By Ilmari
Last time, I had just arrived in the magical world of Xanth. Without any idea what I am supposed to do, I ask my companion Nada Naga for advice.
Ah, the good magician Humfrey. No trip to Xanth would be perfect without a visit to the Good Magician’s castle. Originally a human with no talents, but a lot of curiosity, he eventually enrolled in a demon university and earned a degree of a magician of information. After a long period as a king of Xanth, Humfrey retired into a castle, but people began coming up and asking him questions, since he knew so much. Eventually, he decided to ask anyone visiting him for a year’s service – even his future wife, Gorgon (yes, the one with snakes as her hair and a petrifying look), when she wanted to know if Humfrey would marry him. Relatively recently in Xanth history, Humfrey and his family went missing and the place of the magician of information had to be temporarily assumed by Grey Murphy, magician with the talent of magic nullification and the son of an evil magician Murphy (the famous one with the talent of making things go wrong, if they can go wrong). Humfrey was eventually found in the anteroom of Hell, where he had gone to ask the demon
X(A/N)TH release her previous wife, Rose of Roogna, whom he had forgotten due to drinking a lot of forgetfulness potion after her disappearance. Eventually
X(A/N)TH conceded, but also returned Humfrey’s all earlier wives (now up to five and half) back to the world of the living. Since Xanth allows only monogamous marriages, Humfrey’s wifes have to take turns in living with Humfrey, while others reside in Hell.
Sometimes the Xanth series seems like one big soap opera.
Nada says she doesn’t know where Humfrey lives, but there should be a village nearby. I move forward to a crossing, with a river and a couple of trees. There’s a logjam in the river, but I am not strong enough to pull the log. Instead, I pick up a buttercup, which of course contains some butter. One of the trees is a cherry bomb tree. Naturally, I try to eat one of the fruits.
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Just a killer joke |
Hey, maybe that cherry bomb could clear the log jam? No, it doesn’t work, the bomb just disappears in a puff of smoke. No matter, I can pick a new one. I try some of the roads, but most of them just make me confused and there’s only one direction I can really take. Now, I’m deeper in the woods. I see one of the wonders of Xanthian wild life, a tangle tree. Nada tries to prevent me, but I just have to touch it.
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With expected results |
With one restore later, I instead check the small pool and see a vision of Kim and Jenny.
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The quality of the live action in the cutscenes does not cease to amaze me |
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They couldn’t find more convincing clothes for him? |
So, Kim and Jenny have met Cyrus the merman. Or to be exact, something like ¾ merman. His father, Morris, is a full merman (and therefore cannot change his fish end to legs), but his mother Siren (sister of Gorgon, the wife of the Good Magician Humfrey) is just a half merwoman and can change into a human form, and that’s where Cyrus inherited his skill. Now he is out to find himself a nice merwoman to marry (what did I say about Xanth and soap operas?).
Finally the village I have been looking for. Isthmus Village, says the headman, and as far as I know, this place has never been mentioned at any other point in Xanth novels. He tells me that Humfrey lives far away beyond the Five Elemental Regions (that’s Air, Water, Earth, Fire and Void). He also mentions that the village is being plagued by dreaded censor-ship, the censers of which spread incense censoring everything the people say (I am not really sure, if this is a good pun). He tells me that the solution for this terrible situation could be found beyond the pail (yes, I wrote it correctly) northeast of the village, where Fairy Nuff (ha ha!) dwells. When I agree to find the solution, the headman gives me a rusty key.
The key opens the gate to the harbor where the censor-ship is situated. There’s a sailcloth, which I take, and a rope, which is tied up somewhere. I’ve started speaking with Nada regularly, and now she volunteers to go and check in her naga form what’s holding the rope. She finds an anchor at the other end and brings it and the rope to me. I note I can tie the rope back to the anchor, and the game tells me this makes an effective grappling hook. After a while, I have an idea and go prying the log with it. It works and now I have a log.
