Mini-review of The Watchmaker Copyright Murray Peterson, 2002 Introduction: Watchmaker is one of those games that I find to be quite frustrating; there is a darn good game inside there, but the developers couldn't quite succeed in bringing it to fruition. It feels like a game that was rushed to market before it was ready, and that a few more weeks or months of polishing could have produced a wonderful product. Sadly, they didn't spend that extra time, and the end result is less than stellar. Graphics (quality, animations, cut scenes): Watchmaker is completely 3D, with textures applied to polygons for both characters, buildings, and scenery. The polygon count is quite low, resulting in blocky looking characters with unnatural features, especially hands and hair. This low polygon count also resulted in rooms and buildings that were quite "sparse" in nature, without a lot of the clutter that helps add to the sense of realism. I assume this "crudenesss" was an attempt to keep the computer requirements to a minimum, as opposed to any lack of effort on the developer's part. The low polygon count would have been fine with me, but the graphics also suffered from some severe problems. Seams between polygons were often quite visible, and one character could happily walk right inside several pieces of furniture and a few walls. Both of these problems ruin the "immersive effect" of a game, especially when you are laughing at a character that is buried inside a cabinet up to her waist. Sound (music, voices, special effects) The music was pleasant, and suitably atmospheric for each situation. The sounds effects were well done, with footsteps, doors, and machines all sounding very good. The voice acting is less than stellar, with a few characters being absolutely terrible. In many cases, the voice acting sounded like almost illiterate people reading from the script, with no retakes; nothing but a dull monotone throughout, with not one jot of emotion showing through. This game could have been improved tremedously by something as simple as forcing the voice actors to redo their lines until they got some emotion in their voices. If you want to be amused, you should play this game with subtitles turned on; some of the vocal statements differ from the subtitles in silly and funny ways. As an example, the subtitles say "Reminds me of the Day of the Triffids", while the voice actor intones "Reminds me of Day of the Daffodils". One warning -- the language in the subtitles is much cruder than that actually spoken. Story (plot, theme, depth): A good game reveals the story to the player as the game progresses, and this game actually managed to do this quite well. One major problem was the opening cutscene, where they parrot far too much plot at you right up front, which ruined much of the suspense, and also sounded completely preposterous when it was just baldly stated. This was one cutscene that had me snorting in disbelief, when they could have had a much less "informative" cutscene and allowed the remainder of the story to be revealed as the game progressed. Characters (depth, development, interaction): The game has lots of dialog with the various characters, but most of it had little or nothing to do with the central plot. As the game progresses, you learn more about the characters, and at the same time, they become more peripheral to the central story. By the time the game had finished, I felt that I had spent all my time talking to the wrong people, when the "important" people weren't anywhere to be found. Puzzles (difficulty, uniqueness, suitability, ugliness, linearity): Watchmaker lulled me into a false sense of security; by the end of the game, I had decided that I couldn't be killed, and that there were no timed sequences to worry about. Hah! The silly developers went and threw in three timed sequences in right at the very end, any one of which can kill you if you get it wrong. Even worse, this came with with no automatic "restart", so you had to go back to your latest saved game. I was less than impressed by the entire set of ending sequences, which seemed entirely out of character with the rest of the game. Most puzzles were inventory based, where you need to find the correct item(s) and apply them to the correct locations. The game was quite non-linear, which meant that some items were in your inventory for a long, long time before they could be used. Adding to the difficulty was the fact that most inventory items didn't disappear when the were no longer needed, so you could spend an inordinate amount of time trying everything that could possible make sense. A few puzzles required uses of inventory items that made little sense to me, even after I found the solution. Some of the puzzles were outright silly, where the game refused to allow you to solve the puzzle in a perfectly logical manner, but instead forced you to read the developer's mind and use the combination of items or actions that were "blessed" by the game. Controls (user interface, save/restore, sound/video adjustments): The controls allowed both keyboard and mouse control, with some notable problems. For example, it quickly became frustrating to move characters around by pointing with the mouse, since the game had hot spots that were visible right through walls and buildings. For example, I clicked on a spot that said "tree", and the character ran right around to the back side of the castle to the tree that the game engine thought I had clicked. At one point at the end of the game, there were three stairwells that were all visible to the mouse cursor, and two of them had the character Victoria walking through the walls to climb these invisible stairs. On the other hand, keyboard movement worked fine, but you had to use the mouse for looking at or interacting with objects, such as opening a door. The combination of the two control methods kept forcing me to swap hands between the keyboard and mouse, usually grumbling every time I did so. I thought that one movement command (lean forward) was completely unnecessary, until I hit an object that was perfectly visible, but not grabbable until I invoked this command. I guess the game authors felt that I should be forced to use every possible movement, even if they had to go to ridiculous lengths to force the issue. The save game system worked well, but there were nagging oversights in the design. The load and save screens looked almost identical, and could easily be confused. This wouldn't matter, except that the save game screen did not warn you when overwriting an existing saved game. Bugs or problems: The game crashed once, and froze twice (in the same timed sequence). However, I was able to continue past the "freeze" spot once I clicked the mouse at a different speed. Characters could walk inside furniture and walls. Seams between polygons were visible. The maid completely disappears and moves to a new location before a conversation is finished. You end up talking to empty air for a few sentences. Hot spots "show through" walls and buildings. Periodically, the speakers would start "buzzing"; moving to a different location always caused it to stop. Install/Uninstall: The game uninstall did not remove the speech files copied onto disk. Other than that oversight, everything worked smoothly and cleanly. Pros: Good game hiding inside Cons: Buggy controls and "glitchy" graphics Terribly voice acting Timed sequences Characters and plot don't mesh well enough Ridiculous introductory cutscene Arbitrary puzzle solutions Conclusion: Watchmaker is a game that doesn't quite succeed for me. It has a pretty good story line, but the developers threw it away with some less than stellar decisions with respect to the introduction, and then completely ruined it with some of the worst voice acting I have ever heard. It has some interesting characters, but the story didn't integrate them with the central plot. It has acceptable graphics, but the developers then allowed the seams between polygons to show, characters to walk inside objects, and hotspots that were "visible" right through walls and buildings. It has a reasonable set of puzzles, and then they ruined it with timed sequences and some truly arbitrary puzzle solutions. Since relief was my primary emotion when finishing the game, I honestly can't recommend this game. It's not a *bad* game, just one that disappointed me by not living up to its potential.