Showing posts with label Frederik Pohl's Gateway. Show all posts
Showing posts with label Frederik Pohl's Gateway. Show all posts

Tuesday, 7 March 2017

Gateway - Final Rating

Written by Reiko

I'll just say right out that I enjoyed Gateway very much, but I think nostalgia played a pretty small part in that, mostly by making the game easier because I remembered some of the plot and puzzle solutions. Gateway was consistently strong across the categories, bringing a polished and engaging experience to the player throughout. If anything, it started out a bit slow and built up to a very strong finish with the layered VR scenarios at the end. Let's break down why I found it so enjoyable and also where the game could have been a little stronger.
 

Puzzles and Solvability

I believe the puzzles are fair and logical, although I could see where some optional points might be easy to miss if you aren't careful about being social and polite to everyone. The trickiest parts are probably in the VR sections, but those are also the most fair because they are completely self-contained: everything you need is within the simulation, so it's just a matter of working out the right way to use what's there to break the scene.

Rolf's opinion changes depending on how you solve the local puzzles.

Monday, 27 February 2017

Gateway - Won!

Written by Reiko

Broadhead Journal #10: "I’m in hell. Literally. I suppose I deserve it. I wish I hadn’t broken the party VR, but I didn’t have a choice if I wanted to help the Heechee AI destroy the Assassin. Now I’m paying for my choices and I’m not even allowed to die."

As they say, "out of the frying pan into the fire." This time it's almost literal. I'd just destroyed the Assassin's distraction through VR contradiction. The destroyed party scene dissolves into a new VR scene, a conversation with a huge demon who threatens me with eternal torment instead of pleasure and then throws me into a flaming hydra lair.

How many ways can I find to die?

Saturday, 18 February 2017

Gateway - Virtual Reality

Written by Reiko

Broadhead Journal #9: "Seriously, we’re not done yet? Now I’ve got to go activate the whole shield system because there’s a control center at the Vertex in the same star system as the Assassin’s watchtower. If the Heechee had just activated the thing in the first place, this wouldn’t have been necessary."

I'm almost ready to trigger the fourth shield generator, but I still need an actuator cell to fix the controls if I don't want to dig up the one buried by the trailhead.

Getting the actuator cell out of the wreckage is a rather delicate operation, involving multiple tools and quite a lot of technobabble. I'd poked around earlier and saw that the actuator panel looked relatively intact, but was secured with grommets that I couldn't remove. I examined everything again and this time saw that the maintenance crib could be opened, so I did that and found a flange defuser and a grommet wrench. Now I should be able to do this.

Technobabble for Heechee technology.

Saturday, 11 February 2017

Gateway - Digging Up Secrets

Written by Reiko

Broadhead Journal #8: "Three down, one to go. How much worse could it get? This last one is habitable at least. And I’m not the first one to end up here, either, although from the look of his ship, the other guy might have met a messy end. I’d better keep my eyes open as I look for the shield generator."

Before I go to the last shield generator planet, I decide to follow up on the repairman's clue about someone doing something interesting at midnight on Level Babe. There's not much there, just an east-west corridor with blue Heechee metal at both ends. One end also has a large shipping crate that I can hide inside, so I hide and wait until the appropriate time.

A scientist named Gordon Perry appears and hits an artifact on the Heechee wall, making a pure tone. Sounds like another tuning fork! He puts the artifact into the blister and then does something I can't see from the crate that causes a portal in the wall to form. As he passes through, he conveniently drops a slip of paper. I run out and get it [5] and then hide again until he passes through again and disappears down the corridor. The paper contains a five-digit numerical code.

You can't tell in this picture that I'm hiding inside a crate.

Out of the crate and duplicating what Perry did.

Sunday, 5 February 2017

Gateway - Blood and Guts

Written by Reiko

Broadhead Journal #7: "No $(*# way. I go from a beautifully relaxing planet to THIS? Every single thing here is trying to eat me, even the plants! And they’re all disgusting! I hate this place. I’d better get all that money they’re promising."

I started out this session by working on the fourth shield generator world, but I got a bit stuck there too, so I decided to solve puzzles on the station first, which I probably should have done earlier.


The consequences of stealing from the museum.

Saturday, 21 January 2017

Gateway - Sleepytime

Written by Reiko

Broadhead Journal #6: "Wow, this planet is so relaxing. Almost like a vacation. I need to fix this dike, and there’s a huge beast in the forest, and I don’t see the shield generator anywhere, but I think I’ll just take a nap first..."

The third shield generator planet (the second one I’m doing) is called Dorman. The planet is terrestrial and temperate enough that I don't need to wear a spacesuit. I land by a beautiful pond with a path around it leading toward a nearby forest.

