MINI-REVIEW: The Egyptian Prophecy: The Fate of Ramses

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MINI-REVIEW: The Egyptian Prophecy: The Fate of Ramses

(Review copyright 2005, Andrew Plotkin <erkyrath@eblong.com>)

I didn't intend to write a review for this one. I jumped in and look, it's
an *educational* game, which is usually a fast way to lose my interest. (I
started _Egypt 1156 BC: Tomb of the Pharaoh_ once, and gave up almost
immediately.) Thin story piled on a bunch of historical research, and
they're *really proud* of the research.

Puzzles are a bunch of fetch-quests, strung together in the very standard
way. Plus a few puzzles with timers. I'm not opposed to a timer or two for a
good cause; but these puzzles really would have worked just the same without
them. The time limits were there solely for dramatic tension. Ennh.

Interface vaguely clumsy. (I felt like I was clicking exactly twice as often
as I should have to, getting into and out of menus.) Dialogue vaguely
clumsy. (When a person asks you for something, you have to *end the
conversation* and then select the object from your inventory. You're
constantly saying goodbye to people in the middle of talking to them.)

And then, in the middle of the game, I dropped into a
dream/mystical/prophetic sequence which is entirely beautiful, and entirely
constructed of new and original puzzles. In fact there are two of these
sequences. Both of them left me with my jaw bugging open. The scenery was
strikingly well-imagined, while still wholly in tune with Egyptian
mythology. Every puzzle was either completely new, or -- at worst -- an
interesting new variation on some puzzle theme. I *want a physical copy* of
that three-dimensional puzzle lock. It was gorgeous.

(Okay, there was the fox/chicken/corn puzzle. That was a retread. But that
was the only one.)

And the rest of the game, outside of those dream sequences, was just
standard fare. Oh, the endgame was pretty cool, with a magical battle and a
board-game puzzle. Which are good if you like timed puzzles and board games.
Which I do.

But, sheesh, did there have to be such a *contrast?* Yes, every adventure
game will have some routine "go-get-this" puzzles. You need that for pacing,
and to give the player a satisfying path between the serious brain twisters.
(And because no designer can come up with *enough* serious brain twisters to
fill an entire game.)

Only, you're supposed to mix them up. A game like this, I wanted to just
play the dream sequences, and skip over the real-world chapters. Or go back
and play a surreal-fantasy game instead.

Before I fling this up to the Net, I want to be confused about story for a
minute. I am never sure, playing these historical/fantasy/myth games, how
accurate they're being. Obviously the designers have read lots and lots of
Egyptian mythology. They have all the elements right: prophecies, gods, the
flood of the Nile. They've found rituals and spells and magical potions from
the correct period of time, and incorporated them into the plot.

But do they have the *stories* right? _The Egyptian Prophecy_ is about one
of the gods getting nasty, and trying to overturn the natural order, end the
life of Pharaoh, and destroy Egypt. Is that the sort of conflict that
Egyptians saw in their world?

I mean, "one of the gods is evil and tries to destroy the world" -- that's
very much a story of modern genre fantasy. I always get suspicious when I
see it applied to ancient mythology. The Greek and Roman gods were pretty
much all a pack of jealous back-stabbing bastards; Norse mythology has
entire races of hungry monsters who are fated to devour reality and all the
gods; and so on. Trying to cast Ares or Loki or whoever as "the evil
antagonist" is simply a mistake.

But, for all I know, this story is a direct retelling of some Egyptian myth.
I have no clue. Such is my distrust of the game industry. End of tangent.

(This review, and my reviews of other adventure games, are at
http://www.eblong.com/zarf/gamerev/index.html)

--Z


"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
I'm still thinking about what to put in this space.
 
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"Andrew Plotkin" <erkyrath@eblong.com> wrote in message
news:d24nb7$qet$2@reader1.panix.com...
> MINI-REVIEW: The Egyptian Prophecy: The Fate of Ramses
>
> (Review copyright 2005, Andrew Plotkin <erkyrath@eblong.com>)
>
> I didn't intend to write a review for this
one.......................................

Hi !!

Enjoyed your review, thanks.

[Haven't played the game yet - but I have it ready :-D]

Cheers.

