Showing posts with label Psycho. Show all posts
Showing posts with label Psycho. Show all posts

Thursday, 2 August 2012

Game 22: Psycho - Final Rating

This should be fun! The whole time I was playing Psycho I was thinking about how much I was going to enjoy applying the PISSED rating to it. The game is far and away the worst game on the list so far and I really hope it sets a record that will never be beaten (mostly because I really don’t want to play through a game even nearly as bad as this one ever again). So...how low can it go?

Puzzles and Solvability
There are really only four puzzles in Psycho. How does the player open the locked doors in the house, where is the curator’s medicine hidden, how does the player defeat the ghost woman in the attic, and what is the combination to Norman’s safe? Three of those puzzles are solved by simple item hunting, while the other is pretty much based on luck. If the game worked the way it was intended, it would be finished on the first attempt by even the most inexperienced adventurer in under an hour.


The few puzzles that are part of the game are obvious and easy to solve

However, with the many inexcusable bugs, most players will be forced to restart their game many, many times to be able to solve those four simple tasks, and I know I’m not alone in wondering whether that was entirely intentional to make the game appear longer. In any case, Psycho can be completed in under five minutes once you know what to do and don’t run into any game ending bugs. That can hardly be called a game, and I have no option but to give a Puzzle and Solvability rating of 0. I wasn’t even sure before playing this game whether I would ever give a 0 for any category, but since I’ve already given 1’s out for this category previously, I’m left with no choice.
Rating: 0


If they intentionally made the medicine's presence random, they should be ashamed of themselves!

Interface and Inventory
Let’s start with the actual interface. In all honesty, the interface is usable. It’s rarely obvious which verb actions should be used, and the game often makes you go around the long way (View, then Dig, then Search, then Take, just to get the key from the vase), but it functionally works. I never once used the Pull/Push verb though (did anyone else?). The save and load functions also work, but I have to wonder why there’s no restart option. I was forced to close my DOSBox session and restart it every time I ran into a bug (which was often). The scoring system is completely laughable, with numerous instances in the game giving the player the opportunity to earn infinite points.


The fact that I can pick up the same clue infinite times is stupid. The fact that the clue is blank is beyond derision!

I find it difficult to describe how shocking the movement is in Psycho. Given the game is all about finding items and applying them (albeit only a few times), the fact that your movement is limited to very strict pathways through each room is ridiculous. There were lots of times where I basically got stuck, and had to move just a tiny bit up or down and then try to go left or right to escape the clutches of the invisible maze. Basically it’s the worst collision detection I’ve ever seen in a game! Finally, there’s the inventory, which admittedly has the best graphics in the whole game (which isn’t saying much). There is only room for eight items and that’s all you’ll ever find. I was unable to select or examine any of them, as they were all controlled by Eat, Fire or Use.
Rating: 1


When even wide open spaces are difficult to navigate, you know you have problems

Story and Setting
Story?! What story? A detective is tasked with entering Norman Bates’ house to find some stolen jewels and free a curator. He finds a skeleton key and a tranquillizer gun to dispatch the unexplained spectral inhabitants, rescues the curator from the basement, and uses the safe combination that the curator has in his possession for some completely unknown reason to get the jewels. End of “story”! Norman Bates doesn’t even show up and nothing else happens at all. Why are there ghosts in the house and why do they do nothing but put the player to sleep? Why does shooting the first ghost woman make her disappear, but shooting the second one without shooting the first not work? Why does the detective need to complete the task prior to 6:00AM? That last one is half answered by the note suggesting someone called Max is coming in the morning to collect the jewels, but that information just creates even more questions. In the end it’s hard to care, as it’s all so stupidly handled.
Rating: 1


Just think of the cool adventure game you could have in this setting with a bit of effort!

Sound and Graphics
Saying there’s no sound at all in Psycho isn’t completely true, as there are some very minor effects such as when the gun is fired, but for 99% of the time the game is completely silent. That may actually be a blessing, as given the quality of the graphics I assume the sound would have been unbearable. Not only does the game revert back to the CGA palette 1 that appeared in games such as Tass Times in Tonetown, Uninvited and Shadowgate, the result is far worse than any of those earlier attempts. The main character looks like a skeleton pirate monkey and the animation is less than adequate. Below the Root was far more impressive in both sound and graphics, and given that game came out four years prior, that’s just not cool.
Rating: 1


Aaarrrggghhh me hearties!!! I've come for me jewelzzz!!!