Going in the censor-ship, I see the censers spreading smoke to the village. I try to use the sailcloth to douse them, but it doesn’t work. Instead, I return to the screen with the village headman and notice I can pick up a rock and two lamp covers. I have another idea and go fill one of the covers with some water from the spring and try to use that with the censers. Apparently that doesn’t work either.
I remember that the village headman is also a carpenter and take my log to him. I try all the options, but the only thing he agrees to do with the log is to make it a board. I have no idea what to do with it, so I decide to finally continue the path further beyond the village.
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I said I spelled it correctly |
Going beyond the pail, indeed. I cannot grab it or throw anything at it, since it always manages to escape me. Should I just ignore the pail and move forward? Well, the path just loops back to the beginning, so that’s not the answer either. I ask Nada for advice and she suggests attacking the pail from far away, where it could not see me.
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Talk about an explicit hint |
I return to an earlier screen, with the road running between two steep cliffs. I check a boulder and do what the game suggests. Nada says that it’s a nice abstract sculpture, but still needs something. It’s pretty obvious I’m meant to put the rock on the board.
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Even Nada agrees with me
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I ask Nada to hit the catapult with her tail, and the rock hits the pail. Soon, I am a proud owner of a bucket. What’s more important, the path doesn’t loop anymore and I can move forward to a new place.
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Eye spy… |
My task is obviously to go through the door, but let’s investigate the screen more carefully. The little eyeballs on the snow are edible – they are eye scream – so I pick one of them. I check the mailbox and find a letter sent by the village headman to Fairy Nuff.
With nothing better to do, I start talking with the eye screen. After a few pointless rounds of dialogue, it tells that it is guarding the Ice Queen. When I ask about the Fairy, the door admits that he’s also living there, and hearing about the plight of the village, it decides to let me in. Inside, I find a golf course with a tee and an egg, which I obviously take, and a fair.
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My eye scream does not enjoy the heat |
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Where else you’d find a fairy, but in a fair? |
That’s the weirdest fairy I’ve ever seen… Oh my giddy aunt, I hope this is not an embarrassing gay joke.
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With that possibility in mind… |
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…these lines are a bit suspect |
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I mean, really! |
I tell the fairy about the plight of the village, and he gives me a recipe for a solution.
My piece of eye scream has melted, but I know where to get more. I also have butter (in the buttercup) and I know that I can get fresh water from the brook. I have an egg, and the sailcloth is a fragment of the ship. Furthermore, I know where fireflies are flying (at the brook), all I need is to catch one of them. The one thing I have that might attract insects is the buttercup.
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Score! |
The only thing missing is two cough drops. Then I notice something.
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Cough drops |
I talk with Nada, and she promises to catch the next cough drop when it drops. With the solution ready, I take it to the fairy, who divides it into the two lamp covers. All I need to do now is to pour them into the censers.
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One down |
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And here goes the second |
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Time for a cut scene |
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And I’ve become a real boy! |
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I am rewarded a sword
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With this quest over, the village headman instructs me that the fairy knows a shortcut that lets me avoid the elemental regions. I go visit him again and he suggests that I move northwest.
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And this is where I shall begin next time |
Session time: 3 h 30 min
Total time: 5 h 30 min
I kinda like a literal censor-ship. "Censer" as a vocabulary word needed for the pun is a little above average, anyway.
ReplyDeleteReferring to the boulder/board contraption as a "sculpture" and saying a lot of highfalutin' art stuff about it probably isn't a reference to The Secret of Monkey Island where the similar thing is "primitive art"... right?
I suppose it's just a common enough trope to bash on abstract art.
DeleteDid you try to look at Nada in her naga form?
ReplyDeleteThat's something that's possible only later in the game.
DeleteAfter reading this, I'm starting to think that I was actually lucky not to have ever read the books. The silliness in the game was quite enough for me, all by itself. :-)
ReplyDeleteI never read the books, but I remember that while playing I thought that if the source material was like this they would most probably be awful.
