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Ring:
The Legend Of The Nibelungen
(1999)
Over
the last several years, the developers at Arxel Tribe have made a name for
themselves in the adventure gaming community by putting out some of the
most offbeat and interesting games in the genre. Their philosophy
seems to be that their games are less about plot and story than they are
about ideas. Those of you who have played Faust/7 Games of
the Soul, Pilgrim: Faith as a Weapon, or Legend of the Prophet
& the Assassin (all of which I recommend) will know what I
mean. (In fact, their one attempt at a conventional plot-driven
game, Alfred Hitchcock’s The Final Cut, was an unplayable
disaster.) Ring isn’t merely another of Arxel’s
philosophical adventure games; it is the apotheosis of them. Ring
is ostensibly based on Richard Wagner’s operatic telling of the Nibelung
cycle of Nordic myths, which chronicle the events leading up to Ragnarok,
the final battle between the Gods, Giants and Dwarves which spells the
doom of all Creation. Legendary
French comic artist Philippe Druillet (creator of the magazine Metal
Hurlant which became Heavy Metal in the I
have to be up-front about this: although I mostly enjoyed this game, the
over-story is a completely meaningless mish-mash. Fortunately, one
needn’t understand it to enjoy the fun of exploring each of the four
mythic scenarios. From the spaceship-asteroid-thingie that acts as
the game’s hub, you can enter into the tales of Alberich the Dwarf, Loge
(Loki) the Trickster God, Siegmund the Hero, and Brunnhilde the Valkyrie.
One of the pluses of the game for those who enjoy non-linear gameplay is
that at any time you can exit the story you are currently exploring and go
back to this hub to enter a different story. In the manual and
various walkthroughs you will be warned that solving the sub-stories
out-of-order will make the overall plot harder to understand. Yet
since it is senseless anyway, I don’t feel that you’re giving up much
if you choose this option. It
is in the individual sub-stories that Ring really shines.
Each of these tells a fairly straightforward story with plenty of
exploration and puzzling. One of Arxel Tribe’s unique touches is
the way they conceive inventory items. As in Pilgrim,
not all such “items” need be physical objects.
For instance, when you enter the story of Alberich, King of the
Nibelung (Dwarves) you start with “Brutality” as an inventory item.
You use it like you would any other item to beat and intimidate
underlings, hit machinery that’s on the fritz, or any time force is
called for. With one glaring exception, the puzzles are all logical,
well-integrated, and of middling difficulty. There are occasional
bits of humor in the first two stories to brighten up the otherwise heavy
overall tone. Each story also features bits of the corresponding
Wagner selection for musical soundtrack, and for the most part this works
quite well. The simple and intuitive point-and-click interface,
smooth node-to-node movement and 360-degree panning make navigating your
way through each tale a breeze. Ironically,
it is the very integration of the game with the opera that provides Ring’s
one true stinker of a puzzle. In Loge’s realm, you encounter a
giant organ. The puzzle is to repeat a loop of operatic music that is
playing (faintly) on the soundtrack. The problem is that there are
15 keys on the organ, each of which must be used and each of which
actually plays a sequence of notes. They all sound almost
identical and since the music you are trying to mimic is on an endlessly
repeating loop, you don’t have any real idea of where to start
anyway. I defy anyone to solve this sound-puzzle-from-hell without a
walkthrough. Fortunately,
there is a complete walkthrough for the game included in the manual, which
may give you some idea of just how short Ring actually is. In
fact, it takes much less time to play Ring
than it would to watch the operatic cycle on which it is based, which is
comprised of some fourteen hours of music. However, there is much to
like crammed into a small package. (Actually, it would appear that
there was supposed to be a fifth segment of the game. There are five
hotspots on the machine you use to enter the sub-stories, but two of them
take you into the same realm.) There is no denying the originality
of the game. In a time when cookie-cutter adventure games are the
norm, Ring is a breath of fresh (if heavy) air. I already
mentioned the music, which while NOT original is light years better than
standard adventure game fare. And then there is the artwork.
Anyone familiar with Druillet’s work (or the
pages of either Metal Hurlant or Heavy Metal) will know to
expect something special in this department. The look of the game is
both dark and beautiful, utilizing mostly dark tones (black, burnt ochre,
indigo) and detailed, stylized backgrounds. Every character is
original and interesting, from the grotesquely blubbery Alberich to the
gorgeous (and quite naked) Water Maidens. Although not as amazing, vibrant
and fully realized as his gorgeous artwork for the game Salammbo,
Druillet has given us something completely original to look at in nearly
every frame of Ring. Sadly, as in Salammbo,
some of the detail suffers from being presented in a 640 x 480
resolution. Nevertheless, both games look better than most other
games that I’ve played recently. The sheer creativity involved in
the graphic design does much to help carry the gamer through many of Ring’s
flaws. In
conclusion, playing Ring is a bit like watching one of the
Wagnerian operas on which it is based if you don’t speak German: you may
not understand it but you can sit back and enjoy the spectacle. Score: 7½ (out of 10) |
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