It feels like ages since I last applied the PISSED rating system to a game. I've taken a quick skim over some previous scores, just to get my calibrations set. I have a feeling that Neuromancer is going to get a bit punished, since it falls down in quite a few areas that one would normally attribute to a decent adventure game. Let's see how it fares...
Puzzles and Solvability
The truth is that there are very few puzzles in Neuromancer to solve, which probably seems strange when you consider that I spent close to twenty hours playing it. Just as in Mean Streets, the aim of the game is more about gathering information (from bases in Neuromancer and from interrogations in Mean Streets) and then applying it once the right opportunity arises. In fact, despite their contrasting styles and themes, the abovementioned games have quite a bit in common (which is probably why my methodical approach gave me so much comfort). That being said, while there were quite a few typical inventory based puzzles in Mean Streets (ie. use key on drawer), there are next to none in Neuromancer (using the gas mask to get the superdeck is a rare example), although one could argue that the use of skills and software merely replaced traditional items in an inventory. Probably the biggest similarity between the two games though is the way the player can cheat with no repercussions. Once you’ve spent loads of money to gain information, you can simply restore your game back to prior to spending it and yet still retain the information via screenshots or a notepad. A clear example of this is the whole Irish cop part of the game, where my character used the CopTalk skill to gain loads of information from the unbelievably stupid cop in Donut World. Once I took screenshots of all his answers, I could safely play through the game without ever purchasing CopTalk or visiting Donut World at all.
He's not kidding either!
Neuromancer therefore became a game of thoroughly investigating certain locations or bases, taking screenshots of everything on the way, and then restoring with the intention of either rushing through it all again taking the most cost effective path or simply never visiting the site again. I find it hard to believe that anyone could comfortably complete the game (for the first time) without this kind of “cheating”. The other issue that I should raise here is that the player becomes so powerful towards the end of the game, that all the ICE and AI battles just become longwinded formalities. I’ve been pretty negative so far though, so I’ll turn to some of the positives that I did find for this category. Firstly, some of the puzzles are clever and satisfying, particularly the ones where the player causes change elsewhere in the world by hacking into bases and editing information. Two examples of this are adding Larry Moe’s name to the Chiba Police warrant list to remove him from his store and adding your own details to the Hosaka employee list so you can show up at the office and collect your weekly salary. If the game had more of this sort of stuff and less of the repetitive levelling up, then I wouldn’t have to be so harsh with my scoring. Secondly, while the game is confusing and difficult, the upside is that making serious progress brings with it a huge sense of satisfaction and reward. It may not be something I should praise the developers for, but I sure felt fantastic when I finally nailed this one! I’ll have to give the game the same P score I gave Mean Streets, which was a 4.
Rating: 4
One of the more satisfying puzzle solutions in the game
Interface and Inventory
The interface is initially very daunting, with numerous buttons and options that have non-standard uses. After an hour or two or play though, combined with a couple of manual read throughs, it all becomes pretty easy to use and perfectly functional. There are definitely some counterintuitive parts to it, and I struggled to figure out how to use software once in bases in particular, but overall I think they did a decent job with the layout. There are some flaws that irritated me though, not least of all that there are only four save game slots. In a game where saving and restoring is a critical part of making long-term progress, having to save over the top of slots caused much anxiety. Not being able to erase software once in a base was also irritating, particularly when I faced challenging RAM limitations. Spending over five minutes breaking through ICE, only to find that there’s a software library filled with awesome warez for which you have no room for, really sucks. I found myself having to exit the base, delete some of my software, and then fight my way back into the base all over again (without the use of the erased software), more than a handful of times. Movement is handled adequately, and really isn’t a major part of the game, although it was annoying that I couldn’t stop walking once I started, unless I ran into something. That leaves only the inventory, which was in a basic list format. It was fine at first, but eventually became unruly as there was no way to order my warez and skills, meaning I had to scroll through pages every time I wanted to select one (which is every few seconds in cyberspace). All up I think the interface worked perfectly well, with just a bunch of niggling flaws lowering my score.
Rating: 4
I can't tell you how much I wanted to reorder these warez so I could find Slow, ArmorAll and Jammies easily
Story and Setting
Hmmmm, this isn’t going to turn out particularly high either. I’m genuinely interested in reading the Neuromancer book after playing the game, but that has more to do with the obvious potential than what was actually implemented here. I have a lot of issues with the way the plot was revealed, not least of all that I had no motivations as a player. It’s fine to set a player down in a well realised world and let them find their way, but at some point you have to give them a reason to do anything at all. My curiosity pushed me forward, but I don’t think I did much at all in the game because the plot suggested I should. There’s also way too much irrelevant information thrown at the player, with a lot of it clearly there to reference the book, which I hadn’t read. As an example, within the first five minutes of playing I was told that I owed FFargo $2000, Armitage gave me $10000 to work for him, and I was told that one of Lonny Zone’s girls was looking for me. I never met any of these people, and none of these bits of information led to anything! Worst of all was that I once again broke the storyline by doing things in an order the game wasn’t expecting. The game was confusing enough already, without being told things had already occurred that clearly hadn’t. The setting was never going to be an issue, as a futuristic Chiba City is a perfect place for a cyberpunk game to be set. Unfortunately, there are some oddities that detracted from the end result, such as Donut World and the House of Pong, which felt completely out of place (I’ll punish that in the E category though).