DeleteGranted, the same impression could be had by playing the first "Discworld" game if you never read the books...
I've yet to play the first two Discworld games (I'm waiting for them to come here) but was introduced to that series by the third game, and then became interested enough to read the most recent book at that time, which was Hogfather. So I was hooked fast.
DeleteAs a Discworld fan, though, I think the same statement (about the poor impression) would also come to anyone trying to read the trainwrecks that were the first two Discworld books. How the series grew from there is a miracle -- and almost universally, everyone recommends that newcomers to the series start a few books in and either ignore the first books, or get to them later when you're already hooked.
"Trainwreck" is pretty harsh. Yes, The Colour of Magic is rough and clumsy compared to later entries, with some jokes that trade on tired stereotypes (even though they were supposed to be parodying them) that haven't aged well and may not have been that funny even at the time of publication. But I started there and I just kinda went "oof" and kept reading regardless.
DeleteThe first really good book is "Wyrd Sisters", the first five (apart from "Mort", maybe) are just too wonky and not mature enough.
DeleteFrom then on however there is a run of 20-25 books which are all pretty much excellent (and then there are the last books which are uneven, but with some pretty good volumes in there also).
Agreed completely. Although I also have a soft spot for Equal Rites, despite how rough and unfinished Granny's character is at that point.
DeleteThe graphic novel versions of at least the first one wasn't too bad, but there could be a number of reasons for that.
DeleteI've yet to play the first two Discworld games (I'm waiting for them to come here)
There's nothing preventing you from playing the first one right now.
but there could be a number of reasons for that.
DeleteProbably the biggest one being that it was done 25 years later, and they had the benefit of hindsight and the character development over the later years.
There's nothing preventing you from playing the first one right now.
Of course, it's a free country. But it's a 1995 title that I'd like to out my hat in the ring to play when we get there. There *was* a 1986 text adventure based on the first book, I could consider that.
There *was* a 1986 text adventure based on the first book, I could consider that.
DeleteThat's the joke.jpg
(despite the later reputation of the developer, people do seem to like it, so maybe it's worth playing)
I only read couple of the first of the Discworld novels and was not really impressed. Apparently I should have just continued a couple books more. Well, maybe I'll pick the series again, when I'm retired (reading 25 books in a row now seems just too intimidating).
DeleteYou've probably gathered from the conversation here that the first couple of novels aren't really impress-ive lol... I'd encourage you to try again with something written a little later. There are reading order guides out there that can help the novice sort them out into their sub-series and choose one that may interest them.
DeleteI would suggest that "Guards Guards" or the aforementioned "Wyrd Sisters" are as good an entry point as any. "Small Gods" also, if you want a standalone novel.
DeleteI don't know anything about the game (or the books it's based on), but I do like some of the background graphics, even though (or maybe because?) they have more of a 1990 Amiga rather than 1993 DOS VGA vibe.
ReplyDeleteYes, I quite like the background myself.
DeleteGames like this which rely a lot on puns or other wordplay always make me wonder how they were handled (in the pre-internet era) by non-native speakers or were/are translated for releases in other languages (I understand Companions of Xanth was only sold in English, but what about (the puns in) the books?).
ReplyDelete[The same question recently came up regarding (the word chest riddles featured in) Betrayal at Krondor over at the CRPGAddict blog, so I hope those following both blogs will forgive me for partly repeating what I wrote there in that context.]
It made me think of the points "To be able to understand a problem once it is solved" and "Not to need to be American" from Nelson Graham's original The Player's Bill of Rights (and the many variations on and discussions about it since).
As for the challenge of well done 'localizations' of games, books, movies/films, one of my favourite pop culture examples is Uma Thurman's 'tomato joke' in Pulp Fiction. It's based on wordplay, so a literal translation doesn't work in (I assume most if not all) other languages. Of course lip movement and length of speech add to the difficulty in movies.