Mad :)
 
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Andrew Plotkin wrote:
>
> And then, in the middle of the game, I dropped into a
> dream/mystical/prophetic sequence which is entirely beautiful, and entirely
> constructed of new and original puzzles. In fact there are two of these
> sequences. Both of them left me with my jaw bugging open.


I guess you're talking about the area with Isis' lake and
the area inside the book. There was also a lava level with
a bunch of underground caves and some god standing on a
ledge who wouldn't talk to you until you finished solving
the puzzles. I didn't find the lava level to be all that
interesting compared to the other two.


> The scenery was
> strikingly well-imagined, while still wholly in tune with Egyptian
> mythology. Every puzzle was either completely new, or -- at worst -- an
> interesting new variation on some puzzle theme. I *want a physical copy* of
> that three-dimensional puzzle lock. It was gorgeous.
>
> (Okay, there was the fox/chicken/corn puzzle. That was a retread. But that
> was the only one.)
>
> And the rest of the game, outside of those dream sequences, was just
> standard fare. Oh, the endgame was pretty cool, with a magical battle and a
> board-game puzzle. Which are good if you like timed puzzles and board games.
> Which I do.
>
> But, sheesh, did there have to be such a *contrast?* Yes, every adventure
> game will have some routine "go-get-this" puzzles. You need that for pacing,
> and to give the player a satisfying path between the serious brain twisters.
> (And because no designer can come up with *enough* serious brain twisters to
> fill an entire game.)
>
> Only, you're supposed to mix them up. A game like this, I wanted to just
> play the dream sequences, and skip over the real-world chapters. Or go back
> and play a surreal-fantasy game instead.


But if they did that, they wouldn't have the recreation of what
Egypt looked like back when the game took place. Not that that
would be a bad thing. A game that took place almost 100% in
the world of the Egyptian gods would probably be more
interesting than one that took place in ancient Egypt.

Why do we have so many adventure games that take place in
Ancient Egypt anyway? Why not ancient Greece? I can't think
of any that took place in ancient Greece besides the IMO
seriously flawed game Odyssey. And there are plenty of
other ancient civilizations that would be more interesting
than the overused Egypt.

Kheops Studios has an upcoming game that takes place at
the time of the Lascaux cave paintings though. That could
be interesting. At least it is not Egypt.


> Before I fling this up to the Net, I want to be confused about story for a
> minute. I am never sure, playing these historical/fantasy/myth games, how
> accurate they're being. Obviously the designers have read lots and lots of
> Egyptian mythology. They have all the elements right: prophecies, gods, the
> flood of the Nile. They've found rituals and spells and magical potions from
> the correct period of time, and incorporated them into the plot.
>
> But do they have the *stories* right? _The Egyptian Prophecy_ is about one
> of the gods getting nasty, and trying to overturn the natural order, end the
> life of Pharaoh, and destroy Egypt. Is that the sort of conflict that
> Egyptians saw in their world?
>
> I mean, "one of the gods is evil and tries to destroy the world" -- that's
> very much a story of modern genre fantasy. I always get suspicious when I
> see it applied to ancient mythology. The Greek and Roman gods were pretty
> much all a pack of jealous back-stabbing bastards; Norse mythology has
> entire races of hungry monsters who are fated to devour reality and all the
> gods; and so on. Trying to cast Ares or Loki or whoever as "the evil
> antagonist" is simply a mistake.
>
> But, for all I know, this story is a direct retelling of some Egyptian myth.
> I have no clue. Such is my distrust of the game industry. End of tangent.


It could be. There are a lot of variations on some myths.
They may have come up with one more - or maybe not.
 
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Here, Jenny100 <nospam@nospam.com> wrote:
> Andrew Plotkin wrote:
> >
> > And then, in the middle of the game, I dropped into a
> > dream/mystical/prophetic sequence which is entirely beautiful, and entirely
> > constructed of new and original puzzles. In fact there are two of these
> > sequences. Both of them left me with my jaw bugging open.
>
> I guess you're talking about the area with Isis' lake and
> the area inside the book. There was also a lava level with
> a bunch of underground caves and some god standing on a
> ledge who wouldn't talk to you until you finished solving
> the puzzles. I didn't find the lava level to be all that
> interesting compared to the other two.

I liked all three of them. The sound puzzle in the cave was sweet.

> Why do we have so many adventure games that take place in
> Ancient Egypt anyway?