Environment and Atmosphere
This is probably the toughest category to rate overall. On the one hand, wandering a house filled with ghosts, not to mention one that contains a séance room with satanic symbols, should be atmospheric by default. But the fact the spirits of the house do nothing but put you to sleep temporarily makes their presence far less menacing. The laughable graphics and lack of sound are also highly detrimental factors, so in the end the only reason there’s any atmosphere or suspense at all comes down to the knowledge that a game ending bug could pop up at any moment. That’s hardly a reason for praise! I guess I have to acknowledge that there are some reasonably creepy scenes in Psycho, such as the knife wielding ghost woman in the bathroom and the skeleton of mother in the attic.
Rating: 2


Alright, there are at least a few eerie scenes, but it really feels wrong to say anything nice about this game

Dialogue and Setting
Like everything else in Psycho, dialogue is extremely minimal. Apart from a few useless clues strewn around the house, the only dialogue is made up of one line responses to single action keys. Some of these responses are very misleading, such as the one in the kitchen that describes stairs that the character could have no knowledge of, but the biggest issue is undoubtedly the grammar. Making every room description follow the words “I found” was never going to work, and some of the results are hilariously bad. The opening scene description is “I found it’s dark and spooky out here” and the closing one is “You freed Curator & got Jewels!” I think that sums up the dialogue in the whole game really.
Rating: 1


I'm bored with taking grammatical potshots




Yep, you read that correctly. I’m giving Psycho a 10! I actually think I was lenient on it too! While I look forward to seeing what Dave the Turnip is producing for the blog when it comes to rating range characters, I’m happy that I’ve finally been able to pull out good old LeChuck before the new set comes in. I’m going to have to be careful not to compare the next game, Zak McKracken, to Psycho! It will likely seem a masterpiece in comparison!

Companion Assist Points for Psycho
It’s time to dish out (and perhaps deduct) some points for those that predicted things and assisted me along the way.

25 CAPS for Zenic Reverie
* 20 CAPs for being a true companion and playing the game with me
* 5 CAPs for answering my question regarding caffeine pills

20 CAPs for Lars-Erik
* 20 CAPs for being a true companion and playing the game with me

20 CAPs for TBD
* 10 CAPs for being the closest score predictor
* 10 CAPs for discovering the real difference between difficulty levels

20 CAPs for Tk
* 20 CAPs for celebrating the 100000 hits milestone

10 CAPs for daubeur
* 10 CAPs for solving the cowboy hat riddle

5 CAPs for Charles
* 5 CAPs for half-solving the cowboy hat riddle only to be thwarted by the evil Adventure Gamer parser technology

Wednesday, 1 August 2012

Game 22: Psycho - Won!

Detective Journal Entry 2: “I did it! I’ve rescued the curator and recovered the missing jewels! It didn’t take me long to find the curator locked away in the basement, but he was in pretty bad shape when I found him. I then searched the rest of the house for his medicine, which was just as well, as he gave me the combination for Norman’s safe as soon as I gave it to him. Then it was just a matter of reaching the safe, which did involve avoiding a horrifying spectral woman in the attic. I’m just grateful Norman didn’t turn up at any stage! I certainly wouldn’t want to confront such a demented criminal, particularly on his home turf. It’s time to leave this place once and for all!”


The Kitchen: Where the nightmare temporarily ended a couple of days ago

Let’s get straight into it! At the end of my last post I’d gotten my hands on a skeleton key and made my way into the kitchen of Norman Bates’ delightfully CGA house. The game was telling me that I really shouldn’t risk taking the stairs that I couldn’t possibly have known were there because I hadn’t actually opened the door that was actually on the other side of the room when I Viewed it (deep breath). While I was walking around the room Viewing objects as closely as I could (which wasn’t very close due to all the invisible barriers), I suddenly found myself in the “butler’s pantry”. This is one of the other things about the game that I found annoying. Doorways on the top, left and right of rooms are visible and need to be opened to enter, but the player has no visibility of doors at the bottom of screens unless they just try walking into it, and there's no need to open those doors.


