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"[GAME] Gray Matter"

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Mon 28/03/11 at 08:23
Regular
"Carpe Diem"
Posts: 154
Good things come to those who wait. For fans of adventure writer Jane Jensen, this saying is most definitely true. First announced in 2003, Jensen's new game saw countless delays and a somewhat worrying change of developer. But even so, Gray Matter was a game which garnered excitement; with gamers hungry for new adventures from the famed Gabriel Knight developer. Yet it was not until 2008, after further delays from French developer Wizarbox, that Gray Matter was finally released on the world. But for all it's hype and undoubtable pedigree, is this new point-and-clicker a triumphant return, or will it simply leave you scratching your head?

A traditional adventure game designed for PC, Gray Matter is entirely controlled by the mouse. As per standard of the genre; a simple click will move your character through pre-rendered backdrops as you search them for hotspots. It's an instantly familiar and simple affair, with early puzzles being trite tutorials the like of which are almost unneeded. That said, whilst clearly conventional in style and mechanics, Gray Matter still manages to feel fresh after you get past it's commonplace opening. What follows is a game of unusual depth which, although not the most challenging the genre has seen, achieves a mix of both puzzling gameplay and an expertly crafted, compelling story.

Samantha Everett is travelling to London through a suitably rain-slicked English roadway. It's not long before her bike brakes down, and the only place to take shelter is the obviously nearby creepy mansion. Approaching the door, she lies to an assistant that she's there to start work, and is welcomed inside and given a bed. Little does she know however, that it was no normal creepy mansion (is it ever?). Inhabited by the recluse scientist Dr Styles, Dread Hill House is the setting for a series of upcoming neurobiology experiments. Now roped in and unable to leave, Samantha is forced to work for the Doctor, and uncover the secrets of both his past and hers. Gray Matter's story is, as expected from Jane Jensen, exceptionally fascinating. Told through the eyes of both Styles and Samantha, this mystery story is both fresh and provoking, with emotional depth that can move you with ease. Styles is a scientist researching the paranormal, whilst Samantha is a magician who believes only in the rational. Together they look at the same situations, and work at loggerheads to figure out what is going on. Their personalities are notably developed, and their intricate back-stories do far more than simply drive the game forward. Styles is fixated on the death of his wife, and will do anything he can to contact her spirit. On the other hand, Sam is equally obsessed with the 'Daedalus Club', a magicians circle of which she wants badly to join. Unfortunately, while the two main characters and plot are fantastic, the more minor characters are noticeably clichéd. It's slightly odd that in a game so well crafted, some of it's characters are so shallow and witless, but thankfully it doesn't distract for long. By it's end, Gray Matter will have given you food for thought; and delivered a narrative guaranteed to suck you in for hours on end.

In fact, it's worth noting that the story on offer here is perhaps Gray Matter's greatest achievement. The general gameplay is workable if standard, with adventure game veterans in danger of finding the puzzles to be lacking in challenge. The first half of the game is mostly exploration; you'll be pointing and clicking through numerous places based on real Oxford landmarks. There you will find other characters and plot pieces, interspersed with light inventory-based puzzles. As the game progresses, so do these puzzles, with the first real brain teasers starting to show at around the 5 hour mark. These are still a conventional affair; but work well to break up the otherwise pedestrian pace of the game. Most of time, such teasers come in the form of riddles, explained in the plot as a 'treasure hunt' game made by the aforementioned 'Daedalus Club'. You'll do things such as examine trick devices, pixel-hunt for symbols and clues, and of course the usual combining of items. The activities are always varied and fun, ranging from the interesting (hunting for 'Alice in Wonderland' landmarks), to the absurd (sitting on a dodo's egg to hatch it). Outside of this, the majority of time is spent either in dialogue or in simply walking around in Oxford. The game even helps with occasional clues; as a handy percentage meter indirectly tells you what is needed to be done. It all adds up to a leisurely journey which makes up in atmosphere what it loses in difficulty.