This place is a lot nicer than the other planets I’ve been on.

Looks like my ship did some damage to the area when it landed. Oops.

Sunday, 15 January 2017

Gateway - Shield Generators

Written by Reiko

Broadhead Journal #5: "It’s not just about risking my life to find cool stuff anymore. Now I have a real mission. I have to go to four more places. If I fail, we might all be doomed. Why me?? Well, at least the first one was easy."

As with Part 1, we start in our quarters, and the message light is blinking. I don't have any other leads, so I put my card in and retrieve the message. An unknown sender instructs me to meet him discreetly in the tanning room of the Pedroza lounge, accessible from the bar. Intriguing. I suppose there might be some concern for one's safety with an instruction like that normally, but in a game like this, there's no reason not to go.


The stakes are raised...

Saturday, 7 January 2017

Gateway - Intelligence Tests

Written by Reiko

Broadhead Journal #4: "This place is supposed to have a better chance to hold a jackpot. But man, what a dump. It's full of acid and ugly plants and even uglier aliens. There'd better be something really amazing here."


All the previous codes are labeled, with the new code on the right.

Thursday, 22 December 2016

Gateway - Early Missions

Written by Reiko

Broadhead Journal #3: "I got lucky so far. I stepped on a planet that no human has ever visited before, and I didn't die. Dare I hope I will be as lucky next time? I haven't earned nearly enough to get out of here yet. The Orion Program is my only hope, so I'd better go on at least one more mission. Otherwise, will I be stuck here forever like Thom and Nubar?"

I can't sleep until 12:30 in the morning (it's all so exciting, right?), but after sleeping, I gather up my things and go straight to the hangar. I show my blue badge to the agent, who finds a ship that's ready and programs in my codes. I close the hatch, look around the ship a little, then sit down and take a look at the control panel.

Is there any food on this ship? What if I get stuck?

Friday, 16 December 2016

Gateway - New Fish

Written by Reiko

Broadhead Journal #2: "Why is everyone calling me 'new fish'? Do I look like a Pisces? It wasn’t just Thom, practically everyone I met said that. Anyway, tomorrow I'll ship out and try to make my fortune. The odds aren't good, but what have I got to lose? Even if I have to stay here a while, I guess it's not all bad. There's a cute receptionist at the office, even if she acts uninterested."

We're exploring Gateway because I don't need to meet Thom at the bar until later. I go north from the central intersection to find the dropshaft, which confirms that I started on Level Dog. Up leads to Level Babe, which nothing has mentioned yet, so I'll leave that for later, and go back down past Level Dog to Level Tanya. I can't help thinking there must be a whole lot of unimportant levels in between Dog and Tanya, because otherwise, those names are awfully random if they aren't more memorable names for sequentially letter-coded levels.

That's got to be a Chekhov's gun...

Saturday, 10 December 2016

Gateway - Data Overload

Written by Reiko

Broadhead Journal #1: "I've made it to the station, finally. What a crappy place this is. Beats anything I could be doing on Earth, though. Here I can get away from it all and go somewhere totally new. Sure, it's dangerous, but what isn't, these days? Man, that Thom guy has a weird sense of humor. Does he actually expect me to read all this stuff in the data device?"

Home sweet home!

After the background intro, we're dropped into our quarters, very much as if we've just stepped off a transport. It's noon, and each action advances the clock by a minute. Time to get our bearings and learn where to go. But first, the commset is blinking. Who's messaged me?

I pick up the debit card from the desk [2 points] and take a look at it. "Account status information can be accessed through your PV Commset. All amounts are in U.S. Dollars." I examine the commset and find that it has a screen and a card slot, so I put the card in the slot. This shifts the display to a graphical representation of the commset, with a numerical menu. This could have been done in text, but it's a much nicer interface this way.


Saturday, 26 November 2016

Game 78: Frederik Pohl’s Gateway - Introduction (1992)

Written by Reiko



Frederik Pohl's Gateway, our next game from Legend Entertainment, is naturally based on the 1977 book of the same name and author, the first installment of the Heechee saga. Trickster covered the book last year on his short-lived Retrosmack blog, so I won't go into much detail about that here. Besides, while the game takes its setting from the book, the plot diverges quite a lot, and even the PC is somewhat different despite being supposedly the same person as the book's protagonist. The book seems to be much more character-driven, but the game focuses more on the setting and plot. You don't need to know anything about the book to play the game, because it's quite a rich setting, capable of supporting a lot of different stories. Apparently Syfy is going to adapt the book into some kind of TV show, too.