Out of one kitchen and into the next.

Forgetting about the stairs that “I can’t risk” for a while, I began exploring my new surroundings. I couldn’t find anything of interest in the pantry itself, so I opened and hopped into the trolley-operated lift on the right hand side of the screen. Once in there I could go either up or down using the arrow keys. I went up one screen and found a gun with tranquilizers. Score! I then checked out what was down, and found myself looking into a gardener’s room. Hopping out, I could now see my character was holding a gun instead of a magnifying glass. Whenever any of the pesky ghosts or dogs came on screen, I could now press the F key to shoot them. In response the spirits would disappear, meaning I didn’t have to worry about getting put to sleep from here on in. At least, that’s what I thought!


Just what one needs to defeat ghosts. Tranquilizers!

As usual, there was nothing to pick up in the gardener’s room, so I moved through into the basement. There were two things I could View in the basement. A pile of coal and a locked pair of doors! The skeleton key didn’t open the doors, so I had to start thinking about where I might be able to find another key. In the meantime, I used the Dig command on the coal and found...a key! Just when I thought I was going to have to use my hunting skills, the item I needed for the puzzle was approximately one metre away. I picked up the key and noticed rather oddly that there was still a key on the ground. I picked up the key again...and again...and again...but there was still a key on the floor! Clearly another bug, and once again I could have stood in the one spot picking up infinite keys and gaining infinite points for my trouble.


Rather hilariously, the game is actually aware of the bug and accepts it!

Having much earlier decided that getting a high score was a pointless exercise, I opened the doors with my key(s). Inside was the curator, strapped to a chair! Instead of removing his restraints or actually trying to communicate, I apparently “found a pressing need to find the curator’s heart medicine”. How did I even know that the jacket in the entrance was the curators and therefore that the message about medicine had anything to do with him? So let me get this straight. Norman kidnapped the curator, but stopped to remove his jacket and hang it neatly on the stand by the entrance to his house before locking him in the basement to die! Anyway, there seemed no point questioning the game, and none of the actions seemed to do anything, so I was going to have to Leave the room and go find the medicine. There was one problem though. I couldn’t leave!


Oh thank goodness! I'm saved!!! Hey...where are you going!? At least untie me you bastard!

I pressed the L key, but was told I couldn’t leave here. Not only that, all of a sudden I was faced with an image of someone sitting on the steps of the house, with “Morning! Oh well better luck next time!” in the message console! So...had I got stuck in the basement? If so, why? Or did I run out of time? A quick look at the time showed me that it was 6:01 AM, so I started to wonder whether I had to recover the jewels and rescue the curator before 6:00 to win the game. Rather unsurprisingly, pressing P to play again merely resulted in a C prompt appearing, meaning I had to close down my DOSBox session and start again. Thankfully it took about one minute to get back to the kitchen, where this time I was determined to see what was down the risky stairs.


Is that supposed to be me on the steps? Did I become black overnight? Is this some sort of racial commentary?

It turned out that the stairs led to the rear of the house, where I was unable to do anything at all. Yes, very risky indeed! The obvious thing to do at this point was to hunt down the curator’s medicine before heading down to the basement. I tried to think of places I hadn’t yet checked out. There were the two doors leading off the dining room, but the skeleton key didn’t open either of those. There was the door to the left in the butler’s pantry, but that took me to the dining room. That’s right! The skeleton key can’t open the right side door from within the dining room, but it does let you enter the dining room from the butler’s pantry.


I found here's another bad looking sentence

I began to wonder whether I’d missed something from the lift and it turned out I had. Going up one screen took me to the storage shelf with the gun, but going up one more screen took me to the second floor of the house. The medicine had to be up there somewhere! There were three doors leading off the hallway, along with some stairs leading up to what I assumed would be a third floor. I took the first door on the right and found myself in the game room. I tried Viewing everything while walking around, but found absolutely nothing. To make matters worse, there’s one part of the room where if you enter, you’re never leaving. I got stuck next to the water cooler (I assume that’s what it is) and I even restored and went back there to see whether it would happen every time. It did!


