IF Comp 2011: Andromeda Awakening

Is it my fault I couldn’t figure out what to do in this game? I narrowly completed it in two hours, but only after resorting to the walkthrough when I hit a literal wall.

More after the jump.

This is a game about an apocalyptic disaster. In the tradition of a disaster movie, you play the Guy Who Knows, where you are traveling to the government to report your findings.  This disaster is not about to destroy the Earth, but, instead, it’s about to destroy the alien planet on which all of humanity now lives.

Andromeda Awakening is a large, sprawling game made up of a lot of rooms you have to travel through.  The proper game doesn’t start for a few rooms. First, you have to solve a fairly small puzzle about how to get on a train, then the train experiences a disastrous wreck. Once the train has wrecked, you’re more free to move about.  The game really seems to rush you through these earlier screens, and doesn’t really open up until after the disaster.  This makes the beginning somewhat rough, but given that the Hero’s Journey must first establish the rules of the Ordinary World, it’s logical enough to have a short intro before the meat of the thing.

The prose is nicely lyrical in some places, but a little purple in others. (I’m given to understand that some of the bumpiness here is because the game was originally written in Italian.) It employs some awkwardly large object words and awkward sci-fi words on occasion.  There’s an E-pad which you can “consult” about various confusing terms that you might find.

Once you’re underground, the game plays a lot like a traditional video game might play. Its variety of level design includes lots of boiling magma rooms, a cold room with an icicle, and plenty of destroyed computer labs.  I believe it would be very lovely in the Unreal Engine, where the occasionally-confusing prose descriptions might be easily converted in to genuine, detailed artwork.  Add some cool aliens to shoot or something and maybe a gravity glove like in Dead Space and you’d have a nice vertical slice demo.

At one point late in the game I have to Examine a Parallelepipedon.  I have a pretty big vocabulary, but that did not look like a real word to me. Turns out it is, just a hard word to spell and type in to a parser.

That being said, I did not make it that far in to the game without hitting the walkthrough. The bumpy point for me was about an hour in where all I was hitting was dead ends and I just couldn’t figure out where to go. What happens is, you get a small computer from a black box, and you have to come up with the idea to put this computer on every blank wall that you find to, I guess, scan for holes?  The game doesn’t strongly hint that this is how the computer object is used.  But I sort of felt bad I needed help here, like this is my fault and I missed something.  I really don’t know how I feel about this at all, in terms of how to rate the game.

Unfortunately the walkthrough is a slippery slope, and once looking at it an hour in I consulted it a lot more than I would like so that I could see the whole game in the two hour limit.  I wanted to know how it ended.  It ends, for the record, like the movie 2001, complete with “My God, It’s Full of Stars,” but minus the floating space baby.

I don’t know how I feel about that, either.  I guess I feel that the game was middling; it had some strong parts, and was solidly implemented, but at times it’s confusing.  It represents a certainly valid use of the medium, to replicate a more standard game experience, but that’s really not my favorite sort of use of the medium.

On the other hand, if the author might want to pad it out with some aliens and laser combat, maybe a silent protagonist with glasses and a beard, he could have a hit.


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5 responses to “IF Comp 2011: Andromeda Awakening”

  1. Matt Weiner Avatar

    Is it my fault I couldn’t figure out what to do in this game?

    No. I’m impressed that you were (apparently) able to solve the first puzzle without the walkthrough, and good lord, every time I tried to go off-walkthrough, before getting back to it I had to scrutinize this huge slab of directions to see where I was supposed to be before implementing the next command. Authors: If your walkthrough contains nine directional commands in a row, please implement “go to [room/object].”

  2. Amanda Lange Avatar

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  3. Amanda Lange Avatar

    I didn’t find getting the train ticket too hard, with just a little looking around. But after that it was mostly just guess-the-verb on a few things, and then eventually I gave in. Which I’m glad I did, because that computer thing I never would have figured out.

    Also, oops, I tried to edit that last post and ended up just deleting it, I will agree with you about the “goto” thing. I was in fact just typing directions out in to the parser directly from the walkthrough. I thought maybe I should’ve drawn a map, but by the time I would have needed one it didn’t matter.

  4. Matt Weiner Avatar

    I may have just blown the train ticket puzzle. It’s been known to happen. The walkthrough solution got me there by “x people” when I didn’t remember that the people were even mentioned in the room description, but I could be wrong.

    Didn’t draw a map either, but I don’t know that it would’ve made that much of a difference. Eventually I had pretty much memorized the directions I needed to chain together — something like “n. n. e. e. e. s. s. w. w” — but when the player is typing in something like “n. n. e. e. e. s. s. w. w” is when you need to have implemented GOTO.

    Also, here’s a bit of the transcript near the end of my playthrough, which I copied out for future vituperation:

    >x door
    There is no evidence this “door” could be opened. Or even that it’s a door, after all. On it, four small dots draw a perfect line, in its center.

    The dots look like tiny holes in the center of the “door”, one above the other in a linear sequence. All the dots are currently off.

    >put elektron on door
    You link the Elektron to the door of the dome. The display on the device blinks twice: Some text appears on it.

    It reads: Geo-gravitational pull. Alert. Peaks at 13.6×10^12 gamma epsilon. Reading off scale. Process terminated.

    >enter hyerotrope
    The door of the Hyerotrope opens and lets you in, like a comfortable thalamus.

    I like to think that “enter door” would have worked all along, and the rest of the walkthrough was just there to help us see the backstory.

  5. Amanda Lange Avatar

    You may be happy to know that that doesn’t work. You can’t get in through that door until you’ve done the thing with all four disks – I found that door earlier, when I wasn’t using the walkthrough, and tried all manner of other solutions before giving up. Its relationship to the disks isn’t very clear, though.

    I’m happy to know that I wasn’t just dumb, and it really is the game. This game had an interesting way of making me feel uniquely dumb, such as using phrases like “lets you in like a comfortable thalamus.” What? Lost in translation.

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