Rating: 4
I wasted so much time being concerned about topics that had no relevance
Sound and Graphics
I’ll say straight up that one of the first things I did while playing Neuromancer was to look through the manual to see if I could turn the sound off. I put up with it for a couple of lengthy sessions, but found it to be completely unrewarding. There are minimal sound effects and what there is becomes repetitive quickly, and the theme song is very irritating after you’ve heard it more than ten times (it replays every time a day comes to a close in game time). The main issue is the quality of the sound, with the PC speaker blips and blops dating back to the earliest games on this blog. I’ll describe the graphics as adequate, but that’s being pretty generous. As with the Manhunter series, there’s some nice detail to some of the screens, but the colour scheme is atrocious and the overall quality of the images on the lower end of the spectrum. I tried to use interesting screenshots while blogging through the game, but there was no way I could avoid the overall repetition that occurs due to most of the game being spent on text only screens. On the plus side, I do think the cyberspace sections were handled pretty well, and the visual representations of the Artificial Intelligences were effective. It would have been nice though if they’d been able to use different graphical effects (even just colours) for each different skill or piece of software launched. I imagine Neuromancer would have been much more enjoyable with better sound and graphics, so I’m giving it a low 3.
Rating: 3
If you look closely, the detail isn't bad. Shame about the colours and resolution though!
Environment and Atmosphere
The real world environment of Neuromancer is a mixed bag. On the one hand, the world is well defined, with a distinctive futuristic feel to it. On the other hand, as I’ve mentioned previously, some of the locations feel really out of place, and seem to be included for comedic value only (House of Pong!!!). The majority of the game is spent online though, either surfing the net or traversing cyberspace. I do think these environments are well handled, even if they are very repetitive in their use. There’s no denying that Neuromancer has atmosphere, but the majority of it is built upon information that the player reads rather than the environments themselves! All the extra (and for the most part irrelevant) information that I’ve criticised in other categories undoubtedly helps to make the player feel like they are part of something big, and that they can have an influence on proceedings in both positive and negative ways. I can’t argue that it’s more realistic to have heaps of information strewn around that isn’t relevant to the plot, and I think the use of the PAX for daily news is a good idea, particularly when the player starts to see their own name and actions amongst the articles. Fighting ICE and AIs is at first quite exciting too, particularly when one wrong move can result in death, but it gets pretty old after a while, particularly when there is no longer any real threat.
Rating: 5
The News in Brief was also a more suitable place to insert humour into the game, with the above being a fine example
Dialogue and Acting
There’s not all that much dialogue between characters, but there sure is a heck of a lot of text in Neuromancer. It might seem a ridiculous number, but I actually took 2384 screenshots while playing the game, which shows just how many pages of information the player is subjected to on the numerous bases they are required the visit. I really have no idea how anyone would have completed this game back in the pre-screenshot era, as I found myself looking over all my screenshots regularly, looking for things that made no sense to me when I first read them but probably would later on. A lot of the information is well written, and there were numerous times I found myself wondering whether some of it came from the pen of William Gibson, although unsurprisingly I did notice quite a few spelling and grammar issues along the way (excusable given the sheer amount of text). The most impressive thing about it all is that it contains a consistent language that remains intelligible despite attempting to represent a future generation of youths. Probably the biggest negative I have regarding it is that there are few instances of individuality assigned to the inhabitants, with the vast majority of voices have no real defining features. That being said, the Rastafarian dudes on Zion sure did have a unique voice in the game, but my inexperience with that style of language made it pretty hard to decipher.
Rating: 5
I'm not sure I do "know wha mean"!
4 + 4 + 4 + 3 +5 + 5 = 25, divided by 60 = 41.6667, which is 42 rounded up! Hmmm, that does feel a bit low, as I really did enjoy the game to a certain extent. I'll use my discretionary point to raise it to 43. If I look over the year of 1989, that leaves Neuromancer well in front of Emmanuelle and Chamber of the Sci-Mutant Priestess, and just in front of Codename: ICEMAN, which feels right. It also feels right that it sits behind Manhunter 2 and Mean Streets, as they were better games for completely different reasons.
43 it is! Did anyone predict that? Oooohhhhh...boukensha nailed it, but unfortunately he did so after the cut-off date, which rules him out. That leaves the next closest as the winner, which is Jean-Jacques with 42! Interestingly, his prediction was the lowest, so you guys really thought this game was going to rate higher than this. I wonder if you still feel that way? Have I been too harsh? Most tellingly, both Lars-Erik and Ilmari gave it 49, and they've both played it, so I'd be interested to hear their thoughts. Anyway, congratulations Jean-Jacques! I have your email address, so will send through your code for the Space Quest Collection.
