As E3 rages on around us and games are getting announced left, right and center that they're being delayed until 2015, that can only mean that it's time to hit the big red button that summons a merciful distraction to all the unnecessary hype and posturing of the biggest video games event of the year. It often feels as if the no-longer-burgeoning Indie market and an ongoing lack of faith in traditional games media outlets (hey, how about that cancelled Last Guardian, IGN?) are conspiring to marginalize an already marginalized expo event, forcing it to one day vanish into myth and legend like a proverbial Kentia Hall, but as long as the Bomb Crew find dozens of fun guests to shoot the breeze with every year the Electronic Three won't stop being a treat for fans of this site any time soon.
Talking of legends though, I've been inspired by the adventure game top-heavy Steam feature to which I just subjected you all to cover the games of the much-missed Legend Entertainment, which went effectively defunct ten years ago this January. Legend Entertainment was an American company funded by ex-Infocom employees that developed adventure games just when the genre was beginning to pick up, evolving from state of the art interactive fiction to join the golden era of graphic adventures of the mid-90s with their own specific brand of point and clickery.
Legend Entertainment has effectively three "ages":
The early years of 1990-93, when they resumed creating the deep, rich fiction that made Infocom a household name, adopting a windows system that was reminiscent of the ICOMMacVentures series. These were mostly standard text adventures, of the kind where you'd type in sentences and hope to Zork that the game understood what you were trying to do. While I have some affection for text adventures, my absurd tendency for typos made the "point and click" graphic adventures that followed infinitely more preferable.
Which brings us to Legend's second age: their (IMO) creative peak of 1993-98, when they created a series of seven games with their own persistent, point and click interface that were based on various contemporary fantasy and sci-fi novels of some repute, though there were a few entirely original stories in there too. The games of this era are usually sadly overlooked compared to the Sierras and LucasArts classics, though were still remarkable for their writing and imagination (helped considerably by their various source materials), as well as some truly clever puzzles. We'll be exploring four of these seven games in detail with some of my patented "Brief Jaunts" for this year's Alternative to E3, and I'll see if I can't squeeze a bit of info on the other three in somewhere too.
Legend's third age, subsequent to being bought out by Unreal Tournament developers GT Interactive -- which would itself be bought the following year by Infogrames and turned into Atari SA -- was an interesting time for the company, though one that would step away from the thoughtful adventure games and assume more action-oriented fare. They developed the disappointing Star Control 3, but also The Wheel of Time which -- despite being an early Unreal Engine shooter -- managed to remain as faithful to its literary source as many of Legend's earlier works. The financial tumult surrounding its father company and its father company meant that Legend Entertainment would go defunct in 2004, with Unreal II being its final project. It was almost merciful.
Death Gate
1994's Death Gate is based on The Death Gate Cycle, a fantasy series from Margaret Weiss and Tracy Hickman: authors best known for their Dragonlance books. The game approximates the events of the first four books, expediently and without many of the major characters. It also creates its own ending independent from the series, because the final book hadn't yet been released when the game was published. So it's sort of like the Game of Thrones TV show adaptation, fidelity-wise.
Here's where we get the backstory out of the way, so I don't have to spend half the image limit of this post to cap its in-game description: The Death Gate setting is one where a superhuman race named the Sartan sundered the Earth to halt a conflict that threatened to destroy every living creature (or so they claim). From this sundering came four separate but symbiotic worlds each based on an elemental force: one for air, one for fire, and so on. In addition, a fifth world was created: The Labyrinth, an interdimensional corrective facility into which the Sartan deposited their powerful rivals the Patryn. The Labyrinth was designed to teach the destructive and individualistic Patryn how to work together to overcome obstacles and reach the same level of community-focused serenity that the Sartan exhibited. Unfortunately, the Labyrinth's magical self-awareness mutated into pure hatred for the Patryn, and would constantly wage psychological war on its overwhelmed prisoners. Patryns died in the thousands trying to escape, befalling diabolical tricks and insurmountable challenges.
The game features one of the few Patryn to ever escape the Labyrinth, Haplo, who is sent by Lord Xar (the first Patryn to escape, and self-appointed Lord of the Nexus) to the other worlds to discover what happened to the Sartan. The Sartan were meant to stand guard at the exit to the Labyrinth, ready to welcome the newly converted Patryn to their society. Instead, The Nexus facility that connects the worlds is completely abandoned. The game, like the novels, involves Haplo travelling to each world to find clues behind the Sartan's disappearance and to occasionally fix whatever's wrong with that world's "mensch"- the three lesser races of the humans, the elves and the dwarves that the Sartan were supposed to protect.
The novels are a great read. It's a somewhat unique fantasy setting full of some really grim shit at times, which certainly helps, but there's also the palpable anger and distrust of the main character Haplo and his leader Lord Xar that's been honed after years of fighting against an incredibly powerful and hateful force that's tried its best to kill them since birth. If anything, it's made their individualism and resentment of the Sartan even stronger. Haplo's a great anti-hero as a result, only ever helping people if it benefits him or the Patryn race in some way, and who is considerably more powerful than everyone he meets thanks to his race's innate magical powers and the brutal trials that have shaped his development. At the same time, he isn't just some brooding prick protagonist that seemed to be everywhere in the 90s, and there's times when the humanity he was forced to put aside to survive in the Labyrinth bubbles up to the surface. In the history of this world, the Sartan were the good guys and the Patryn the bad guys, but it's obviously never going to be that simple. Still, Haplo and Xar are both very aware that were there more than a handful of Patryn loose in the Nexus, they could easily take over the worlds that the Sartan left behind. As well, they're deeply invested in finding some way to undo the sundering of Earth, if only to free the rest of their race from the Labyrinth.
My particular favorite is the second book, Elven Star, concerning the fire-based world of Pryan which has an inverted globe (like Terranigma, or Shin Megami Tensei: Nocturne) with several small stars in the center that are meant to also provide power to the other worlds. There's a lot of secondary characters from the mensch races that the book introduces before it moves onto the tytans: an innumerable race of colossal monsters that slowly destroy the jungle world of Pryan as they march across its surface, causing mass deforestation and the death of anyone unable to keep one step ahead of them. The book does an incredible job of making the reader aware of just how dangerous these creatures are, and how irreversible and inevitable their slow doomsday march becomes, at least until it becomes evident exactly what they are, why they were created and what they are marching towards. It's very Attack on Titan, long before that series ever transpired.
Anyway, enough yapping about the books and onto some pictures. I promise the other introductions will be less wordy (I still need to read most of the novels they pertain to):
Part 1: Kickstarting This Patryn Adventure. Go Go!
Part 2: You Winsey Some, You Kicksey Some.
Part 3: Damn Elves!
That's going to do it for Death Gate. It's a bit goofy in parts but full of great ideas and a pretty cool universe to mess around in. It's more than a little like that Book of Unwritten Tales game I played recently, in fact (the Death Gate books are way more serious, honest).
So hey, thanks for hanging out. Hope you enjoy the rest of E3 Day 0. I mean, unless people actually read these things because they hate E3 so much. In which case: Welcome! I'll be back tomorrow with another Legend adventure to show you all.