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Alter Ego

PC review by Stew Chyou on 19th August 2010

While everyone else in the ‘90s was blowing up hell spawn or duking it out in space against the Zerg, Protoss, and Koreans, point-and-click was always my choice of poison. Sure, the genre lacked the action and excitement of FPS and strategy games, but it provided a challenge that truly tested one’s wits while becoming completely involved in an elaborate story. Today, the genre isn’t as strong as it used to be due to the years of change in gaming and its new demands but gradually the genre is making a comeback. The emergence of the new Monkey Island and Sam & Max series have provided great examples of providing nostalgia for veteran gamers and introducing new gamers to the joys of point-and-click. But every now and then, you get the bad examples, and one comes from bitComposer Games’ Alter Ego.

Alter Ego is set in 1894 in the small town of Plymouth, England. The town’s infamous aristocrat, Sir William the White Beast, finally passes away and is laid to rest. In life, Sir William was remembered for the urban myths surrounding him and his connections to many unsolved murders. The morning after the funeral his grave is found open, emptied, and surrounded by blood sucked corpses. The superstitious townsfolk believe this to be the omen of impending supernatural doom. Or is it?

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Assigned to investigate the case is Detective Briscol, new to the town of Plymouth and its police force. Briscol refuses to believe that any paranormal phenomena are at work and sets out to piece together the clues that will reveal a logical explanation. Meanwhile, Timothy Moor, an Irish thief on the run, arrives in Plymouth in search of his best friend who sent word of a heist that would fulfill his dream of leaving for America.

As you alternate between the roles of the two characters one thing becomes apparent: choosing to name the game Alter Ego didn’t make much sense. If you were expecting a game with a twist where the two men are actually one person, that is not the case. And if you were expecting at least a tale told differently through the perspectives of two different individuals, that is also not the case. You merely trudge along the adventure playing two different characters in their own individual settings. Briscol’s scenarios involve investigating crime scenes, interrogating suspects, and jotting down notes while Moor’s scenarios involve stealing, trespassing, and conversing with those of the criminal underworld.

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The common aspect for both characters is solving puzzles. Now in my day, games such as King’s Quest 6 and The Adventures of Willy Beamish had puzzles that tested your patience, attention, and knowledge in various subjects that required you to open a book. There were times when a clue or item was available at the beginning, but if missed you’re unable to solve a midgame puzzle and would have to start a new game. Or there were times where you had to solve a puzzle within a time limit with no visible clock. Failure to solve any puzzles correctly may result in either death, or unlocking a new path that may take you to an alternate ending. None of these exists in Alter Ego.

Unlike its more merciless predecessors, the game is structured with segments having no real transitions in between, thus the game comes off as having levels which is very rare in point-and-click. The “puzzles” are nothing more than just running errands and finding out what items in your inventory will complete given tasks until the level is beaten. The clues to finding out which items to use aren’t at all brain teasing to decipher, as you only need to pay attention to key words in conversations or from examining objects on the spot. If for some reason you don’t understand the clues, just use trial and error with the inventory to get by. The challenges are arranged in an all-inclusive and linear fashion, meaning there’s no worry of having to miss an item from a previous chapter as the course of every chapter ensures that you seek out and obtain all possible items in order to move on.

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In making things even more lenient, you also have the ability to see all hotspots and exits within an area by pressing F1. Though the function was made to save one from moving and clicking the mouse all over the screen, the drawback is an overlooked error that can be blamed on the programmers’ laziness. There are unique icons that identify spots holding key items or exits. However, there are areas where the icon for exits is used in place of a hotspot and vice versa creating confusion in distinguishing spots of importance from commonly dismissed exits. What would really get you stuck in this game would be failing to keep a mental note of these mistakes if you choose to rely on using F1.

And apparently it’s not just the programmers who stopped caring when the coffee ran out. Though the game is deserving of praise for its beautifully rendered backgrounds, the sights tend to be blemished with the character models. It isn’t the appearance of the models so much as when it’s time to engage in conversation. The characters flap their lips way before it’s their turn to speak and even after. Amusingly, when a character is in a moment of self-contemplation, the character model still moves his lips and performs hand gestures as if having a schizo-moment. It’s even more unbecoming as the voice acting is actually top notch complete with proper use of accents and nothing over dramatic. But failure to sync it all correctly comes off as something worse than even poorly dubbed foreign flicks. Only the music was given proper attention, as melodies are only played during critical moments and cinematics. The music isn’t much to write home about but fitting and expected from the classical time of 1894.

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If you’ve been able to tolerate all the errors the biggest disappointment awaits at the end. The game does a good job of maintaining interest by drawing out the stories of Moor and Briscol as it’s obvious that their paths will eventually converge. As soon as this point is met, the story fast forwards to the ending leaving very little to appreciate about the mystery aspect of the game. With a Scooby Doo-esque explanation of how the crimes were committed, and leaving the ending at a cliffhanger for a sequel, you can’t help but feel insulted and suckered for investing the time and patience for something lasting within 8-10 hours.