CAP Distribution for Neuromancer:
100 CAPs for Lars-Erik
• Sponsor Award - 20 CAPs - For sponsoring the blog with free games
• Legend Award – 20 CAPs – For playing the game with me and completing it without assistance
• Companion Assist Award – 10 CAPs – For helping Zenic through a tough spot
• Bonus Companion Award – 10 CAPs – For regular comments during a two month slog
• Tex Murphy Trailer Award – 10 CAPs – For announcing the release of the Tesla Effect trailer
• Case-mon Award – 10 CAPs – For telling me who Case is
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
• Broken Age News Award – 5 CAPs – For announcing the Broken Age release news
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
• Enthusiasm Award – 5 CAPs – For building a library of the games I’ll be playing up to 1994!
80 CAPs for Ilmari
• Legend Award – 20 CAPs – For playing the game with me and completing it without assistance
• Companion Assist Award – 10 CAPs – For helping Zenic through a tough spot
• Interface Assistance Award – 10 CAPs – For explaining how software is run from within a base
• Bonus Companion Award – 10 CAPs – For regular comments during a two month slog
• Body Part Discount Award – 10 CAPs – For figuring out the “use” of the bargaining skill
• Jammies Award – 10 CAPs – For explaining the use of Jammies
• BattleChess Award – 10 CAPs – For explaining the use of BattleChess 4.0
75 CAPs for Canageek
• Resident Expert Award – 10 CAPs – For sharing his extensive cyberpunk / Neuromancer knowledge
• Kickstarter Wrap Award – 10 CAPs – For covering off all the latest adventure games on Kickstarter
• Kickstarter Award – 10 CAPs – For announcing a new Kickstarter adventure game
• Tears for Fears Award – 10 CAPs – A truly wise comparison
• Cyberpunk Article Award – 10 CAPs – For discovering a very relevant article about cyberpunk
• Google Adventure Game Award – 10 CAPs – For announcing the cool like Google game
• Wilson Award – 5 CAPs – For picking upon my Castaway reference
• Geeking Out Award – 5 CAPs – For raising the geek stakes by discussing the reality of the 68000000
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
55 CAPs for Zenic Reverie
• True Companion Award – 10 CAPs – For playing the game with me and completing it
• Technical Assistance Award – 10 CAPs – For describing a bug in the game
• Bonus Companion Award – 10 CAPs – For regular comments during a two month slog
• Cryptology Award – 10 CAPs – For telling me how to increase my skill to level four
• Beach Skill Award – 10 CAPs – For explaining how I got off the beach with skills
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
50 CAPs for Cush1978
• Mother Goose Award – 30 CAPs – For solving my Mother Goose riddle
• Monty Python Award – 20 CAPs – For figuring out my Meaning of Life reference
35 CAPs for mpx
• Kickstarter Award – 10 CAPs – For announcing a new Kickstarter adventure game
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
• Genre Support Award – 5 CAPs – For commenting about a new adventure game on GOG
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
• Genre Support Award – 5 CAPs – For commenting about a new adventure game on GOG
30 CAPs for JosephCurwen
• Keats Award – 20 CAPs – For figuring out my Clipping Angel’s Wings reference
• Sharing Award – 10 CAPs – For sharing his childhood memories with us
20 CAPs for TBD
• Dracula Award – 10 CAPs – For describing his experience with the first two Dracula games
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
10 CAPs for Jean-Jacques
• Psychic Prediction Award – 10 CAPs – For predicting what score I would give Neuromancer
10 CAPs for Olivier Galibert
• Burning Chrome Award – 10 CAPs – For explaining the Burning Chrome reference at the spaceport
10 CAPs for boukensha
• Translation Award – 10 CAPs – For translating some of the Japanese words that appear in the game
10 CAPs for Lupus Yonderboy
• Fanboy Award – 10 CAPs – For being named Lupus Yonderboy
10 CAPs for Aperama
• Kickstarter Release Award – 5 CAPs – For announcing the release of Larry 1
• Good Advice Award – 5 CAPs – For reminding me to wait for the sales on GOG
10 CAPs for Tymoguin
• Kickstarter Award – 10 CAPs – For announcing a new Kickstarter adventure game
5 CAPs for Reiko
• Peace of Mind Award – 5 CAPs – For checking to make sure I hadn’t lost all my spreadsheets!
5 CAPs for Charles
• Peace of Mind Award – 5 CAPs – For checking to make sure I hadn’t lost all my spreadsheets!
5 CAPs for Novacek
• Genre Support Award – 5 CAPs – For commenting about an adventure game sale on GOG
5 CAPs for Jarikith
• Genre Support Award – 5 CAPs – For commenting about a new adventure game on Steam
5 CAPs for Laukku
• Broken Age Award – 5 CAPs – For reminding me to change the Kickstarter name for Broken Age
5 CAPs for Knurek
• Kuang Eleven Award – 5 CAPs – For letting me know the novel reference for this piece of software