Indigo Prophecy:
Plot

By Shamus Posted Monday May 26, 2008

Filed under: Game Reviews 72 comments

Where is my mind?
Indigo Prophecy is, at its heart, a mystery story. Well, two mystery stories, really. The first is, “Why did Lucas kill that man in the bathroom?” The second is, “What in the name of Uwe Boll’s tiny malformed soul happened to the plot of this game?”

The first act plays like a psychological drama written by M. Night Shyamalan. (The Sixth Sense.) The second act plays like a stupid action movie by Jerry Bruckheimer. (Armageddon, National Treasure.) The third act is a swirling vortex of disjointed blatherskite, as if from the mind of Ed Wood. (Plan 9 From Outer Space.)

The first third of the game is a careful exploration of actions and consequences. The plot moves forward through conversation and examination of the game world. Lucas is trying to unravel what happened to him, why he blacked out, why he killed that man in the bathroom, and why he’s having strange dreams and visions.

Meanwhile Carla and Tyler – the police – are investigating the murder and slowly realizing that it is one of many. Over the years there have been several strange, seemingly unrelated murders. One person will kill a total stranger in broad daylight with three stabs to the heart. The murderer then (usually) kills himself. What is the connection between these crimes? What is driving these people to kill? And why is Lucas special, in that he didn’t kill himself afterwards? This is a compelling setup and those questions do a good job of driving the player through the first third of the game.

A lesser site might simply assert that the plot was lacking, without offering any supporting evidence. I will demonstrate its shortcomings by simply writing it all down and allowing you to read it for yourself. At this point we pass the signpost marked, “Here there be spoilers.” This is assuming it is possible to “spoil” the plot of a game which is already rotten.

Let us begin this grim work now:

It turns out that on the night of the murder Lucas was possessed the The Oracle, a 2,000 year old Mayan Shaman, or priest, or whatever Mayans called their hoodoo men. He’s working for the Orange Clan, a group of backlit silhouettes who inhabit a dark room at an unspecified location. Occasionally the game cuts to The Oracle’s POV and the members of the orange clan say things to him. Things like, “This is too important to fail!”, and, “You have failed us for the last time!” They also like to say “IMPOSSIBLE!” whenever The Oracle tells them anything.

They have The Oracle looking for the Indigo Child, who is a little girl with a perfectly pure soul who has never been incarnated, and thus she… holds all the secrets to life. (It is exceptionally difficult to get through these scenes without shouting “forty-two!” at the game.) If she tells the Orange Clan her secrets, they will gain godlike powers and rule the Earth, “enslaving all of humanity.” (Which seems to come after killing everyone. I’m wondering if they thought this through?)

Questions may come to mind. If she has “never been incarnated” then why is she currently uh, incarnated? I do not think that word means what they think it means. How does having a pure soul lead one to having all the secrets of the entire universe? How does knowing those secrets lead to godlike powers? Why doesn’t the girl herself have any powers whatsoever, if her knowledge is so potent? What exactly does the Orange Clan want with the Earth, anyway?

We’re dealing with a fictional reality with no discernible rules, bad guys with no motivation, and prophecy with no purpose. The answer to all of the player’s questions is thus: Shut up and do another action sequence.

So then some stuff happened…

In order to find the child, The Oracle goes around mind-controlling people and forcing them to kill other people according to an ancient ritual. While the victim is dying, The Oracle is able to peer through “The Snake” and see into the afterlife… which somehow… lets him look for a girl who is alive and living in upstate New York? Whatever. The Oracle is looking for her and every time he wants a peek he has to arrange for somebody to kill somebody else. This is a very messy and convoluted system. Given the incredible supernatural powers of The Oracle and Orange Clan, is this the best they can do?

It turns out that Lucas was exposed to a radioactive artifact in a military base when he was growing up, which filled him with The Chroma. The Chroma was dormant in his system for most of his life, only occasionally manifesting itself in the form of clairvoyant visions. After his contact with The Oracle, The Chroma gets stronger and he begins to get super-powers, which are gleefully pilfered from The Matrix movies. He has all of the powers of “The One”: Wall-running, kung-Fu, bullet-time, super jumping, and muttering stupid melodramatic nonsense.

Meanwhile the temperature is dropping. At the start of the game New York is in a period of unusually cold weather, but by the start of the third act the whole planet is freezing over in some cataclysm of ice and snow. The change is abrupt. We go from “Gosh it’s cold” to “OMG the world is ending!!!” without any real transition. It feels like we’re watching a movie and we skipped a reel. (For which we should express relief and gratitude.)

Lucas goes to an amusement park to save the life of his girlfriend, who was apparently kidnapped by The Oracle. He falls at the end and we’re not sure what happened to him, but the next time we see him he’s pale, cold, and wearing rags. He is (I’m not kidding) undead, but otherwise lucid.