Of course, the game is not without it's original touches, the most prevalent being the different perspectives of the two main protagonists. The game is told in a series of chapters, which usually alternate between playing as Samantha or as Dr Styles. When as Sam, the gameplay is more about riddles and puzzles, whereas Style's is more about general exploration. As Styles, a large amount of time is spent in the mansion, reading or gathering scattered items relating to his personal back-story. Later on, these become more esoteric (like using his neurobiology machine), but the major brain-work is reserved for Sam's chapters. Usually, Sam must employ her magician's talent to trick the characters into complying. This is done by collecting items, combining them in order from a list of instructions, and watching as she then performs the trick. It's a nice concept which works as a diversion, but unfortunately it's far from perfectly executed. The combining of items is entirely static; you simply click on the required props and drag them into an inventory. Likewise, apart from a few stand-out tricks, your participation is heavily limited. Still, the differing gameplay of Sam and Styles is compelling to simply play your way through; and the generally varied nature of the puzzles is more than enough to keep you going.

Aesthetically, the game is solid and smooth, with pre-rendered locations filled with detail and recognisable to their real world counterparts. Character movements are well animated, and the standard array of particles and lighting all look great on their maximum settings. Interestingly, the majority of cutscenes are not in-game, opting instead for a comic-book esque, hand drawn style. These are a radical difference from the gameplay graphics, and characters initially look different from how they appear in-game. Still, though this cutscene style takes some getting used to, it is ultimately a more cinematic method than simply using the character models. Other than this, the game shows a great attention to detail, with looks managing to rise above the often inferior graphics of the genre.

Such is also true with the music, and particularly in the voice acting for the whole cast of characters. Dr Styles specifically is voiced to perfection, and the other's all manage to display emotion and voices suited to their personalties. Musically, the score is somewhat repetitive, yet the suitable selection of piano instrumentals are both appropriate and haunting. There's also a collection of licensed music, including a main theme by The Scarlet Furies as well as other vocal tracks. It may not amaze with an original score, but the music on display is perfectly in tune with the events and characters of whom they accompany.

Ultimately, Gray Matter is an ordinary point-and-click game with an extraordinary story and cast. After it's ending, you will doubtlessly remember it more for it's writing than for it's puzzles and activities. It doesn't do anything wrong, but it also doesn't attempt to stand out. Of course, this is not in itself a problem, and Gray Matter is a game which will honestly hook you and carry you forward through it's lengthy duration. Whether it's hype and delays paid off is simply a matter of personal preference, but for anyone looking for a gripping adventure, buying Gray Matter should come as a no-brainer.

8/10
There have been no replies to this thread yet.
Mon 28/03/11 at 08:23
Regular
"Carpe Diem"
Posts: 154
Good things come to those who wait. For fans of adventure writer Jane Jensen, this saying is most definitely true. First announced in 2003, Jensen's new game saw countless delays and a somewhat worrying change of developer. But even so, Gray Matter was a game which garnered excitement; with gamers hungry for new adventures from the famed Gabriel Knight developer. Yet it was not until 2008, after further delays from French developer Wizarbox, that Gray Matter was finally released on the world. But for all it's hype and undoubtable pedigree, is this new point-and-clicker a triumphant return, or will it simply leave you scratching your head?

A traditional adventure game designed for PC, Gray Matter is entirely controlled by the mouse. As per standard of the genre; a simple click will move your character through pre-rendered backdrops as you search them for hotspots. It's an instantly familiar and simple affair, with early puzzles being trite tutorials the like of which are almost unneeded. That said, whilst clearly conventional in style and mechanics, Gray Matter still manages to feel fresh after you get past it's commonplace opening. What follows is a game of unusual depth which, although not the most challenging the genre has seen, achieves a mix of both puzzling gameplay and an expertly crafted, compelling story.

Samantha Everett is travelling to London through a suitably rain-slicked English roadway. It's not long before her bike brakes down, and the only place to take shelter is the obviously nearby creepy mansion. Approaching the door, she lies to an assistant that she's there to start work, and is welcomed inside and given a bed. Little does she know however, that it was no normal creepy mansion (is it ever?). Inhabited by the recluse scientist Dr Styles, Dread Hill House is the setting for a series of upcoming neurobiology experiments. Now roped in and unable to leave, Samantha is forced to work for the Doctor, and uncover the secrets of both his past and hers. Gray Matter's story is, as expected from Jane Jensen, exceptionally fascinating. Told through the eyes of both Styles and Samantha, this mystery story is both fresh and provoking, with emotional depth that can move you with ease. Styles is a scientist researching the paranormal, whilst Samantha is a magician who believes only in the rational. Together they look at the same situations, and work at loggerheads to figure out what is going on. Their personalities are notably developed, and their intricate back-stories do far more than simply drive the game forward. Styles is fixated on the death of his wife, and will do anything he can to contact her spirit. On the other hand, Sam is equally obsessed with the 'Daedalus Club', a magicians circle of which she wants badly to join. Unfortunately, while the two main characters and plot are fantastic, the more minor characters are noticeably clichéd. It's slightly odd that in a game so well crafted, some of it's characters are so shallow and witless, but thankfully it doesn't distract for long. By it's end, Gray Matter will have given you food for thought; and delivered a narrative guaranteed to suck you in for hours on end.

