Showing posts with label Moonmist. Show all posts
Showing posts with label Moonmist. Show all posts

Monday, 20 July 2020

Missed Classic: Moonmist - Unfinished Business

Written by Joe Pranevich



Moonmist is an almost-unique experiment in the Infocom canon, a “replayable” game that featured four different mysteries to solve in one convenient package. As we have seen, the end result didn’t quite live up to the promise and it is presently the lowest-rated game so far in this marathon. We could compare Moonmist’s approach with Cutthroats, for example-- the former placed more puzzles in the same space, while the latter provided separate areas to explore in its variants-- but neither approach was completely satisfying.

Although we played through the four cases, I have since discovered that Moonmist aspired to much more. In 2019, the source code for most of the Infocom adventures was leaked online. That has been a treasure trove of information for the last few entries in this series, especially Trinity where I was able to look at original design documents and trace the development of the game from concept to execution. In Moonmist’s case, these sources reveal that not only were two additional cases nearly completed (“violet” and “orange” variants), but also that the game was to feature gendered variations in all six scavenger hunts. Moonmist was intended to be twelve games in one, not just four!

I’d like to wrap up Moonmist (and 1986) by looking at the game that might have been, if Lawrence and Galley just had a bit more time-- or a bit more RAM. I’ll look at the two new cases first before taking a look at the changes planned for the four that we already played. Who else was a murderer?

Wednesday, 8 July 2020

Missed Classic: Moonmist - Second Verse, Same as the First (with Final Rating)

Written by Joe Pranevich



Moonmist is an oddity. Instead of telling a single story from beginning to end, we have seen two very different mysteries play out with the same cast of characters and setting. In both cases, we try to save our friend Tamara from a vengeful ghost, the “White Lady”. Also in both, we are sent on a scavenger hunt by the late Lord Lionel to search for a hidden treasure somewhere on the castle grounds. The details however are quite different. In the “red” variant, Lord Jack attempted to murder his ex-girlfriend Deirdre but she survived a fall down a well and came back to “haunt” him (and prove his guilt) by masquerading as the White Lady. The goal of the scavenger hunt was to locate a Zulu royal war club disguised as a walking stick. In the “blue” variant, Deirdre may have committed suicide due to her torn loyalties between Lord Jack and Vivien, her lesbian lover. Vivien haunted the castle to seek revenge for her lost love. In that case, the scavenger hunt revealed a fossil skull hidden inside of a bell.

This week, we will wrap up the final two variations, “green” and “yellow”. Will the final two cases be fun? Or is the game starting to show its seams now that we have beaten it twice? There is only one way to find out.

Tuesday, 30 June 2020

Missed Classic: Moonmist - Representation Blues

Written by Joe Pranevich


I intended to wrap up Moonmist this week by closing out on the three remaining cases then moving quickly to the final rating. I did not make it. When playing and reviewing, I try to come to these games as unspoiled as I can. I learn what I need to discuss the history and place the game in context, but I avoid spoiling the plots and puzzles as much as I can. Usually that works, but in this case I missed one of the things that Moonmist is most remembered for: it is (supposedly) the first computer game to feature LGBT characters. I disagree with that assessment, but we’ll get there soon enough. It seems poor form for me to review this game, in Pride Month of all times, without giving space to discuss this important aspect of gaming history.

This week, I’m looking at the “blue” variant of Moonmist, the second one listed in the manual. (I finished “red” last week.) To the best of my knowledge, this is the only version that includes a LGBT-related plotline, but I have not played the others yet. I will take a quick look at LGBT representation in media more broadly into the 1980s and then dive into whether or not this game deserves its spot as the “first”. Of course, I’ll also be playing and solving the mystery itself! I hope that the final two variations don’t have more surprises that lead to hours of research and introspection. Read on for more.

Monday, 22 June 2020

Missed Classic: Moonmist - Getting a Clue (Won! Once!)

Written by Joe Pranevich



Welcome back to Moonmist, the Nancy Drew mystery with a bit less Nancy Drew and a bit more Clue. The more I think about it, the more likely it seems that Galley and Lawrence were inspired by the 1985 film starring Tim Curry and based on the board game. (Our international readers may know both by their foreign titles, Cluedo.) Both the game and the film relish in mystery tropes including the all-important “dinner scene”, but the genius of the Clue film comes in its multiple endings. When you went to the theater, you were randomly selected to get one of several possible endings with different murderers and motives. The whole film had to be set up to support the multiple endings and, for my money, it is one of the great comedic twists in film. Moonmist’s multiple endings, plucked from a seemingly-random question of color at the beginning of the game, might not really be based on Clue but I cannot help but think there is a connection. Later releases of Clue included all of the endings, one after the other, at the conclusion of the film. We will return to Moonmist after we beat it once to see how the other threads play out.

We left off last week just after the critical dinner scene. The pre-recorded voice of the late Lord Lionel Tresyllian invited the assembled guests to participate in a scavenger hunt for a missing piece of his fortune. Lord Jack, Lionel’s nephew and the new owner of the castle, is a prime suspect in his uncle’s death due to his inheriting the estate. His ex-girlfriend, Deirdre, also recently died in mysterious circumstances. (She fell down a well!) Meanwhile, our friend Tamara believes that someone is trying to kill her and the mysterious “White Lady” ghost has resumed haunting the halls. How are all of these details connected? We just have to solve the mystery to find out.

Monday, 15 June 2020

Missed Classic 86: Moonmist (1986) - Introduction

Written by Joe Pranevich



As we close on Infocom’s final release of 1986, we turn the page on a new era. As best as I have been able to determine, Moonmist is the final game that was deep under development prior to the purchase by Activision, or at least the last game to not have their fingerprints. Released only a month after Leather Goddesses of Phobos, it took the coveted holiday gift slot which was generally (but not exclusively) the home of the yearly Zork games. 1987 would bring changes, not the least of which will be a rapidly sped-up development process to allow Infocom/Activision to bring eight games to market in twelve months. We’ll take a look in future posts as to how successful those games will be. The industry was changing and Infocom would work hard over the next three years to keep up with it while maintaining their unique games and identity.

Moonmist is also the final game released by the pairing of Stu Galley and Jim Lawrence, and the final game from either of them overall. Galley had been a long-time champion of Interactive Fiction at Infocom, but he was better at refining others’ concepts than launching his own. Ironically, this was also precisely Jim Lawrence’s oeuvre as well. Mr. Lawrence had made his career writing stories based on others’ characters from Hardy Boys to Tom Swift, Nancy Drew to the Bobbsey Twins. He was undoubtedly great at it-- the handful of his books that I read prior to playing these games were not bad at all-- but they were not his characters. So it is perhaps no surprise that in his first outing he created a clone of Tom Swift and here, in his second one, a clone of Nancy Drew. I do not mean that disparagingly, but I cannot help but to think in retrospect that they were not playing to each others’ strengths.

Mr. Galley produced one of Infocom’s greatest mystery games in The Witness, and this game (despite its “introductory” designation), was written and classified as a sequel to the turn-based mysteries that Infocom pioneered. I have nothing but excitement for a game that swaps the police procedural aspects of the Deadline series and replaces it with a plucky young investigator. I also absolutely love that this is the second game in a row where you can choose your gender; it’s a small thing, but a sign that Infocom was expanding their markets and their minds. Whether because of how great it is or something else, Moonmist was also selected as one of the few games to be updated with graphics and translated to Japanese. That bodes well for this game being a lost classic.

I love a good mystery!