Wednesday, September 14, 2022

Game #001 | LOOM Review (1990) | Beaten

LOOM (January 1990)
Genre: Point & Click Adventure
Platform: MS-DOS, Amiga, Atari-ST, Mac OS, FM Towns, [TurboGrafx-CD]
Developer: Lucasfilm Games (LucasArts)
Publisher: Lucasfilm Games (LucasArts)

Started: September 5, 2022
Finished: September 6, 2022
Beaten: YES
Playtime: 3 hours

Loom is a point & click adventure game initially released in January 1990 for MS-DOS by LucasArts using the SCUMM engine, with Brian Moriarty as its Designer. There are multiple versions for this game, but the initial release was on a floppy disk and had 16-color EGA graphics with no voice acting, while the version that I played, the "Talkie" version, released in 1992 on CD with 256-color VGA graphics. This version includes voice acting, but some scenes are censored and there are some cuts as far as conversation close-ups and puzzles with multiple solutions go.

There is also a version that came out for the Japanese FM-Towns in 1991 which many fans consider to be the "definitive version", while Brian Moriarty himself considers the initial EGA version to be the "real" edition. If you want to play the game for yourself, I can say the 1992 version compared to the 1990 version will not drastically alter your opinion of the game, so if you value VGA graphics and voice acting, I would go with that.

Anyway, what's this game about?

In Loom, you play Bobbin Threadbare, a 17-year-old who is part of the "Weaver's Guild", a group of people who became masters of woven fabric and over time gained the ability to weave "patterns of influence into the very fabric of reality", meaning they could actually change the color of something, turn invisible and heal, among other things. In this world, many other Guilds that focus on a singular craft exist and the Weavers Guild was persecuted for using "witchcraft", resulting in their escape to an island that became their new home, Loom, called after their guild symbol, a loom (an apparatus for making fabric).

Events unfold and Bobbin Threadbare is born, however in unforeseen circumstances, and the loom's pattern is thrown into chaos as a result. This means that throughout his life, Bobbin is not allowed to learn the Guild's ability to weave, since he is seen as the one who has cursed the guild. He is raised by "Dame Hetchel", an old serving woman, who in secret teaches Bobbin the basics of weaving and when Bobbin turns 17 and the story starts, it is her who gives him his mission.

At the start of the game, the Elders summon Bobbin to the Sanctuary to determine his fate. As he arrives, he sees how the Elders punish Dame Hetchel. They turn her into an egg, only for a swan to crash into the room from a window and turn all the Elders into swans as well. The Elders shout that this is all Bobbin's fault as they fly off to who knows where.

This is where the actual gameplay begins. One of the elders dropped his "distaff" (a stick to which wool is wound for spinning), and Dame Hetchel is still in the room as an egg. You pick up the distaff, point it to the egg, and four notes start playing. You repeat this four-note pattern (called a "draft), and the egg starts to hatch ("open"). Out comes Dame Hetchel as a cygnet (young swan) and tells Bobbin about his mission, about how the "Third Shadow" will cover the world and why he has to find the swans.

So to summarize, you play Bobbing Threadbane, something is wrong with the "loom" and the Elders of your guild blame you. You are left on your own when all Elders are turned into swans and leave the island that you live in, so you pick up the distaff and have to use the "Weaving ability/magic" to try and find the flock and try to stop the world to be covered by the Third Shadow.

This is where Loom is very different to pretty much all other graphical adventures of its time. Instead of an interface with a bunch of verbs and an inventory to store items, you are solely equipped with the distaff. The distaff shows up horizontally on the interface and every few inches of it make up one sound, each being higher than the next. For each "draft" (magical ability), you need to figure out the corresponding four-note sound. For opening something, this sound turns out to be "E-C-E-D". Later on for example, you find for trees with holes in them, and each tree you click presents you with one note. Once you get all four, you have a draft. You don't know what the draft is for until you actually successfully tried it on something. This particular one for example was used to "twist sth". As you progress further and further, you unlock more and more notes on your distaff, which you need to do to be able to play some of the more advanced drafts which may use letters (like "A") that you are not skilled enough to play.

