The history of comical pastiche is one of varying success. Family Guy's parody of Star Wars succeed only in being the most
turgidly boring thing ever created by human minds while films such as The Princess Bride and Chinatown showed that, done properly and
with some intelligence, pastiche can be
as good as those which they lampoon and pay tribute. Spaceballs fits somewhere in the middle I guess.
This week's game, Time
Gentlemen, Please!, developed by Size Five (formally Zombie Cow) Games, who
were responsible for Time Gentlemen's
freeware predecessor Ben There, Dan That,
possibly sits a bit higher than Spaceballs
on the scale of Family Guy (-20) to Chinatown (+ 2,000). Despite what I just
wrote please don't be put off by my comparison to Spaceballs (the scale means nothing!), Time Gentlemen is a genuinely funny game which pays great homage to
the classics of the point-and-click genre while also being a clever and
deserving example of it.
Being what it is, the game takes a lot of the staple game
mechanics of the point-and-click and uses them for its own gameplay. The player is given
various actions, such as walk, talk, pickup, and an inventory in which items
can be stowed. All the game's puzzles are solved by using specific items with
the game world or by combining items in the inventory to resolve puzzling
situations. It may sound a little dry, especially when written in such an awkward
manner, but what these games so often succeeded in doing was to make these simple mechanics both exceptionally funny and rigorously challenging.
Notoriously point-and-click games partially devolved into using often absurd
and obscure puzzles - leaving the player, in frustrated bafflement, trying all
objects with any possible pixel on the screen. Yet despite this genuine problem
with the genre (especially in its later phases) many players still hail these games as some of the best ever
made.
Time Gentlemen manages
to deal with these problems a little bit while still not giving in to the
crushing peer pressure of accessibility. The game begins straight after the
events of Ben There, Dan That with
our two protagonists, the game's writers and designer Dan Marshall and Ben
Ward, ruling over an altered England whose population believe Ben and Dan to be
their leaders. Due to the two's negligence the population soon starves to death
leaving Ben and Dan to travel back in time in an attempt to undo the events of
the previous game. At any rate, the Ben and Dan find themselves imprisoned by
Nazi Dinosaurs and the player is then given full reign to puzzle the two out of
this mess of a story.
While the story and the game's script are
ingeniously/moronically funny (I should mention that in terms of language this
game isn't so much for kids) the game also succeeds in terms of puzzle quality
too. Dan Marshall's recent blog post addressed to Tim Schafer actually kind of
picks up on how Time Gentlemen irons
out the sometimes frustrating aspects of earlier entries in the genre. For
instance puzzles are sometimes sign posted by dialogue from the characters
which gives the player subtle clues (subtler, that is, compared to the
too-tempting-to-not-use hint system in the Special Edition Monkey Island games). There is also the inclusion of a game map so
that travelling from one puzzle-solving destination to the next is easier and
doesn't require the player to spend five minutes walking left (as Marshall so
eloquently puts it "walking around is for idiots").
Clever Secret of Monkey Island reference inbound |
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