The true mystery that remains unsolved for Alter Ego does not involve the story but whether or not any proper testing was done prior to its release. If this was the final project of a programming student who waited to the last minute to complete, then we can at least chalk up all the errors and poorly written storyline as factors needing improvement. Sadly this is not the case. As evident as the game’s efforts to inspire gamers to get into point-and-click, Alter Ego may very well inspire players to look elsewhere for better games within the genre or to leave all interests dead and buried.

Four out of ten

Pros

  • Beautifully rendered graphics
  • Solid voice acting
  • Good for beginners to point-and-click

Cons

  • Constant errors in lip syncing and hotspot display
  • Despite being ideal for beginners, gameplay is still below average
  • Poorly written story
  • Zero replay value

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About the author

Picture of Stew Chyou

Stew Chyou is a Staff Writer at Thunderbolt, having joined in August 2010. Stew also writes for Gaming Union. Get in touch on Twitter @S_Chyou.

Comments

  • Greg

    21st August 2010

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    Thanks for the review. I was looking all over and couldn’t find one. It is hard to tell sometimes whether some of these adventure games are gems or stinkers. Sometimes you have to put up with it if you need the point and click fix. I have fairly low standards for these games simply because there aren’t many of them. Stuff like Culpa Innata and Frogwares’ Sherlock Holmes series gets me by. The only ones I’ve had to put down out of disgust are Nikopol and Chronicles of Mystery: Scorpio Ritual. I think I’ll give Alter Ego a try.

    Telltale is great, I love the stuff they put out. I’d like to see them try to make something original for once instead of using already established stories and characters. And perhaps something that isn’t dripping silliness everywhere it goes. I like that stuff and all, but there is indeed still a place for games like Alter Ego when you want an experience longer than 4 hours AND not cartoon-y. Heh.

  • Stew Chyou

    31st August 2010

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    Hey thanks for reading my review Greg and your welcome. I tend to have high expectations for point and clicks because as one who grew up in the 90s video games were still developing through the Snes and Genesis.

    Due to the obvious limitations in their graphics there were some materials they really couldn’t be fully explore. However, pc games had, considered at the time, monumental graphics therefore if one wanted to play a game that was truly immersed in violence, gore, horror, psychological issues, and adult themes, the point and click genre was always there to provide that.

    Great examples include, but not limited to, 7th Guest, Ripper, the Gabriel Knight series, Sanitarium, and the Puzzle of Flesh series. Sadly we cannot play these games again normally on our computers due to the major tech advancements. Who would want to anyway after being exposed to today’s games?

    Nevertheless, I notice that the genre is still trying to return so I can’t wait to see how point and click can unfold in the future after competing with the likes of newgen games. Who knows, with how there’s a lot of developments in motion sensory games perhaps point and click can find a niche in all that.

  • Sf

    18th September 2010

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    Great review. The ending of this game was quite dissapointing. I agree that they took it in that direction, but there could have been a bit more of explonation & a more guided way that, like other games, throw you to the credits. This game ends just if the programmers had enough of it, & wanted absolutely finish it quickly. The whole story was quite good though…i was really looking for an alternative ending but as long as i know, there isn’t any.

  • Stew Chyou

    27th September 2010

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    Thanks for reading SF, yes towards the end the game did indeed feel rushed and I did try looking for an alternate ending but found none. Everything leading up to the two characters uniting was very well written and involving and it gave off an implication that the ending might come around with the facts being revealed step by step and logically….but that never came through. More than enough reason for me to not bother looking forward to a sequel.

  • Greg

    27th September 2010

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    Heya Stew. I was running through my favorites list and realized I forgot to come back here and say how it went with this game. You were dead on with the score. It gave me the point n click fix, but barely heh. It seemed kind of a mixed bag, with good art, animations that were hit and miss, and a plot that meandered. I think these guys could put out a decent game if they put their mind to it though.

    I too grew up with the 16-bit stuff (well, 8-bit too). I liked Sanitarium. I enjoyed the full motion video era with stuff like Phantasmagoria and the Wing Commander Series as well. Haha and don’t forget the oh-so-controversial Night Trap (youtube has playthroughs of this and other Sega CD greats like Sewer Shark, which I watched recently because I never did manage to finish them, back in the day).

    I’m glad that the support is still there to get games like Heavy Rain out, as long as it took to make. I’m not sure how well it did for Quantic Dream but hopefully well enough to encourage other would-be adventure developers.

  • Stew

    2nd October 2010

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    Wow, Night Trap, that’s a major flashback right there haha!

    One point-and-click game that I’ve always wanted to play but never had a chance was Realms of the Haunting. The game also happened to be an FPS at the same time. Tried looking up playthroughs of that on youtube but unfortunately they all have awful commentary done by their uploaders.

    As I mentioned, I really think the point-and-click genre will definitely make a comeback by evolving into a more interactive experience now that we have motion sensing tech coming out. Really enthused to see that happening in the possible near future.

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