But with that, let's move over to my rating system to discuss all aspects of this game individually.

STORYTELLING

Throughout the story in this game, which only takes about 3-4 hours depending on the difficulty you pick (more on that in a bit), you visit many different areas and meet different Guilds like the Blacksmiths Guild or the Shepherds Guild. You visit the Forge, the home of the Blacksmiths, Crystalgard, the headquarters of the Guild of Glassmakers and a cathedral, home of the Guild of Clerics, among many other locations. The world created for this game overall is very unique and to know that this is not just a playground for your main character but rather a world that is actually alive definitely aids the telling of stories concerning both the main quest and of simple side stories. For each Guild you stumble upon, you meet one or multiple characters who tell you what their kind is like, what kind of problems ail them and what goals they pursue. The Glassmakers for example are building a massive Sythe atop the Crystalgard. For what purpose? 

The main story that ties all this together is an interesting, yet convoluted one that falls victim to the use of a lot of "this happens so that *this* can happen" methods of storytelling and especially scenes that should call for urgency just don't and the pacing of it all can fall a bit flat as a result. For example, in the final showdown with Chaos, instead of taking your distaff, with which you are pretty much incompetent, and forcing you to teach him the ways, he just stands there until you do something.  Worst of all, the game has been made with a trilogy in mind, and according to Brian Moriarty himself, both himself and others just wanted to do something else after Loom was finished, and they just never got back to it. So expect a cliffhanger ending and change your plans of playing this game if that bothers you. It probably should, but the game is worth experiencing nevertheless I think.

The voice acting in the versions that include it is actually much much better than I would have expected and while the main character's voice actor made him sound a bit whiny throughout, the cast overall did a great job. I played the first chapter without voice first and definitely am glad that I played the voiced version afterwards. 

Unlike many other LucasArts adventure games of its time, Loom is more serious and has few humorous elements included (though they are certainly there). As someone who has tried some Monkey Island but didn't finish any of their games prior to Loom, I can say that I prefer the more humorous games and graphical adventures with often odd solutions to puzzles definitely fit the "Comedy" category more.

GAMEPLAY

There is a "Book of Patterns" that comes with your copy of the game, if you indeed do want to buy a copy for $100+ these days. For everyone else, there is the manual online which includes it, and while it's not necessary to be used in my version of the game, the initial release does have a puzzle right at the start that is unsolvable without the manual in hand. Otherwise, the "book" lists a bunch of drafts (spells) and you can use it to write down the notes that the game gives you. Otherwise, it's recommended to write down the notes elsewhere, because the first draft you learn (open) will be needed to solve puzzles in the final third of the game, and writing down is the only option to access it. Almost all drafts are randomized for each playthrough, so you can't look up the notes online either.

Apart from using drafts, there isn't really much gameplay in this game. You walk around, you find items to click on and you either are rewarded with a new draft or you can try to use known drafts on it. Some drafts I didn't really find any use for, so I wonder if they were a) a distraction or b) used for optional puzzles, but the devs found a creative use for most drafts at least twice and sometimes, the game also requires you to think outside the box. How? You learn the draft "twist". But what about when you have to untwist something? In that case, try the draft backwards. 

Spelling out a draft can take quite a while, so if you try multiple ones at something to guess the puzzle solution, it can take you a few minutes to go through all of them. This is nothing unusual for games of its time but with no skip animation button it did get boring after a while to wait and see what happens. Being more skilled at these games than me might mean you figure these puzzles out quicker than me though and limit your amount of unsuccessful attempts. 

Finally, when you start the game, there are 3 difficulty levels. PRACTICE, which shows you the letters for each note, which note you hear and it also spells out all four letters at the end. STANDARD, which also shows letters and marks the note you hear, but it doesn't spell it out in the end. It's pretty much the same difficulty level though. EXPERT, which neither shows letters nor which part of the distaff the note comes from, meaning you have to figure out which part of the distaff makes which noise at first and then make out those notes from hearing. It's definitely much harder than the other two difficulties but also more than doable. 