Undead Lucas eventually teams up with Detective Carla, at which point everything we know about her character is thrown out the window as she joins up with a (dead) wanted criminal to help him look for the aforementioned Indigo Child. He looks like a zombie. He’s got dark circles under his eyes. He’s chalk white. He’s wrapped in bandages and he no longer has any body heat. Carla manages to fall in love with him anyway, without any real reason for doing so. Like the snowpocalypse, the falling in love happens between scenes. One minute she’s just met him, and the next time we see her she’s expressing all these feelings for him.

And then some other things happened…

Lucas rescues the Indigo Child, and has a huge battle against The Oracle. At the end Lucas runs away, and leaps into an apartment window at random trying to escape from The Oracle. Inside he meets yet another player in the battle for the child, the Purple Clan. The Purple Clan is a glowing yellow form that reminds me vaguely of Tron. It doesn’t look like something you’d expect to see in a story pitted against Mayan Shaman. Purple Clan reveals that it was the one who reanimated Lucas, so that he would get the Indigo Child. It also wants the Indigo Child, so it can get her secrets and… (all together now) gain godlike powers so it can rule the Earth. It brought Lucas back because… I guess it thought he would get the kid and hand her over?

The scene is pure comedy. They do the cliche anime thing where the bad guy tells you what his powers are and what he’s going to do before he does it, so the audience knows they’re supposed to be feeling suspense. The Purple clan has the power to destroy Lucas with a single touch. It could just poke him, and walk away with the kid. But instead it asks for the kid. Then it threatens Lucas when he refuses. Finally it tells Lucas about the one-hit kill power it has, and only then does it try to make with the poking. After a couple more finger-joint eroding action events, Lucas escapes. Again. Or rather, he continues escaping. He was already running from The Oracle when he entered this apartment, although the writers seem to have forgotten about that.

Lucas is led into the sewers by a new ally – The Invisibles. They’re a group that has been fighting against the Orange Clan for thousands of years. Their members are all homeless people. They welcome Carla, Lucas, and the Indigo Child.

The Indigo Child is the Macguffin here. She doesn’t speak or act of her own volition. She doesn’t act like a kid and nobody ever treats her like one. They just haul her around like luggage.

The Invisibles recap the plot for us, and then they explain that the Orange Clan is a powerful organization that controls the world banks and governments. So wait – they already rule the world? I thought they were trying to rule the world? I guess they want to rule it more, or harder, or something.

The Invisibles also reveal that the The Purple clan is (brace yourself) a sentient AI, formed during the 80’s on the rudimentary beginnings of “the ‘net”. I guess this explains why the Purple Clan is so incompetent. If it came into existence during the 80’s it means it was spawned by networked Commodore 64’s and Timex Sinclairs. The poor thing probably has the intellect of a Basset Hound.

And then it gets kind of uncomfortable…

Carla and Lucas sneak off to a subway car, get naked, and have sex. Unlike the other love scenes in the game, this one is inevitable. (The once malleable plot has gone rigid by this point, and forms a railroad track leading to the conclusion.) It’s cold enough in the train car that Carla can see her breath. Her man is room temperature. She has sex with him anyway. Ew.

They get in a big snowplow and drive the girl to the midwest, where Lucas was originally exposed to The Chroma. Both the Purple Clan and the Orange Clan are waiting when they arrive. Lucas has to bust out more supernatural kung-fu, and we are treated to the final climactic showdown between Mayan Wizard, Tron, and Zombie Neo.

Assuming the player hasn’t succumbed to carpal tunnel syndrome by this point, Zombie Neo wins and and the Indigo Girl whispers the secrets of the universe into his ear.

Cut to some months later. The world is warm again. Lucas is happily living with Carla, although he hasn’t changed out of his rags and bandages and he still looks dead. Apparently being in possession of godlike knowledge and powers hasn’t given him the capacity to secure a clean shirt, much less correct his unfortunate condition. Not that it matters. Being dead doesn’t seem to affect his life in any way, as evidenced by the fact that Carla is pregnant. Ew. Again.

I didn’t cover everything, but throughout the game we have:

  1. Superhero powers borne of exposure to a radioactive artifact.
  2. 2,000 year old Mayan Shaman with magic powers.
  3. A shadow government conspiracy to cover up a series of public murders.
  4. A psychic (Carla’s gay neighbor) giving a tarot card reading that tells the future.
  5. A blind old woman who uses psychic powers to coax out erased memories.
  6. A Golden Child with all the secrets to the universe.
  7. Sentient AI that can manifest itself as a glowing Tron thing and reanimate the dead.

What, no space aliens?