This should have been called the Game Over Room

The second door to the right off the hallway took me to a bathroom. As soon as I entered I was confronted by a woman’s spirit. I somehow pressed the F key in time and it disappeared. In the bathroom I found a medicine cabinet, which seemed an ideal place to find some medicine. Unfortunately there was none in there, although I did get another useless clue. I guess it would have been pretty stupid for the curator’s medicine to be hidden in Norman’s medicine cabinet, but by this stage I wouldn’t have put it past the game. There was nothing else in the bathroom, so I left with the intention of checking out the last door off the second floor hallway.


Not finding the medicine I needed in the cabinet was the only realistic part of Psycho

The last door took me into the master bedroom. I used the View action on everything, but the only thing I could discover was a closet off the bottom of the screen. Inside the closet I found all the curator’s stuff. I have no idea why the curator’s stuff is in Norman’s closet. He seems to have packed his bags in anticipation of being kidnapped! Regardless, I was absolutely one hundred percent positive that using the Search action was going to reveal the curator’s medicine. I was therefore pretty stunned when the game responded with “Nothing’s hidden here”! What? Why let me discover the curator’s stuff hidden in Norman’s closet if there was nothing in there I needed? Oh well, the medicine had to be somewhere on the third floor then!


Go pack your bags Mr Curator! That's right, I'm kidnapping you! Make sure you pack a toothbrush won't you!

I made my way up to the third floor and found there were two doors to check out. I took the door on the left and found myself in a very Uninvited looking séance room. Of course Norman has séances! He’s a serial killer after all! All serial killers hold satanic rituals in preparation for their ghastly deeds! I uncovered yet another worthless clue in the séance room before taking the door at the left hand side of the screen. Now I was in the attic, with another crazy ghost woman coming at me. This time I had plenty of time to shoot her though, and was then able to make my way through to the other end of the attic. It’s there that I found a safe, along with the skeleton of what I assume is Norman’s mother from the movie.


If I stand in this satanic ritual symbol and you stand in that one, maybe we'll be able to communicate with each other!

I tried opening the safe, but it seemed I was going to need a combination. I couldn’t think of anywhere in the house that I’d seen any numbers at all, but after satisfying myself that there was no other way to open the safe, I left to go look. I spent the next fifteen minutes going through every room in the house looking for anything I might have overlooked, but came up with nothing. I started to wonder whether the curator’s medicine was really supposed to be in the master bedroom closet like I'd predicted. Perhaps the game had just screwed up! The more I thought about it, the more I thought that was completely likely, so I restarted.


A boy's best friend is his mother

A few minutes later I was back in the closet, and this time the Search action did actually reveal the medicine. That’s absolutely inexcusable, and I’ll be punishing Psycho severely for such a terrible bug! Imagine if the game had of been ten times as long, and the only way to get passed that section was to start again, with no guarantee the medicine would be there that time either?! This was not the only major bug I found during my play throughs mind you. Probably half of the times I went to the curator in the basement, I was unable to leave the room, and then confronted by a game over screen for no reason. I did absolutely nothing different the other times and was able to leave without any problem at all. Very confusing and irritating!


But...you said there was nothing hidden here! You didn't...lie to me...did you?!

Anyway, I was eager to be done with the game, so I took the medicine down to the curator. I Used the medicine on him and was given the combination. Finally, I could head back up to the safe and see what was inside! I figured it was likely to be the jewels, and was therefore quite intrigued to find out where and when Norman might appear in the game. After all, no game like this would be complete without some sort of climactic confrontation! However, Psycho had one further surprise for me! When I took the combination to the attic, I faced the ghost woman just as I did the first time, but this time shooting her had no effect! I clearly remembered walking into the room and just shooting her the first time around, but now I could shoot at her as many times as I wanted and nothing happened! Unlike all the other spirits in the game, if the woman touched me I would sleep all the way through to 6:00AM, ending my game!


Why won't you die!!!!

