a reduction-voucher worth 5
Euros for an X-Files DVD-Box. (Note: This is the contents of the German game box.
The extras might vary depending on country of release!)
But the most important thing of all is, of course, what is inside
I mean, deep inside and thats something new altogether for an
adventure game, which leads me to...
The Story
The event: on June 30, 1908 a number of people claim to have
witnessed a lengthy bluish-white object falling from the sky over the central Siberian
Tunguska region, then a light column of approximately 20 km height followed by a black
mushroom cloud. Fact is, however, that a gigantic explosion with the force of 2,000
Hiroshima bombs took place as afterwards thousands of square metres in the region were
scattered with uprooted and fallen trees. Even as far as 330 miles away travellers on the
Trans Siberian Express still felt the impact of the blast. Since then, uncountable
expeditions have tried to uncover what caused this disaster - without being able to
deliver explicit results, though. A lot of preposterous theories both of a scientific and
esoteric nature were spread worldwide ever since. Anyway, the only thing we know is, what
the explosion left behind but not what has caused it.
The story: one evening, our heroine Nina Kalenkow, a gorgeous young
bike-mechanic and daughter of natural scientist Wladimir Kalenkow, enters her
fathers office in Berlin to experience a bad surprise. Well, in fact she wanted to
have a friendly father-daughter-chat again after some time, but finds his office at the
museum in total chaos without a trace left of Dr. Kalenkow. His co-worker Max Gruber
didnt notice anything while working in his own office. He cant imagine where
his boss could have gone and Eddie, the concierge of the museum, is slightly drunk and
agitatedly drivels unintelligible stuff about small men clad in black hooded cloaks
hovering over the ground. The police isnt very helpful, either and stubbornly
advises Nina to sit and wait as it would be too early to report her father missing.
Little later, however, Detective Kanski, a very unpleasant man,
appears in Kalenkows office and asks Nina to go home, let him do his work and wait.
But with Nina hes telling this to the wrong person. Yet she does drive home to look
for her father there but right after entering the house she is being knocked down and now
she is absolutely certain that her father didnt just go for a short walk around the
block and forgot the time.
She begins to search every nook and cranny hoping to find hints on
Wladimir Kalenkows whereabouts and will soon discover that she does have some blank
spots regarding her knowledge of his past. Apparently, he had anticipated his past to
close in on him sooner or later and had wisely hidden some documents hoping that they
would be found in due time by the right person. A person, who will have to travel around
the world to assemble the fragments of events dating a long way back in order to get the
big picture and who will find out about well guarded and dangerous secrets in the process.
This person is Nina and the documents are kept in the Secret Files: Tunguska.
Setup and Controls
By choosing a full installation we can copy all movie sequences to
the hard drive so we will only need the DVD to start the game afterwards, while it has to
remain in the drive when choosing the slim installation. I decided to go for the first
option and after 5 minutes of unobstructed setup process - followed by a mandatory
re-installation of DirectX 9.0c - I was ready to plunge into the adventure. There is a
copy-protection included according to the info on the box but it wasnt obvious, in
other words, you dont have to type in any code-keys.
After launching the program we can start a new game from the main
menu and later also load a saved game by clicking one of the small screens in the list
provided with the name of the location and the date and time of saving. Under options you
can also adjust the volume of music and sound effects, turn shadows, subtitles and
integrated puzzle hints on or off as well as set the quality of the video sequences to
high or low.
In Secret Files: Tunguska everything is done by point &
click. The normal cursor is a blue arrow, which will change into a white mouse-icon over
hotspots and inventory items. A small eye for examining will be added to its right button
and a small hand for all other actions such as manipulating and talking will be added to
its left button depending on what is feasible at the spot or with the object in question.
The mouse buttons will also be coloured green to draw our attention to the possible
actions. And these are in fact all icons we need to remember. Thats what I call
thoughtful minimalism and it facilitates entering the game even without having had a look
at the instructions in the manual. Its also very convenient that we can jump from
one screen to the next by double-clicking but be aware that a lot of locations are larger
than the visible screen, which scrolls along when letting the character walk on. Another
thing I liked very much is that hotspots dont stab your eyeballs like the light of a
signal rocket but blend into the backgrounds naturally. Nevertheless, most of them are
easily discernible as if seen on a photo and in case one still cannot find a specific item
theres always the so called Snoopkey, which is located on the space bar of your
keyboard the only key you might need aside from the mouse - and its also
included as an icon in the constantly visible inventory at the bottom of the screen next
to the menu exit button and the journal. When activated, the Snoopkey marks all available
hotspots with a small magnifying glass and all exits from the screen by a big read arrow.
So, its practically impossible to miss anything. Although, our characters cant
die in Secret Files: Tunguska its nice to know that saving is possible
anytime and anywhere you want.
Graphics
Its mind-blowing. Really. To this day, the graphical
presentation of Secret Files: Tunguska is pretty much the most perfect one I was
ever allowed to admire in a 2,5D-adventure many thanks for this! The intro sequence
made me feel like watching a blockbuster already and the in-game movies really are a sight
to be seen. This is where all the action went adventure gamers generally like to watch
comfortably from their recliners rather than taking matters into their own hands. Camera
use and editing leave nothing to complain about; only fast pans sometimes made me think my
contact lenses were smudged. While playing and during dialogue sequences the camera
remains fixed, though.