I hope you enjoyed reading that, because it caused physical pain to recollect and set down. Once the plot went sideways, the game abandoned all the exploration and experimentation gameplay we’d come to love in the first act. It became a series of cutscenes which you advanced by enduring lengthy Simon Says action button-mash events. The deliberate and thoughtful dialog of the first act was replaced with absurd b-movie dramatics. The carefully planned scenes like the one at the start of the game vanish, and we’re left with events that don’t make sense and aren’t consistent from one moment to the next.

I will always wonder what happened with this game. The tone of the story changed abruptly and radically. So did the gameplay. David Cage (who actually appears in the tutorial of the game) is the only writer / designer credited, but it’s hard to imagine how someone talented enough to write the first act could make the egregious blunders we witness in the third. Was this the plan from the start? Did the budget get cut? Was there some creative conflict between team members?

As bad as it was, I’d still take a chance if developer Quantic Dream came out with another game. That first act was something new and rewarding, and I’m eager for another dose of it.

 


 

Shawn’s Thoughts on Chainmail Bikini

By Shamus Posted Monday May 26, 2008

Filed under: Personal 17 comments

Shawn has a lengthy writeup on what it was like working on Chainmail Bikini and some of the frustrations we faced in our collaboration. Worth a read if you followed the comic.

Now that Shawn has indulged in a little navel-gazing I feel like I have leave to do the same.

He mentions collaborating long distance. Being a techno-hermit, I’ve done quite a bit of collaboration over the years. Since 1995 I’ve been working on projects with people hundreds of miles away. At my current job, I worked for my boss for two years before I even saw a picture of him, and it was two more years after that before we actually shook hands. Once in a while I’ll see a comment like Shawn’s that will remind me that my approach to things is not at all normal.

He also mentions the art demands of the comic. The ideal load on his end would have been about three or four panels, a sensible number embraced by a great number of webcomics out there. For whatever reason, I write jokes that require eight. (Although later today I actually have a four-panel comic, go figure.) We usually met somewhere in the middle, and neither of us was really completely satisfied with the compromise. He had to do a lot more work and I had to leave out some funny. There was never any rancor, but I recognize now that if I ever collaborate again I should find someone that can produce in bulk. Shawn probably needs someone with at least a rough familiarity with the concept of brevity.

 


 

Changing Themes

By Shamus Posted Sunday May 25, 2008

Filed under: Projects 42 comments

A few weeks ago I began the foolhardy task of mucking about with the theme on this site, much like a man throwing rocks at a wasp’s nest for his own amusement. I was carefully balancing a couple of time-sensitive projects. I figured the theme change would be a quick thing, that I could make sweeping changes to the behavior of the site at the cost of just an hour or so.

Three days and a multitude of complaints later I realized what I’d gotten myself into, but I didn’t have time to make it right. I patched it up a bit, reinstated the old theme as the default, and made a note to return to this particular dragon’s den when I actually had time to deal with the dragon.

At the root of my error was the failure to understand just how little freedom I have with the theme of this site. A new blog can put up any old theme they like, but once you have about three years of content behind the thing the site begins to get a little rigid. The following bullet list contains the lessons and wisdom I gleaned from the debacle:

  1. The main content area must be at least 600 pixels wide, or DMotR won’t fit. It can’t be wider than that or it will hose the formatting of hundreds of old posts where I have text wrapping around images.
  2. The sidebar has to be about 200 pixels wide, or parts of it will wrap and look stupid.
  3. While people are often running at gigantic screen resolutions, many do so with their web browser in a much smaller window. I can’t make the site wider than 900 pixels unless I want them to have a horizontal scrollbar. (I do not.)
  4. The sidebar has to go on the right, because a lot of people object to left-scrollbars, but almost nobody objects to right ones. I do not know why.
  5. The tiling background causes slowdowns for older machines, so the default theme can’t have a repeating background.
  6. Under no circumstances should you mess with your site theme unless you have the time to deal with it afterwards!

Taken together, all of this means I didn’t really have much freedom to change the site if I didn’t want to break things. The only major change I was able to keep was the navbar across the top. Which is cool. I guess.

I’ve hammered out the various difficulties. We now have three themes:

  1. Lawful Good: The default, with a white background.
  2. True Neutral: Exactly like Lawful good, except with a gradient background.
  3. Chaotic Evil: White-on-black version of the default theme. While this setup tends to scorch my delicate optic nerve, some people really prefer it.

All the themes should be the same in terms of spacing and functionality. I’m sure things will break, but I’ve got a three day weekend going so I should be able to attend to any required fixes, assuming the problems aren’t at some fundamental design level.

 


 

PA Ad

By Shamus Posted Friday May 23, 2008

Filed under: Pictures 14 comments

Best banner ad ever:

pa_sucks.jpg

This is the RSPOD ad currently running at the PA site.