I won’t bore you by describing everything I tried to get past the ghost woman. I restarted two or three times before suddenly I was able to shoot her again! Through trial and error I finally figured out why it was that I could or couldn’t defeat her. If I successfully shot her in the bathroom on level two, then I was able to shoot her on level three. If I skipped the bathroom on level two or was touched by the woman there, I was unable to defeat her on level three. No explanation of this is given while playing the game and it took a bit of luck to actually figure out what was going on. Once I did get past her though, with the combination in my possession, I headed straight to the safe and opened it. The jewels were there and...


I've seen enough movies and played enough games to know that Norman is about to appear. Right?

...the game was finished! So unless I’m mistaken, which I could be given how poor the graphics are, Norman Bates does not appear once during the entirety of Psycho. I can now finish the game in well under five minutes, which has to be some sort of record for an adventure game. What about the multiple difficulty settings I hear you ask! Is it possible these add more challenging puzzles or even add extra sections to the game? The answer is no! The only difference from what I can tell is that the spectral inhabitants move faster, giving the game a more reflex based challenge. It’s still piss easy though, and I would have finished it in half the time if it weren’t for the many inexcusable bugs that made an already terrible game indescribably appalling. Rest assured that I’ll give it my best shot in the Final Rating post though.


The fact that pressing P doesn't actually restart the game is one of its most well thought out features!

Session Time: 1 hours 00 minutes
Total Time: 2 hours 00 minutes

Monday, 30 July 2012

Game 22: Psycho - Exceeding Expectations

Detective Journal Entry 1: “What a terrifying ordeal I’m going through! I came to Norman Bates’ home full of dread, after all the stories I’d heard made him out to be a monstrous serial killer. My goal is to find a missing collection of jewels, and to hopefully free the curator that also disappeared at the time of the crime. My concerns appear entirely valid too as I’ve come across various spectres living in the mansion, as well as various invisible walls that halt my progress. Thankfully I’ve come across a skeleton key buried in sand within a vase, which has given me access to parts of the house I couldn’t reach prior. If I can just avoid these spectres, I should be able to find what it is I’m looking for, or at least gain enough clues as to their whereabouts. Now it’s time to continue my quest. The clock is ticking!”


Brave men indeed!

How could anyone really do justice when transferring Alfred Hitchcock’s classic Psycho to the realm of video games? Whoever took on the task would need to build up a consistent feeling of dread in the player, and they’d also be required to create an environment where the unexpected can occur at any time. The game would need to be so harrowing that the player can hardly continue due to fear of what might be around the corner. With all of the above in mind, StarSoft produced the ultimate Psycho game back in 1988! Their creation did indeed fill me with dread, the unexpected did occur with great regularity, and there were many times where I simply struggled to make myself continue playing. I’m sure that you too will understand how perfect this game is once you’ve read through my experiences with it. Let us begin...


This poor guy doesn't know what he's in for!

When I started a new game in Psycho for the first time, I was confronted with a screen that displayed right off the bat how pioneering the game is. I’ve already played through 21 classic adventure games, and not once have I had any opportunity to play through a game with multiple degrees of difficulty. I could choose from Novice, Advanced and Master Detective! All I could think about was what brilliant variances in puzzle solutions must surely await me? Given how foreboding the choice of colours that accompanied the difficulty selection screen was, I couldn’t get myself to select anything other than Novice. Hal McCrery obviously tried to make things as disturbing as possible by utilising bright pinks and light blues in tandem, a technique no doubt chosen as a celebration of the CGA days of yore, while doubling as a disconcerting fever-dream inducing backdrop of horror.


Below the Root was the first graphical adventure game to have multiple playable characters, but Psycho is the first to offer varying difficulty levels

After choosing the soft option, I found my character standing outside Norman Bates’ eerie house, an outstretched arm ending in a fist holding a magnifying glass aloft. The first thing that crossed my mind was how brave it was for the developers to go solely with CGA palette 1 colours for the game itself! After all, making the tough calls and doing things differently to everyone else is what creating a masterpiece is all about! The scene itself reminded me straight away of Maniac Mansion, with me standing outside a mansion next to a letterbox, and the interface filled with verbs only added to the familiarity. Considering Maniac Mansion currently leads The Adventure Gamer leader board, the fact that Psycho appears to have paid homage to it certainly can’t be considered a criticism.