In German, they apparently couldn't find or did not care to find a matching replacement and left it unchanged (i.e. a literal translation, ending with "ketchup"), which results in there being no joke, unless maybe on a meta level to illustrate how bad the 'pilot' was. In French, she makes the same joke, but with lemons instead of tomatoes and "presse-toi" replacing "catch up" - which is genius in my book.
I don't know if my view is unenlightened because I'm an American, but to me, especially for the pre-internet games, I am not insulted or infuriated by the localization of games. If an artist designing a game is okay with limiting his audience, so be it -- and back in the days of this game, the platforms were still not universal across the borders. It'll be at least a couple more years until DOS/Win is the primary, overwhelming computer gaming platform overseas.
DeleteThere's been conversations on this site in the past about such puzzles (certainly, a lot of talk during Joe's coverage of Nord and Bert, and of course here and elsewhere, the overseas grumbling about the monkey wrench puzzle in Monkey Island 2) and to me, I have no problem with those games and puzzles at all -- rather, the wrench puzzle is one of my favorites of all time, because of wordplay. If we aim to make every game in the future playable by hundreds of different cultures, I think we will lose a lot of the flavor that comes from familiar, localized experiences.
I hope my comment didn't give the impresssion I was insulted or infuriated by certain parts of some games being more easily understandable to native speakers or people familiar with a specific cultural background (to be fair, my understanding is Graham's point about being American refers more to the latter). Merely, I am curious how other players or translators handle(d) this and admire the ingenuity of the latter in sometimes finding good solutions to that challenge.
DeleteAt least to me your view has nothing that would make it seem unenlightened. You simply have the advantage of coming from a place which was and still is one of the most important worldwide both in creation and in potential addressees / buyers / players of video games and that can give you an edge when it comes to understanding their language and cultural context. The only other country that comes to (my) mind which produced a noticeable quantity of games back then which could contain or rely on cultural references alien to non-nationals is Japan.
It's similar with movies and TV shows / series - I probably learned a sizable part of what I know about the US education system or sports like baseball or American Football through Hollywood and TV productions, though for young me all of this initially just was foreign and a mystery ;-).
Of course games and movies or series are a product of their time and contemporary circumstances. I doubt Infocom thought Nord & Bert would find a public beyond the English native speaker world and maybe even just the US. This was a relatively small 1987 original text adventure, though, while both Companions of Xanth and BaK came out in 1993 and were bigger games based on universes established in respective series of successful books already translated to other languages by that time, so could in theory have targeted a broader group of players also across borders. (I'm not sure platforms were such a limiting factor - multi-platform releases were common already in the early 80s and I understand by 1993 DOS had a sizable user base in Europe, too, though I haven't verified that.)
Anyway, I should have known this has come up before, that's what I meant by treading ground already covered due to not yet having read up on the blog. Oh, and just to avoid misunderstandings: with "localization" I was referring to adapting a game to a different market than its original / source one, not 'anchoring' it (exclusively / primarily) in the latter through content choices. Sorry if that wasn't clear.
You didn't come across as insulted or angered. And please DO tread ground already covered, because there's different commenters then and now and there might be new opinions or insights that come from new perspectives.
DeleteI am not really sure if Xanth books have ever been translated to any other language. Certainly all the puns would make it rather difficult.
DeleteAccording to the Internet Speculative Fiction Database, over twenty of the books were translated to German, plus some also to French and a few even to Hungarian.
DeleteBased on its Wikipedia entries, it seems there are also Polish versions of twenty of the Xanth books (and maybe also Russian?).
I wonder indeed how they handled all the puns.
Before the author made a point of being problematic, I was tickled by the anecdote that to make the wordplay work, in French, the grandfather of the evil snake-connected wizard man in the big book series had his name changed from "marvolo" to "elvis"
ReplyDelete