EDIT: I’m not sure how I ended up writing about RSPOD this week. It was not my intention. I have several posts on Indigo Prophecy, to which we shall turn our attention as soon as this temporary mania abates.

 


 

RSPOD: DRM Distinctions

By Shamus Posted Friday May 23, 2008

Filed under: Video Games 37 comments

Yesterday I scorned Rain-Slick Precipice of Darkness because of the built-in DRM system. I’ve been following the forum threads both at Penny Arcade and at publisher Hothead games, and there are some really important differences between this and the Mass Effect / Bioshock stuff. While I do enjoy getting worked up and filled with indignation as much as anyone, I need to clarify what’s going on here. There are distinctions that need to be made between this and the other DRM systems I’ve lambasted over the past few months.

One is that the the demo is the full version of the game. All you need is a valid key and the demo unlocks the rest of the content. This, coupled with the fact that this is a digital delivery game with no physical media, pretty much requires some form of activation. Once you have (buy) a key, they will let you download the game all you want, thus letting you use Hothead as your backup. You don’t need to maintain a copy for yourself. This is akin to Steam, and in direct contrast to the stuff from 2kGames and EA, where you need both physical media and the online activation.

The Hothead guys and Robert Khoo (the responsible business guy behind Penny Arcade) are in there discussing this with fans. This is very different from the BioShock saga, where overworked temps insulated the higher-ups from public input. This is different from the Mass Effect story, where Bioware developers listened politely but had no power to move the mountain that is EA. The people in the forums are the people make these decisions, and they are taking it seriously.

The sticking point for me is, or perhaps was, the limited installs. Continue reading ⟩⟩ “RSPOD: DRM Distinctions”

 


 

RSPOD: DRM

By Shamus Posted Thursday May 22, 2008

Filed under: Video Games 73 comments

From the comments of people who have gotten the game, it sounds like Rain-Slick Precipice of Darkness, the Penny Arcade game, has pretty much the same DRM scheme as is being used in Mass Effect: Online activation, limited to three different machines, with more being given on “a case by case basis”.

It’s slightly less risible here because the title is a digitally distributed budget title, but in the end you still have to ask Hothead games if you can play. I just assumed that there wouldn’t be any DRM. I mean this is Gabe and Tycho Mike and Jerry we’re talking about here. Being ex-PC gamers themselves,I would imagine they would recognize the futility of the system. Why go to all the trouble of developing their own digital distribution system if it’s just going to be another implementation of the same stupid thing everyone else is using?

(By “everyone else”, I mean everyone besides Stardock. Bless them. A few weeks ago, I bought Sins of a Solar Empire. They mailed me the game, but let me download it as well. An hour after I made my purchase I had the thing installed and ready to go. No DRM fuss, no mess. I did have to type in a CD key, but I can do that as many times as I like. It was beautiful. I still have Collector’s Edition box sitting here, unopened. Like a present I’m saving for later.)

I actually object to the activation less in this case. I consider RSPOD to be a more or less “disposable” game. Play it once, and forget about it. It’s a budget title, and probably not something I’ll want to repeat five years from now. But still, the principle of the thing is the same, and the very idea of asking permission just rubs me raw.

I don’t know if I’ll skip the game over this or not. I’m certainly not going to run out and buy it right away.

Sigh. My hope that publishers will come to their senses over this is waning fast.

EDIT: Thinking about this the next day, I don’t know why I was so eager to give them a break. I guess because they are “indie” and I have a soft spot for indies. But my soft spot for indies comes from the fact they they don’t act like the big publishers. If I’m going to miss out on Mass Effect and Spore then I’m sure not going to indulge Hothead games in the same scheme.

The quote, from their forums: (Thanks to DaveMc for finding this.)

We don’t anticipate having to limit the number of redownloads but remember that each new machine or major hardware change may trigger a new key to be issued against your license. Our plan is to allow multiple installs and to be generous in that regard to cover murdered systems, planned upgrades, people wanting to play it on their PC and their Mac or even Linux box etc. Even if the limit is reached–a limit that we have not determined yet–we will be flexible in resetting or increasing the limit for paying customers. If you are registered, we will keep your license keys stored for you in your profile and you will be able to see the number of times that license has been used for various systems so there will be no surprises.

To hell with them. They should know better.

 


 

Chainmail Bikini Ending

By Shamus Posted Thursday May 22, 2008

Filed under: Projects 33 comments

As promised last week, I’ve posted my notes and the plot outline for the end of Chainmail Bikini. The comic stopped right about in the middle of the story, halfway through Act II.

Here is the rest of Act II.
The first half of Act III.
The second half of Act III.

I’m happy with how the story turned out, even though we never got to see it drawn. Anyway, that’s it. All done.