That's not a knife! This, is a... Oh, hang on a second, that actually isn't a knife!

Aaaahhh stuff it! I can’t keep this up for the whole post! Three paragraphs of trying to paint a positive picture of Psycho are way too many already. Let me cut the crap and tell you how things really went down! The game is entirely driven by keyboard, so while it does borrow the verb actions of Maniac Mansion, they can’t be selected by mouse, and they certainly can’t form sentences to be applied to the character’s surroundings. I immediately had an opportunity to try out the interface, as much adventure game experience told me there was likely to be something in the mailbox. I tried moving in front of the box, but I couldn’t. There was an unseen barrier stopping me from moving that far away from the house. OK, well it was clear already that Psycho wasn’t going to have much of an open environment.


I found it's grammar is not very good to say the least.

I pressed O for Open and received a message saying “Nothing happens”. OK. I pressed S for Search and got “Nothing’s hidden here.” I tried U for Use and got “I have nothing to use”. Hmmmm...V for View? “I found a mailbox with a note on it”. Hooray! I clicked T for Take and in return received “Nothing here worth taking!” Um...R for Read then? “Dear Norman: I’ll pick up the jewels just before daybreak – Uncle Max”. Well that was that then! I now had proof that Norman stole the jewels and could go report my findings immediately! Easy money! Except I couldn’t pass the invisible barrier, so would have to enter the house regardless! Seriously, if you were involved in a plot to steal a bunch of jewels, would you really stick a note communicating your involvement to the exterior of a mailbox?


Dear Police: I did it! Come and get me when you're ready!

It was time to enter the house. I walked up to the front porch which had a rocking chair to one side. I tried to walk over to it, yet once again was blocked by an invisible wall. I pressed the V button and still got a description of the chair, so I tried Searching it from a distance. “Something’s here.” You mean apart from the chair? Did you want to tell me what the something is? I tried Viewing and got “There’s something worth taking here!” No shit! I pressed T and was rewarded with “I have a clue!” Cool, what is it, and how is it presented?! I pressed C for Clue and got “2 personalities are 1 too many”. I also noticed for the first time that there was a score down the bottom right corner. My score had increased by 1000 when I found the clue. I soon also noticed that the score increased by 10 points whenever a minute passed. Was I going to be rewarded for taking my time?


Thanks for that. Can you be a little more specific?!

There was nothing else on the porch, so I entered the house by Opening the door. I’m not going to continue to go into detail about what commands I chose and when. I just wanted to give you a good idea about how the game interface works, and how it’s rarely obvious which command you need and are therefore forced to try all of them regularly. Inside the house, I found myself in the foyer, with two doors and a staircase. I tried opening both doors, but was told “Nothing happens” for both of them. I had no idea whether this was because the doors were locked or whether they couldn’t actually be opened at all, but since no other commands did anything either, I tried the stairs. The stairs collapsed as soon as I walked near them, making any path out of the room less than obvious.


Should I investigate the oddly shaped blob on the left or the jagged statuey thing on the right?

There was a statue like object to the right of the room, but I couldn’t get to it or do anything with it, so I turned my attention to the jar-like shape on the left side. As I walked towards it, I suddenly found myself in a living room, facing another direction altogether. Psycho certainly isn’t the first game to switch the direction a player is facing when they leave one screen and enter another, but it seems much more jarring when you don’t actually realise there’s another room there in the first place. Things were even more off-putting when I noticed a ghost rapidly gliding towards me. A ghost?! I don’t remember any of those in Hitchcock’s movie! I did what anyone would do under the circumstances. I panicked! This resulted in me pressing the F key repeatedly despite being completely aware that I didn’t currently have a gun in my possession to Fire.


Here's a re-enactment of the ghost in the living room. I had no chance of screenshotting it the first time!