In fact, it's worth noting that the story on offer here is perhaps Gray Matter's greatest achievement. The general gameplay is workable if standard, with adventure game veterans in danger of finding the puzzles to be lacking in challenge. The first half of the game is mostly exploration; you'll be pointing and clicking through numerous places based on real Oxford landmarks. There you will find other characters and plot pieces, interspersed with light inventory-based puzzles. As the game progresses, so do these puzzles, with the first real brain teasers starting to show at around the 5 hour mark. These are still a conventional affair; but work well to break up the otherwise pedestrian pace of the game. Most of time, such teasers come in the form of riddles, explained in the plot as a 'treasure hunt' game made by the aforementioned 'Daedalus Club'. You'll do things such as examine trick devices, pixel-hunt for symbols and clues, and of course the usual combining of items. The activities are always varied and fun, ranging from the interesting (hunting for 'Alice in Wonderland' landmarks), to the absurd (sitting on a dodo's egg to hatch it). Outside of this, the majority of time is spent either in dialogue or in simply walking around in Oxford. The game even helps with occasional clues; as a handy percentage meter indirectly tells you what is needed to be done. It all adds up to a leisurely journey which makes up in atmosphere what it loses in difficulty.

Of course, the game is not without it's original touches, the most prevalent being the different perspectives of the two main protagonists. The game is told in a series of chapters, which usually alternate between playing as Samantha or as Dr Styles. When as Sam, the gameplay is more about riddles and puzzles, whereas Style's is more about general exploration. As Styles, a large amount of time is spent in the mansion, reading or gathering scattered items relating to his personal back-story. Later on, these become more esoteric (like using his neurobiology machine), but the major brain-work is reserved for Sam's chapters. Usually, Sam must employ her magician's talent to trick the characters into complying. This is done by collecting items, combining them in order from a list of instructions, and watching as she then performs the trick. It's a nice concept which works as a diversion, but unfortunately it's far from perfectly executed. The combining of items is entirely static; you simply click on the required props and drag them into an inventory. Likewise, apart from a few stand-out tricks, your participation is heavily limited. Still, the differing gameplay of Sam and Styles is compelling to simply play your way through; and the generally varied nature of the puzzles is more than enough to keep you going.

Aesthetically, the game is solid and smooth, with pre-rendered locations filled with detail and recognisable to their real world counterparts. Character movements are well animated, and the standard array of particles and lighting all look great on their maximum settings. Interestingly, the majority of cutscenes are not in-game, opting instead for a comic-book esque, hand drawn style. These are a radical difference from the gameplay graphics, and characters initially look different from how they appear in-game. Still, though this cutscene style takes some getting used to, it is ultimately a more cinematic method than simply using the character models. Other than this, the game shows a great attention to detail, with looks managing to rise above the often inferior graphics of the genre.

Such is also true with the music, and particularly in the voice acting for the whole cast of characters. Dr Styles specifically is voiced to perfection, and the other's all manage to display emotion and voices suited to their personalties. Musically, the score is somewhat repetitive, yet the suitable selection of piano instrumentals are both appropriate and haunting. There's also a collection of licensed music, including a main theme by The Scarlet Furies as well as other vocal tracks. It may not amaze with an original score, but the music on display is perfectly in tune with the events and characters of whom they accompany.

Ultimately, Gray Matter is an ordinary point-and-click game with an extraordinary story and cast. After it's ending, you will doubtlessly remember it more for it's writing than for it's puzzles and activities. It doesn't do anything wrong, but it also doesn't attempt to stand out. Of course, this is not in itself a problem, and Gray Matter is a game which will honestly hook you and carry you forward through it's lengthy duration. Whether it's hype and delays paid off is simply a matter of personal preference, but for anyone looking for a gripping adventure, buying Gray Matter should come as a no-brainer.

8/10

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