Mini-review of Salammbo Copyright Murray Peterson, 2003 Introduction: Salammbo is a game based upon a comic book by Phillipe Druillet, which in turn is based upon the novel written by Gustave Flaubert. The problem is, this ancestry appears to have produced a game that looks more like a mongrel, instead of the hoped-for purebred. Graphics (quality, animations, cut scenes): The graphics are very much in the "Heavy Metal" style, with decorative chains, hooks and spikes applied to every available surface, and characters that look more like something from a Star Wars tavern than human. If you want a game with bright scenes and "pretty" graphics, this one won't be to your taste. The cutscenes came in two styles; some were "normal" movie clips, and others were a comic book slide show with narration. Both styles worked very well. The game developers had little knowledge of physics. As one example, they had a catapult that was being loaded every 2 seconds, and it threw huge rocks in an arc that happily ignored gravity. Overall, I'll give the graphics credit for being artistic, even though it wasn't (entirely) to my taste. Sound (music, voices, special effects) There weren't all that many special effects (e.g. no footsteps when moving), but the ones used were well done. The voice acting was pedestrian, but acceptable throughout. The game contained a lot of narration, and the female narrator performed well. The music (orchestral) was a perfect match for the graphic style of the game. It was well chosen for effect, changing to match the emotional overtones of the current situation. Story (plot, theme, depth): When the game starts, you are given the impression that this is a love story between the characters Mathos and Salammbo, with the gamer's character Spendius acting as some sort of go-between. I was disappointed to find the story was really all about Spendius, with Salammbo and Mathos being nothing more than props. I found the story to be hard to swallow, with its mixture of real Carthaginian history and wild fantasy elements. I almost wish that the references to real places and events had been removed; the cognitive dissonance would have been less. Characters (depth, development, interaction): The characters in this game don't really live and breath. In general, they plot their plots, make their heroic pronouncements, and perform their heroic (or cowardly) deeds. To be snide, I suppose I could accuse everything of being a bit too targeted for an adolescent comic-book reader. Puzzles (difficulty, uniqueness, suitability, ugliness, linearity): Salammbo has a very large collection of timed sequences. Almost all of them were generous enough with time that I only had to die once or twice before being able to solve the problem and continue. However, there is one timed sequence from hell in this game; it is extnded across many actions, and takes a long time (minutes) to complete. If you get it wrong, you are banged right back to the beginning to do it all over again -- you can spend an entire evening working to get throught this one "puzzle". There is one arcade sequence, but it is very easy once you pay attention and look around a bit. There are no mazes, but the organic nature of the environment makes it easy to lose your bearings and get lost. There are battles to be won, but they are all turn-based. You make your choices and then watch the battle unfold before your eyes. If you lose, then you restore from the autosave and repeat until you get it right. Many of the puzzles were very poorly designed. The worst offenders were the "wrong door" puzzles, where you are instantly killed if you choose the wrong path (or door, or dialog), but are given no hint that this might be the case. At least the game's autosave feature made this less of an annoyance than it might have been. Controls (user interface, save/restore, sound/video adjustments): Salammbo has an very complete collection of "mystery meat" menus; you get presented with strange graphic medallions or buttons that require you to hover your mouse before an explanatory pop-up tells you what they do. In one case (the exit button), the meaning changes depending on where you are, causing us to exit the game unintentionally. The game displayed two fewer save slots than were available, forcing you to scroll up and down for the remaining two. The Salammbo menu system was about as bad as it gets. The inventory display was also irritating; a right click brought it up, but you had to wait for an animation of it "scrolling" across the screen before being allowed to use it. The same animation occured in reverse when closing up the inventory. Normally, I wouldn't have minded, but this mechanism slowed you down noticeably on some of the timed sequences. Saving games was a mixed bag. Normal game saves required many mouse clicks to get to the right screen, save the game, and then get back to play mode. On the other hand, there was and autosave feature that was accessible by hitting F5, which was fast and easy. In addition, the game would automatically save for you in this slot when you died or exited the game. If you turn on "hints", you get a subtitled bit of text that comes and goes too fast to be readable. If you work at reading very fast, it turns out that the hints almost always tell you something useless or obvious (e.g. "read your logbook"). Dialog choices were hard to read depending on the background. In addition, your character (Spendius) never spoke a word, so the conversation ended up feeling a bit disconnected. Sometimes a dialog choice would disappear when used, other times it stuck around, albeit for no purpose. You could adjust the colour depth, resolution, and sound levels. The cursors were large, easy to understand, and never confusing. However, there were a few spots in the game where a movement cursor showed up in the middle of a wall (I assume due to a single pixel gap in the scenery). Bugs or problems: None Install/Uninstall: No full install option was given. The game copies the first CD to disk, and then requires that you play with the second CD in the drive. Install/uninstall was clean. Pros: "interesting" graphics Acceptable voice acting Good narration (voice and visuals) Clear story line Very clear cursor system Well chosen music Cons: "interesting" graphics "mystery meat" menus Useless hints Inventory scroll animation Many timed sequences, one horrible one Poorly designed puzzles (must die to learn solution) Hard to read dialog choices Gamer's character (Spendius) never spoke Easy to get lost in some areas Impossible physics Conclusion: My final score for Salammbo would be "playable"; it has annoying features, but the overall experience was acceptable enough to finish the game, and actually enjoy it in a few places. Since Salammbo relied so heavily on timed sequences, I do feel the need to comment on their use in adventure games. For me, they end up being a repeated (and tedious) sequence of "save game", "race around trying things", "die", "restore game", etc. Any game-related tension has disappeared after the first run through, and all subsequent attempts are mere tedium -- I might as well be mapping a maze at that point. My request to game designers and devlopers is simple: If you must include timed sequences, please provide a "cheat" that allows me to reset the timer with a simple keystroke. I will try to solve the puzzle with your chosen time period on the first try, but after that, I just want to avoid repeating the same damn actions over and over again until I am ready to scream.