Through motion-capturing the 3D characters movements are very
natural and smooth both within film sequences as well as locations, into which they fit so
harmoniously almost as if someone had "painted" them into the
backgrounds. Thanks to the surprisingly and delightfully low system
requirements I was able to turn anti-aliasing up to 6x and also switch on V-Sync (via the
configurations option of the games start screen), which brought the visuals to
perfection and didnt even cause the tiniest interference. But enough of technical
chit-chat, let me gush over the pictures and their effect. Not only are the 2D-backgrounds
designed in loving detail and very realistic - they are staged very lively, too.
Fusionsphere Systems in-house developed engine renders all this possible.
Theres motion everywhere in the shape of real-time 3D-elements, whether it is steam
rising from a sewer, a little bird or even a butterfly dancing in the air (and growing
larger visually, while approaching the observer just as if one was part of the scene). In
an aquarium fish are swimming through rising bubbles and a fan rotates under the ceiling,
trees softly sway in the wind and clouds pass across the sky, rain pours down and its
drops rebound from the ground, the landscape flies by the window of a train and waves roll
ashore. I could go on like this forever, although with all this perfection
it does draw ones attention if for example windmills rotate in the background while in the
locations front area a tree stands absolutely motionless well, we cant
always have everything, now can we. ;-)
Another feature is dynamic lighting and shadows, which is impressing
for the fact alone that you wont notice them at once because they seem so real and
natural and that in my case as a reviewer (who should have her eyes
everywhere) one wonders about the developers self-restraint for not using this
technique to an extreme. To give an example: Nina walks through a tunnel which is lighted
only in one spot through a hole in its ceiling and only for the short time she needs to
pass under that hole she will be covered in light just to appear darker again in the
shadows. Of course, all characters also appear darker and paler at night compared to
daytime scenes. Just like real life. Especially, Ninas and Max the main
characters body motions are very well animated, even though Nina could have used a
little more flexibility in swinging her hips ;-) but criticising this would result
in splitting hairs - for she does crouch elegantly when picking up things and in one scene
she has to strain so hard to walk against the wind that I pressed my finger even stronger
on the mouse button in an unconscious attempt to support her efforts. And also the
characters facial animation is quite lifelike, although you cant always see it
properly due to the perspective and the visual distance. Merely the NPCs are
slightly in disadvantage in terms of resolution compared to the main actors not in
a dramatic way but they dont have such clear contours and appear a little more plain
and colourless.
Dialogues, voice-overs and sound
Now, there isnt just plenty to see in Secret Files:
Tunguska but just as much to hear. The dialogues, whose topics we choose via small
pictures from the inventory bar are very diverting, not too long but interlaced with all
the necessary information to ensure our process and to relate interesting background bits
of the story while at the same time the choice of words stays down-to-earth. What I mean
is that - apart from a handful of scientists - nobody overuses terms. Just to give you a
small example: Nina finds a portable cassette player and only needs the batteries, her
comment: "
I dont want to schlepp around any unnecessary junk." (Being
a German I can only say that the wording used for example by Nina is one that I would use
myself if I was in the same situation. And although the English translation does sound
very good to me I wont claim to know what you would say as a native English speaker
so youll just need to find out that for yourself.) Next to the conversations
Ninas and Max comments are remarkable, too. They rarely repeat themselves - so
you dont have to fear bleak phrases like "This doesnt work!", which
uncountable adventures offer by the dozen but usually rather give us a subtle hint
as to why something will not or will not yet work. What you will hear often if you check
all the available hotspots are funny and/or allusive comments, for example when Nina finds
a book at her fathers place: "A biography of George Shrub! Since when does my
father read such a trash?" (So, they really took care to also translate the jokes
in a way that makes sense. And I am very curious what they made of the rest outside
the demo version, since like you, dear readers, I still have to wait for the full English
version to be released.)
For players, who have to rely on subtitles or only just like to read
along I have good news too. The texts reproduce the spoken or thought words exactly and
even free of typos or content mistakes. You cant repeat conversations but you will
find all the important information in Ninas journal.
The professional speakers, a number of them well-known
dubbing-actors in Germany, and the voice direction have all delivered excellent work
accentuation, cues, everything is very well done. The voices match the characters
terrifically and even the little girl in front of the museum, which in the German version
sounds like a grown woman imitating a childs voice (actually its the German
voice of yellow comic-heroine Lisa Simpson and it simply sounds bad), thankfully has a
matching voice in the English version. Speaking of bad, this is also true for a joke in
the shape of a conversation taking place in Ireland between Max and a female NPC and which
doesnt relate any additional information to the story (it might even confuse the
uninitiated) and, whats worse, its not very funny, either. It might have been
intended as a kind of easter egg in the first place but only comes across as a sorry form
of product placement. The end credits would have been a better place for this
and instead another perky innuendo from the NPCs lips (i.e. relating to another
adventure set in a similar surrounding) might have done the trick.