Pyramids are sexy.

> Why not ancient Greece? I can't think
> of any that took place in ancient Greece besides the IMO
> seriously flawed game Odyssey. And there are plenty of
> other ancient civilizations that would be more interesting
> than the overused Egypt.

Greece, Greece... didn't one of the Journeyman Project games have a
segment set in ancient Greece?

My gut feeling is that Greece is too recent, familiar, and
well-documented to provide that otherworldy atmosphere. Nobody ever
convinced themselves that aliens built the Parthenon. :)

There are a whole slew of games that jump between Greece, the Incas or
Aztecs or Mayans, Easter Island, and -- at the deep end, ha ha --
Atlantis. It's always Atlantis eventually.

> Kheops Studios has an upcoming game that takes place at
> the time of the Lascaux cave paintings though. That could
> be interesting.

Yes, it could. But at that point you're inventing almost everything,
so they'd have to invent well.

--Z

"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
I'm still thinking about what to put in this space.
 
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Andrew Plotkin wrote:
>
> Greece, Greece... didn't one of the Journeyman Project games have a
> segment set in ancient Greece?


Was there? It wasn't either of the first two.
JP3 had a Mediterranean level, but that was "Atlantis" not Greece.


> My gut feeling is that Greece is too recent, familiar, and
> well-documented to provide that otherworldy atmosphere. Nobody ever
> convinced themselves that aliens built the Parthenon. :)


I wonder about that. You'd think Egypt was pretty well
documented by now. Of course some people think all humans
are from outer space, so there's no hope for them.


> There are a whole slew of games that jump between Greece, the Incas or
> Aztecs or Mayans, Easter Island, and -- at the deep end, ha ha --
> Atlantis. It's always Atlantis eventually.


Seems that way. But none of the Atlantis games used Greece.
Timelapse and Omega Stone used Easter Island, but not Greece.
I can think of a couple of games that used Rome or Pompeii,
but not Greece. I don't think Labyrinth of Time really counts
because nothing looks real in that game, and I'm not sure
where it takes place anyway. Labyrinth of Crete is a puzzle
game without a real gameworld. It's just strange how Greece
is neglected. Being able to enter the worlds of some of
the Greek gods (similar to the way you enter the worlds
of the Egyptian gods in The Egyptian Prophecy) could be
pretty interesting.


>>Kheops Studios has an upcoming game that takes place at
>>the time of the Lascaux cave paintings though. That could
>>be interesting.
>
>
> Yes, it could. But at that point you're inventing almost
> everything, so they'd have to invent well.


Let's hope they do. The game is apparently going to be
called "Echo: Secrets of the Lost Cavern." I have to
wonder about why they chose a name like that. Maybe it
was Dreamcatcher/TAC that chose it. No mention of
Lascaux in the title at all. Tsk tsk.
 
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Jenny100 wrote:
> Andrew Plotkin wrote:
>> Greece, Greece... didn't one of the Journeyman Project games have a
>> segment set in ancient Greece?
>
> Was there? It wasn't either of the first two.
> JP3 had a Mediterranean level, but that was "Atlantis" not Greece.

I don't remember any Greece there, either. I have a vague memory of a
labyrinth and a minotaur from, I think, one of the King's Quests, but I
don't remember if it was *the* labyrinth.

>> My gut feeling is that Greece is too recent, familiar, and
>> well-documented to provide that otherworldy atmosphere. Nobody ever
>> convinced themselves that aliens built the Parthenon. :)

I think one of the big attractions of Egypt is that there's a lot of
hidden underground below their megaliths. Even if Egyptian sites are
well documented and as recent as some of the Greek sites, the Egyptian
sites always hold out a believable prospect of an undiscovered passage.
Plus, all those secret passages and doors make for easy puzzle insertion.
Did the Greeks even know about doors? :)

I've also been to several Himalayan and Chinese locales in games. I think
there share the same properties of mystery that Egypt/Aztec/Maya/Inca
have.

> I wonder about that. You'd think Egypt was pretty well
> documented by now.

It is. The Cryo/Kheops games even highlighted their edutainment side.
So I think it's not how much is known, but how much we can believe
might remain unknown.