MUSIC/SOUND/VOICE 

The voice acting is very good. I didn't quite warm up to the voice of the main character, but the rest did a fine job. Especially later on in the game, you could hear the end of the previous dialogue line cutting into the next dialogue line, which got more and more notable right into the finale. 

The game's sound design is overall good but has similar issues. When the four notes of a draft play for example, one or more of the note sounds are cut off for a split second almost every time. 

The soundtrack has a mystical and classical theme and from what I've read online, it's highly regarded and a big part of the experience for many. It definitely is a big part in enhancing the experience, I agree, but I wasn't quite enamored with it. Sound cutting issues were present here as well and while I understand music was limited to the most important moments due to technical limitations, it didn't help my experience when 90% of the game was played without any music in the background. Overall, it's a solid and fitting soundtrack but the times have raised expectations on what to expect there for sure.

GRAPHICS/ART DESIGN

Loom received top or near-top grades for its graphics at the time and even today its sophisticated art design and its colorful, varied landscapes stand out over many other games coming out in and around 1990.

ATMOSPHERE

Music, sound and graphics work well in tandem with the game's lore and world building to create an atmospheric adventure, however the rarely used music due to the technical limitations at the time does take away from  the atmosphere, especially whenever you are stuck on a particular puzzle and spend minutes without any sound, whether its from the soundtrack or from the musical notes coming out of the distaff.

CONTENT

There isn't that much here outside of the main story, which takes 3-4 hours to beat, but considering the premise of this game, it works in its favor that the game is shorter than comparable graphical adventures.

LEVEL/MISSION DESIGN

Overall the structure in this game works well, but at times the places you find the necessary drafts from to progress seem pretty random. In addition, the final chapter seems rushed and at least to me, the puzzle solutions seemed unintuitive.

CONCEPT/INNOVATION

The distaff being the key component is certainly unique. I think it's fair to say that it's unlikely that you've played any game quite like Loom. It didn't really stick as a concept, ostensibly, but it shows developers desire to innovate at the time where a more traditional adventure would have been a safer bet. Plus, at worst it makes Loom stand out, since the unique gameplay feature is not something that I would call "bad" at all. The game sold over half a million copies all told from what I've read, so it wasn't a commercial failure either.

REPLAYABILITY

You can replay it once to get a better grasp of the plot and especially to try the game on expert if you played your first playthrough on PRACTICE/STANDARD, but there isn't much replayability beyond that.

PLAYABILITY 

The game works fine overall and is completely playable.

OVERALL 

You should have probably already played this game if you're a fan of point & click adventures, especially of this day and age. Unlike many other games from this time period, this one does not require you to go through magazine or internet tips on how to solve puzzles in order to complete it. Even the manual says that the devs created this game in a way that they wanted you to complete and fully experience it, so you won't be stuck for too long at any particular puzzle. And that's good, because even if the story is not as mesmerizing today as it might have been in the early 90s, it's still one worth telling and one that a faster pace, by nature of the player being stuck at puzzles far less, does a lot of good.

_____


WHAT THEY SAID AT THE TIME

  • "Unknown Gamer" from the GamePro Issue 41 (Dec 92): "Loom's magic comes mainly from its highly creative and original use of music"
  • "Leslie Mizell" from the Game Player's Issue 12 Vol. 2 Nr. 6 (June 90): "[...] sit back and watch the spellbinding graphics as the story unfolds."

Sunday, September 11, 2022

The TGB Review System

In this post, I explain how I review games and why I review games this way. You can see the rating for each game in the spreadsheet in the right sidebar.

Welcome to the Gaming Binge Project!

 

Welcome,

I am MrKane and I will be your host through this most challenging and unlikely journey through the history of video games (as far as 1990 at least).

Who am I? 

I am MrKane, can't you read? Oh oh, you were looking for information beyond the alias, I see. Well, I'm 25 years old, I'm German and I am currently heading into the third semester of university. I've already completed an apprenticeship in the business field before and looking to make a career in finance over the next few years. Whilst I am welcoming of improving my skills in all areas, I am otherwise very much a person living in the "routine" as far as the typical layout of a day, week and even year is concerned. I enjoy what I do, so why not stick with it, and in my free time what I do is, among other things, playing video games. But let's walk it back a little bit.