Needless to say, the ghost crashed into me, but instead of dying the horrible death I figured was approaching, a message popped up saying “It got me! I feel so sleepy!” This was followed by a black screen with “I’m falling asleep! Zzzzzz....”, before I eventually appeared in exactly the same place, apparently unharmed. Oh well, I guess that wasn’t so bad. No need to panic. I just had a little sleep is all! My score didn’t seem to go down and my health still said Good, so I assumed the ghosts couldn’t actually hurt me and were merely an annoyance. It was then that I noticed the time had increased by an hour. Suddenly it dawned on me that making contact with the ghosts was going to make me sleep for an hour, lessening the amount of time I had to complete my task. I didn’t yet have any idea how long I actually had to complete the task, but the more the better. Note to self...avoid the ghosts!


Oh...and this is a levitating dog.

I spent the next few minutes wandering around the living room, which was actually spread over two screens, trying to find something I could interact with. I couldn’t open the doors at either end of it, and didn’t seem to be able to Take, View, Dig, Read, Use, Eat, Fire, Open, Search, Leave, Pull/Push or Clue anything. Yes, I tried everything! Movement around the room was stupendously difficult, as there were only set paths that the game would actually allow me to move in. There were quite a few places I wanted to investigate, but I simply couldn’t reach them. Sometimes I actually thought I was stuck until I found the one path that I was allowed to take. Occasionally a ghost would enter the room, as well as a dog (it was either a real dog that can fly, or a phantom dog gliding around), which would either catch me and add an hour to the clock, or I’d avoid it by leaving the room and coming back.


Nothing happened...again!

In the end I found absolutely nothing of value in the room, so I left the way I came in back to the foyer. I decided to go outside again and see if I’d missed anything out there. As soon as I tried to go back through the front door I was taken to a screen I’d never seen before. The entrance way to the house is only accessible if you’re leaving the house, not entering it. This is utterly stupid, but I guess there’s little chance a player wouldn’t stumble across it eventually. In the entranceway there was an overcoat on a stand and a vase. Viewing the overcoat revealed that it had large pockets. Searching it revealed a doctor’s note. Reading the note revealed a message saying “Heart Medicine: Take 3 times a day without fail”. Viewing the vase resulted in “I found a heavy vase filled with sand”. Digging in the sand uncovered a key! A skeleton key!


Hey, it's a skeleton key that looks like a skeleton! Neat!

By this stage of the game I was starting to realise that the key to finding anything of use was the View action. If View didn’t result in a descriptive response of some sort, then no other action would have any success. This meant I didn’t have to try using every action in every part of every screen, which was damn good news! I would just have to repeatedly press the V key until a descriptive message appeared, then figure out whether any of the other actions were appropriate. I assumed the skeleton key would allow me to open all the doors I’d come across so far. I took the door to the right in the foyer, and found myself in a library. The only items I could View were the bookcase and an organ. I investigated the organ for a while, but nothing seemed to happen. Searching the bookcase revealed a clue. I collected the clue, but strangely pressing C revealed a blank clue alongside the one I’d originally found. Even more strangely, I was able to walk along the bookcase picking up exactly the same clue over and over again, gaining the ability to increase my score infinitely. This was the first bug I found in Psycho, but it certainly wouldn’t be the last!


You've already found the blank clue you idiot! Here, have another 1000 points!

There were two doors running off the library and a ladder going up. I was not able to use the ladder, and trying to open the right door got the “Nothing happens” message. The left door did open though, and I found myself in a dining room. View revealed nothing of use, so I walked straight through to the Kitchen. There were two places on the screen where the View action resulted in a response. Firstly, I found a clue attached to the toaster, which incitingly told me that “skeleton keys open doors, not skeletons”. Once again I was able to walk up and down the bench collecting the same clue over and over again and getting 1000 points every time. The scoring system in Psycho is completely bugged and pointless (excuse the pun). The other thing of interest that I found in the kitchen was a door. If you look at the screenshot below, you’ll see that I was actually informed of a staircase behind the door on the other side of the room. How I knew that it was there is strange enough, but the descriptive message is stranger still!


Couldn't risk what exactly? Making sense? Obeying physics?