> It's just strange how Greece
> is neglected. Being able to enter the worlds of some of
> the Greek gods (similar to the way you enter the worlds
> of the Egyptian gods in The Egyptian Prophecy) could be
> pretty interesting.

Eric the Unready went to some celestial place, but I can't remember if
it was Olympus or just a generic home-of-the-gods place. It was fun.
--
David Tanguay http://www.sentex.ca/~datanguayh/
Kitchener, Ontario, Canada [43.24N 80.29W]
 
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"David Adrien Tanguay" <datanguayh@sentex.cookie.can> schreef in bericht
news:425bc171$1@news.sentex.net...
> Jenny100 wrote:
> > Andrew Plotkin wrote:
> >> Greece, Greece... didn't one of the Journeyman Project games have a
> >> segment set in ancient Greece?
> >
> > Was there? It wasn't either of the first two.
> > JP3 had a Mediterranean level, but that was "Atlantis" not Greece.
>
> I don't remember any Greece there, either. I have a vague memory of a
> labyrinth and a minotaur from, I think, one of the King's Quests, but I
> don't remember if it was *the* labyrinth.
>
> >> My gut feeling is that Greece is too recent, familiar, and
> >> well-documented to provide that otherworldy atmosphere. Nobody ever
> >> convinced themselves that aliens built the Parthenon. :)
>
> I think one of the big attractions of Egypt is that there's a lot of
> hidden underground below their megaliths. Even if Egyptian sites are
> well documented and as recent as some of the Greek sites, the Egyptian
> sites always hold out a believable prospect of an undiscovered passage.
> Plus, all those secret passages and doors make for easy puzzle insertion.
> Did the Greeks even know about doors? :)
>
> I've also been to several Himalayan and Chinese locales in games. I think
> there share the same properties of mystery that Egypt/Aztec/Maya/Inca
> have.
>
> > I wonder about that. You'd think Egypt was pretty well
> > documented by now.
>
> It is. The Cryo/Kheops games even highlighted their edutainment side.
> So I think it's not how much is known, but how much we can believe
> might remain unknown.
>
> > It's just strange how Greece
> > is neglected. Being able to enter the worlds of some of
> > the Greek gods (similar to the way you enter the worlds
> > of the Egyptian gods in The Egyptian Prophecy) could be
> > pretty interesting.
>
> Eric the Unready went to some celestial place, but I can't remember if
> it was Olympus or just a generic home-of-the-gods place. It was fun.
> --
> David Tanguay
http://www.sentex.ca/~datanguayh/
> Kitchener, Ontario, Canada [43.24N
80.29W]
>
Wasn't it Indy who went to Greece in "The fate of atlantis"? Or was it
Crete? Well, close enough! :)
 

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Op Mon, 11 Apr 2005 21:11:18 GMT schreef Jenny100 <nospam@nospam.com>:

>Andrew Plotkin wrote:
>>

>Seems that way. But none of the Atlantis games used Greece.
>Timelapse and Omega Stone used Easter Island, but not Greece.
>I can think of a couple of games that used Rome or Pompeii,
>but not Greece. I don't think Labyrinth of Time really counts
>because nothing looks real in that game, and I'm not sure
>where it takes place anyway. Labyrinth of Crete is a puzzle
>game without a real gameworld. It's just strange how Greece
>is neglected. Being able to enter the worlds of some of
>the Greek gods (similar to the way you enter the worlds
>of the Egyptian gods in The Egyptian Prophecy) could be
>pretty interesting.

Wrath of the Gods (1994) is a nice one-man job, an edutainment title.
Third-person game, I liked it, but it's ancient by now. The
edutainment part (mythology of course) can be ignored. Developed by a
teacher. :) Sill available from his website afaik.
 

Jester

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Jenny100 wrote:
> Why do we have so many adventure games that take place in
> Ancient Egypt anyway? Why not ancient Greece? I can't think
> of any that took place in ancient Greece besides the IMO
> seriously flawed game Odyssey. And there are plenty of
> other ancient civilizations that would be more interesting
> than the overused Egypt.

My theory is that too many people are at least somewhat familiar with
Greek mythology. This leaves less room for the developers to stretch
things to fit with their particular storyline. With ancient Egypt,
people will be less likely to nitpick about inconsistencies with the
actual culture and mythology, because they are simply not as familiar
with them.

- Jester
--
" "