I've owned a SNES as a kid and played your typical Mario and Yoshi games, I've had all PlayStations from the PS1 as a little child to the PS4 as a young adult, and as of today, with more any money available to me compared to before, I own a high-end PC, a PS5, Xbox One and Nintendo Switch. 

So it's apparent that playing games is a big passion of mine. However, what is not apparent is the following: I have next to no experience with iconic and/or retro games prior to 2015. Mario and Yoshi? Yeah, those were the only games I played on the SNES. No Zelda, no Donkey Kong, no Mario Kart etc. The PlayStations? Almost exclusively used to play FIFA, plus some GTA San Andreas.

Back in 2015, I bought my first ever PC with my own money. A GTX 750 Ti was the highlight of that rig, nothing too impressive even back then, but it did it's job. But with that PC came the thirst to play a video game and experience what people online kept calling "framerates above 30 FPS". The problem was, I owned 0, that's 1,2,3,4... 0!, video games on PC. All I had was a copy of Alan Wake's American Nightmare thanks to a video game magazine I had bought for the first time that month. So I slipped in the CD, opened up the game and would you believe it, 60 FPS gaming!


I had no idea who Alan Wake was or why he had American Nightmares when I played this back in 2015

Now let me get this out of the way first, the game was utter shite. You play through the same 90-minute level three times and the credits roll. Even my "non-GTA singles player experience lacking" self could tell that this game was not a masterpiece or close to it (By now I am happy to report to have played and very much enjoyed Alan Wake).

HOWEVER. Coming off of a PC that couldn't even run "Slender: The Eight Pages" (remember that?) at anything above 10 FPS, playing Alan Wake's American Nightmare ignited at least an interest in single player video games, so I bought and played a few others. Murdered: Soul Suspect came with the magazine's next copy, so I played that. Saints Row: The Third was offered up for 1€ somewhere I don't even remember, which I snagged up and played a bit. Fallout 4 kept coming up in my gaming website visits, so I gave Fallout 3 a try and ... woah. 

If Alan Wake's American Nightmare ignited an interest in single player games, leaving the Vault in Fallout 3 ignited a passion for them. You all know the feeling of your first true open world game I'm sure. "You're telling me I can just .. go wherever I want?" And I did. And I haven't looked back since. Among the other games that I got to experience quickly after where The Witcher 3 (to this day my favorite game of all time), Skyrim (since modded the isht out of it), Fallout: New Vegas and many many more. If I had to count up all the games I have played from start to finish since, it would easily be in the 300+ mark.

What is this project? 

So with that said, let's segue into this question. Well, while I have played quite a lot of amazing and horrible games through the years, I always feel left out whenever a remake of a beloved 90s classic is announced, or whenever people reminisce about those first Zelda games they've played etc. Recently, the Resident Evil 4 Remake got announced and as a fan of the original (how can one not be?), I lost my mind. 

So then I started thinking. How good must those games be from way back when, if the fans are losing their minds over a remake as well? "I gotta play them". The idea to start this blog then quickly become more realistic when I stumbled upon a blog called "CRPGaddict". The blog has been running since 2010, and the goal of the blogger is to go through all RPGs since the 1970s. 12 years later and he is in 1993 (!). As someone who loves to record information on games he is playing himself - mostly due to two reasons, the joy in sharing and because this helps me remember my past experiences which are otherwise mostly forgotten - and as someone who is in awe with the discipline and passion the "CRPGaddict" is showing, I got the final nudge I needed to start this blog today myself.

While he is focusing on RPGs only, I am interested in games from a much larger variety of genres. That said, I am unlikely to go back to the 70s and 80s and play those ultra-retro games at this point, like he does. And unlike him, who does not shy away from playing ANY games that meet his requirements (seriously it's fascinating, check out the blog if you don't know of it), I personally will be a bit more picky in game selection and the time I spent before moving on.