I’ll end this post here. I’d spent close to an hour playing the game at this stage, but a lot of that was taking screenshots and trying to find something to interact with before I found the skeleton key. It may seem unbelievable, but this is actually the halfway point of my time spent with Psycho. Within one more hour I had finished the game! If you think the first half was pointless and buggy, wait until you read my next post! I’m actually relishing the idea of applying the PISSED rating to the game. There’s little doubt that it will be the lowest ranked game so far, but I have to question whether anything will ever come close to it throughout all the time I spend writing this blog. It's exceeded my expectations of how bad an adventure game can actually be, which is at least educational. Hopefully I’ll get the Won! post up tomorrow.


Now that I'm not taking the piss, why does the intro contain verbs not found in the game (Say, Get), and an Objects option. The image is clearly from another version.


Session Time: 1 hours 00 minutes
Total Time: 1 hours 00 minutes

Note Regarding Spoilers and Companion Assist Points: I've already finished the game, so you can discuss spoilers as much as you want! Just remember that I still have to write another post, so try not to ruin it for anyone that wants to go along for the ride with me. In other words: "Don't give away the ending - it's the only one we have!"

Saturday, 28 July 2012

Game 22: Psycho - Introduction


Oh man! Didn't we leave CGA behind in 1987?

It’s unlikely many people out there need a lengthy introduction to Alfred Hitchcock’s film Psycho, so I won’t spend much time talking about the inspiration behind the game I’m about to endure. All I’ll say is that the 1960 movie starring Anthony Perkins and Janet Leigh is one of the most acclaimed of all films (it’s currently ranked number 30 of all time on IMDB). Even those that haven’t seen Psycho would probably be aware of its existence and in particular, be able to recognise the often imitated shower scene and the jarring music that accompanies it. If you haven’t seen Psycho, you really should, so I’m not going to reveal anything about the plot in these posts unless there are recognisable scenes in the game. After reading the back-story to Psycho the game, I highly doubt that’s the case though.


The Hitch knew exactly how to build up intrigue. Thankfully he also knew how to deliver!

While I have found a playable DOS version of the game (which I'll be playing in DOSBox), I’ve not been able to get my hands on a manual (if anyone can find one they'll be rewarded with CAPs). From what I can find on the net, I will play the role of a detective sent to investigate a theft. A set of jewels have gone missing, as has the curator that was looking after them at the time. The number one suspect for the crime is none other than Norman Bates (the antagonist of the movie Psycho), so he will be the subject of my investigation. I don’t want to read up too much more in case I come across spoilers, so I haven’t been able to figure out whether this is all supposed to occur after the events of the movie (or its sequels for that matter), or whether this is just an alternate story involving the Bates character. A quick look at the title screen suggests that the Bates Motel and Norman’s creepy house will likely play a role in some form.


The cover for the game is lifted directly from the poster for 1983's Psycho II.

I can’t deny that I’m both intrigued and hesitant to play Psycho. The game is considered by many to be the worst commercial adventure game of all time, as well as the worst film to videogame adaptation (and that's saying something!). What's particularly surprising about this is one of the names involved in its creation! The game was made by StarSoft, a company started by a guy named Hal McCrery. Hal isn’t particularly notable and nor is StarSoft, having also developed unknown games such as Pirates of the Barbary Coast and The California Raisins, but the credits for Psycho contain none other than Scott Adams (widely considered the founder of adventure-style games for personal computers with his game Adventureland in 1978) as the programmer of the PC version. I don’t know whether he had any involvement in the creation of the game or merely played a role in bringing it to the PC, but I can’t imagine he’d be all that thrilled to have Psycho tarnishing his reputation these days. Anyway, it’s time to see just how bad Psycho really is. I cling to hope that it’s at least finishable!


Scott Adams brought interactive fiction to home computers...then gave us Psycho.

Note Regarding Spoilers and Companion Assist Points: I've recently written a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 points (only if they already have them) that I won't be able to solve a puzzle unassisted (see below for an example). If you get it right I will reward you with 20 points in return! It's also your chance to predict what the final rating will be for the game. Multiple readers can predict the same score, but will be rewarded a decreasing amount of points if it turns out to be correct.

Example Bet:
Bet: Jung jnf Nyserq jrnevat va Cflpub?