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Chronicles of Mystery: The Tree of Life review posted

My review of Chronicles of Mystery: The Tree of Life went up this morning at Adventure Gamers. This is the first City Interactive game I’ve played, although I’ve been vaguely aware of their existence for a year or so now. They’re churning out regular installments of two adventure game series (The Art of Murder and Chronicles of Mystery) and let’s face it, these days any company that commits to putting out multiple installments of a new series—and actually follows through—deserves applause and a bit of attention.

Unfortunately the game suffers from low-budgetosis in many areas. This may sound like a petty complaint, but the characters’ idle animations are awful and they diverted my attention for much of the game (not in a good way). I also had a lot of problems with the way the story was told, and since for me experiencing an interesting story is the main reason for playing an adventure game in the first place, this really sapped my enjoyment. Plus the game falls into some standard adventure pitfalls that I may have been able to deal with back in the eighties when I didn’t know any better, but today just don’t have the patience for.

Even so, if you’re an adventure game fan (and more patient than I am), it’s a game you might want to check out—or at the very least, a company to keep on your radar. I get the impression that these issues are not unique to The Tree of Life, but that’s not to say City Interactive won’t keep improving…

In other news, Heather’s Kickstarter project has jumped to 94% funded, with about 10 hours left to go. She only needs around $500 more. That’s nothing! If you haven’t already pledged, maybe forego that latte today and pitch in a few bucks to a good cause instead?

Help Heather’s dream come true

My friend Heather Logas is a game designer. We worked together at Telltale. Like me, she’s now her own boss… and also like me, she has big, creative dreams. In my case, that creativity is generally channeled into fiction. In Heather’s case, it comes through in games, and they happen to be the types of games I love to play.

Heather’s trying to fund a project she’s been wanting to do since she was in grad school. You can read more about it on her Kickstarter page. She’s trying to raise enough cash to take a few months off from contract work, so she can focus on getting this game made. With only two days left to go, she’s about 66% of the way there.

A bit more info…

Before You Close Your Eyes is a Choose Your Own Adventure style game where you create your own personality and the choices you make have real consequences on a game world.

Remember those Choose your own Adventure books you used to love as a kid? The game is a bit like that, if it was the fevered brain child of Carl Jung, Joseph Campbell and H.P Lovecraft. Create your new Self by answering questions that shape your personality. The personality traits you choose for your character affect the choices you have available to you at any given point. Your chosen personality shapes the path of the story, and the decisions you make will change your fate, and the fate of everyone you will meet.

If you think this sounds intriguing, why not go pledge a few bucks to her cause? Even with the revival Telltale’s episodic series have sparked these past few years, quality adventure games are still few and far between, which often means people with big dreams like this one have to go it alone. Can’t blame a girl for trying.

Overheard in 2002

This morning I was flipping through old notebooks as part of a writing exercise, and came across this snippet of dialogue:

-Where has she moved to?
-Guatemala.
-Oh, what a pity. I mean, good for her, but I’ll miss seeing her around. But I’m not sure that’s safe?
-Oh, I think where she is is pretty okay. Right by the lake. And besides, what’s safe nowadays?
-I know! My friends say, as I plan my trips, do you want to travel? At a time like this? And I say, I’m probably safer in Italy than I am here in the states—
-Isn’t that true.
-What with these terror alerts.

I probably overheard this exchange at a coffee shop. The dates on the surrounding pages suggest that it was sometime in February, 2002.

What an unsettling decade it’s been.

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