So what exactly will you be playing? Well thanks for asking. For this project/challenge, I will be playing games starting in January 1st, 1990 and log my progress in written form on this blog. I may record parts of the playthrough here and there and share some clips as well. The "ultimate goal" is to reach the 2010s some day. Naturally, this is impossible, so the more achievable objective is to simply experience a lot of different games, catalogue and share experiences with you and try to get as far as I can. 

In addition, I will be using my past reviews on other forums and posting them on here for games I have played before, including a lot of games from the more recent years. Ultimately, this will be a blog on my gaming journey and hopefully at some point even a website that you check out to potentially find some gems to play yourself.

Are there any rules? 

Actually, yes there are.

1) In the spreadsheet, I have noted the initial platforms the games have released on. Since I don't own the majority of them, I will be playing the games through the best means of availability. In most cases, this will be on Steam/GOG. For Nintendo games, I'm hoping the Switch/Online library has some of these available. For PlayStation games, I'm hoping the same with the PS Network and the recently released PS Plus Premium. 

2) I will be playing each game for at least one hour. If a game is not beatable, I will play it as long as I want to form an educated opinion. For any other game, the goal is to finish each of course, but I will not shy away from abandoning a game if I feel like I've experienced most of what the game is about and finishing it would just take too long for little additional benefit other than the fact that I can say "I beat it". This often will apply to arcade-type games from the early 90s that would be very hard on purpose to push the game's playing time. I will note whether I have beaten a game in the spreadsheet and in the review of said game.

3) I will be playing the original versions of these games in most cases. The only times where I will consider playing newer versions is if we're talking about a "remaster" that doesn't change the core game in any notable way apart from UI and other quality of life changes. Since I am aware that games from the 90s will be lackluster graphically and UI-wise in most cases, they wouldn't have negatively factored in to the overall rating either way. I will not be playing "remakes" in place of the originals however, as those usually come with major changes to not only the visuals but to gameplay and story as well (see Final Fantasy VII and FFVII Remake). Those remakes I will play at the time they released in, or, if I really want to, I may choose to play it right after I played the original. Once we make it to 1997 and I finish Final Fantasy VII, and I really like it, I might play the Remake soon after for example.

4) I will generally avoid using cheats unless two specific things happen. (1) I'm playing a story game and am very close to the end and (2) to fight the final boss, there is A LOT of grinding involved previously because I didn't level enough up to this point (we're talking hours and hours of grinding). Instead of putting myself through the agony, I'd rather use cheats in such a scenario, if available, to finish up and witness how the game ends. I will also try to avoid using walkthroughs/guides to be able to have a fresh experience, though of course I'm going to check a game's manual before playing. But if I'm stuck at a puzzle/level/segment and feel like I've tried everything that's possible, I'll check out a guide to be able to progress faster. I'd rather experience the entire game by checking a guide for once than be stuck at a simple segment for pride's sake.

5) I will generally try to play games on "normal" difficulty. I may choose "easy" whenever I've tried "normal" and utterly failed. I can imagine Strategy games to be especially difficult and to make me go down a difficulty level.

6) There may be numbered titles in 1990 and onward of games that I haven't played the previous iterations of. For example, there is Ninja Gaiden II in my 1990 list, but I haven't played Ninja Gaiden 1. For those instances, I will check out a playthrough on YT and share key differences that I find between both versions, plus let you know what the story in the previous game was, if relevant. 

7) I might make a list of "pre 1990 classics" filled with games before the start date that are all considered to be among the best the 70s/80s have to offer. This would come at a later date though. 

And those are all the rules. 

Will you review the games you play? 

Yes, definitely. If a game is particularly long, I might make update posts where I share initial impressions and thoughts, but otherwise expect a review after a full playthrough. A separate post will explain how my rating system looks like. It's subjective, naturally, and seeing a numbered rating system might irk people the wrong way, but the rating number will not be displayed on the website review, only in the spreadsheet. You can read the review, check out the total rating on the spreadsheet OR list by specific criteria (gameplay, story) if you're looking for games that do a great job in something specific. There are multiple ways to gain some insight on these games from how I plan to do my reviews.