Apart from the lively animations I am just as much taken with the
matching sound effects, which especially account for the powerful atmosphere of the game.
Almost everything that moves also has its own distinct sound and in surround sound,
too so, with the right speakers you will even more feel like being part of the
events. :-) Bees are buzzing in a garden, rain constantly patters down in Ireland (where
else?!), birds sing, you can hear the wind-rustled leaves of the trees while just beneath
them the water of a small river ripples over the stones and in a building you just broke
into distant footsteps make you slightly nervous. Oddly, our characters alone are walking
around without a sound but it took some time until I noticed, I have to admit. A lot of
effort was put into bringing the gameworld as close to reality as possible and for me it
worked 99%.
The background music is not exactly what I would call groundbreaking
but maybe this really one of its best assets. On all accounts, it does add to the
atmosphere with its instrumental tracks conveying peaceful as well as threatening moods
without becoming too prominent or even interfering with our thinking. There was one
specific track heard in some locations, though, which struck me as odd because I recall
hearing an almost identical one in The Moment of Silence. The reason could be that
the developers also commissioned the Mainz-based company Dynamedion to do the score as did
the MoS-developers House of Tales. That track sure is very good but at the same
time so striking that some adventure fans might find it strange to hear it again in
another game. To me, at least, it was. I dont blame the developers but from my point
of view its bad advise by the composers.
Puzzles
If you happen to love inventory- and object-based puzzles as much as
I do Secret Files: Tunguska wont be a disappointment at all. In over 100
locations numerous objects wait for you to pick them up, examine them, manipulate or
combine and use them. In general, our protagonists will collect anything that hasnt
taken to the trees on the count of three. And in case, they dont want to pick up
something or apply it according to our order they will let us know why so we
can keep this thing in mind to check back again later. Our alter egos can only proceed in
the game once they did all the necessary stuff. I was pleased that my testing for dead
ends came up with nothing. I once left an item were I saw it on purpose because I knew
(from the preview version) that I would need it only at a point in time when I
wouldnt be able to get back to where I discovered it. And - Lo and behold! I
later found this thing again where I finally needed it.
Its also possible to use an item twice in a logical manner or
to be more precise, if you need to wet something you can do this directly at the water
source or you can carry the water with you in a container and then combine it with the
object in question. A puzzle-design as elaborate as this eliminates frustration and should
therefore find honourable mention here. You will, however, encounter inventory-based
puzzles of the more complicated kind daring you to think outside the box, which is
required especially when our heroes can only solve a problem through teamwork. Each of
them then collects what he/she can find (while you can switch between the two via an
additional icon), manipulates the items and/or hands them to the other if need be. While
the two are on separate missions and you get stuck with one character you can also try to
proceed with the other by switching locations via said icon. So youll never get
bored despite a certain linearity, which is important in terms of narration.
Youll also find a number of logic tasks presented as
sequence-, code- and mechanical-puzzles, although this kind of challenge has been
implemented very carefully and when encountering them a red question mark in the upper
left corner of the screen will inform us that we can now find hints on the last page of
the journal before we despair. This support, however, is only provided when it is
activated in the main menu. All in all the puzzles are very practical throughout the game
and they never come across as if the story had been written around them. The developers
consciously abandoned unpopular obstacles such as mazes, arcade elements, timed sequences
as well as those tasks, which afford hours of studying texts. It was planned to let the
level of difficulty increase slowly but steadily, however, this didnt work out
completely for in the last chapter I became quite clueless and began to try and combine
each and everything, even the journal and the Snoopkey werent very helpful anymore.
Another reason might have been that Ninas comments on some objects lost their
expressiveness and all this led to a decrease in suspense. Its unfortunate but not
the end of the world as I did manage in the end only part of it by trying instead
of logical conclusion.
One last thing, though, aside from the necessity to examine
everything in order to find clues and objects, it simply is highly entertaining to take a
close look at all the hotspots because you can find so many allusions to other adventures,
movies, people and the like in the shape of comments as well as images. For this alone it
would be a shame to rush through the game as obviously a lot of players feel the need to
do, nowadays.
Summary
Having played titles like Fahreheit and Dreamfall, I
have to admit that I am not that pigheaded anymore regarding my definition of what
an adventure game has to be like. For even action and arcade elements - if well made and
implemented - can certainly be captivating and provide lots of fun. Nevertheless, they
arent necessary in this genre and I, too, have been dreaming of a classical point
& click adventure preferably getting everything right. And I mean everything!
:-)
Secret Files: Tunguska does get dangerously close to my
perception of a perfect adventure game based on a graphic design I can only call
breathtaking, an almost perfect, highly atmospheric soundscape and voice-overs, a logical
puzzle-design apart from the final location combined with easily accessible
controls and last but not least a thrilling and captivating story, which I can only
criticise for giving away a little too early where everything leads. Although, I also
demand an appropriate duration of a near perfect adventure game I have to say that I was
very well entertained spending approximately 22 hours with Secret Files: Tunguska
and therefore I can only recommend it warmly to every player from beginner to master.