Let me give you a very brief rundown on how I plan to review games, but more details will be found in the separate post, that I will link here soon. There will be 10 criteria and each criteria will be rated by 1-10, with all numbers combined creating the final score. While a 6 is given to very bad games by professional reviewers and Metacritic scores rarely fall below that, I am more traditional in the way I use the numbers 1 to 10. A 5 is an average game, 6 above average and a 3 is poor. I'm unlikely to dish out 10s to most games but I'm also unlikely to go below a 3 unless something is barely working or is barely there. A game with no story for example would get a 1 for story. It could still get a 91 but to me a game is not worth 100 points (no game will ever reach that point I'd assume) unless it has everything and is a perfectly well rounded experience. Even infuriatingly bad features of games, like the level design of Dragon Age 2, would get a 2 or 3 from me based on this system. To get a 1, we're probably talking about 15 FPS on average in a "Performance" category (Deadly Premonition), if I will even end up having that category. But here is how I would describe the numbers:

10 - as good as it gets. Even the best games will more often than not see only a few 10s in their rating sheet, if even that. 
- amazing. Few games do it better. Significantly improves enjoyment of the overall game.
- very good. Simultaneously, I have nothing to complain about and could see a few additions/improvements be made here and there. Overall my feelings are very positive and it increases the enjoyment of the overall game a lot.
- good. It's all in all very well done, though I have only a few complaints on certain aspects. It increases the enjoyment of the overall game.
- above average. It's better than most games and more than respectable, yet falls short in some areas.
- average. It's solid and doesn't take away from the experience, yet it doesn't add anything either and you've seen it before in other games.
4 - below average. It's worse than most games, but still more than acceptable if the game is better in other areas. 
3 - poor. It's detrimental to the enjoyment of the overall game at least somewhat and could have been done a lot better.
2 - very little exists OR very bad. It's very detrimental to the enjoyment of the overall game and it's clear that little to no effort were made here.
1 - doesn't exist (or barely exists) OR horrible. Don't know what's worse. No effort being made or effort being made just for this part to completely suck. It works on a functional level, but they might as well not have bothered.

Looking at the scores, a game with all 5's would get a 50 and would be considered an average game. Definitely playable, but doesn't stand out at all (Far Cry 5). Or it could be a game with a lot of 3s but also some 7/8s, which make it an OK - yet not special - experience overall (Trek to Yomi). You get the idea.

While a game with a 50 score would be average, a game with a 35 score would be poor, yet still a relatively fun experience to the right player potentially. As we get closer to 25 territory, I'd say a game becomes more and more objectively bad. Meanwhile, a game with a 60 score would be considered a solid game, a 70 score would make the game a very good one (we're probably talking 2013 Tomb Raider or Batman Arkham City levels of good), an 80 score would probably put a game among the Top 25, if not Top 10 of all GOTY lists (Fallouts, Bioshocks, Resident Evil 4) and games with a rating close to or above 90 will be your must-play "masterpieces" (The Witcher 3, Red Dead Redemption 2, Marvel's Spider-Man, God of War). 

Of course which games you place in what category will be subjective, but I think giving examples will help you guys understand the ratings regardless. As a takeaway, keep in mind that games starting at close to 60 will already be considered good games, while we're talking about "you're very likely to enjoy this as an average gamer" territory in the 70s. Don't expect to see more than a handful or so 80s or better in a given year.

Are you going to play newer games as well? 

Yes, as I mentioned elsewhere in this post. I will release reviews of games I have already played on a quasi-daily basis and while I plan to focus most of the playing time I get on games in this challenge, I will probably play current titles whenever one releases that I am interested in (God of War, Starfield).

But that's all I got for the introduction today. How this all works will become apparent pretty fast once I make some more posts. To see which games I'm playing, just check the sidebar to the right. To see the spreadsheet, just check the sidebar to the right. 

Other than that, thank you all for reading, hope you enjoy the content this blog will provide you with and I'm looking forward to engaging with you in the comments. Cheers.