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Normality

continued

why, then?
Since we have ruled out Normality's presentation as a source of tedium, one can only conclude that the content is the culprit. The reason I was so bored with Normality is its simplicity. I was able to finish the entire game in less than eight hours. There are only eight very small locations to visit, and the puzzles are extremely simple. Although this will save you money on a hint book, it also makes the game less compelling. Along the same lines, when you speak to characters, you are given a choice of what to say, but regardless of which lines you choose, the outcome is always the same. You can do nothing wrong in this game, and to win, you need only try. In this respect Normality plays more like one of those action-shooting rail games than an adventure.

screen shot Normality also plays like a game on rails when you're on the move. Even though you have a first-person interface with total control of your direction, Kent still has no freedom. For example, when walking down the street, you pass a gate with a park beyond it. Amazingly, you can't open or jump over the gate. When you try, Kent says, "We're not allowed to go in the park." Not allowed? Kent is a rebellious (literally part of a rebellion to overthrow the government) punk with a menacing grin and a kick-butt attitude, and he won't go in the park (and other places) because he isn't allowed?! The truth of the matter is that Kent won't go in the park because the programmers didn't write any code for that side of the gate.

There is no meat in this game. It has a small backdrop, shallow characters, and offers little interaction in the way of decision-making.

I'm going to hop on my soapbox for a paragraph. The fact that I had more than 40 engaging hours of adventure with Zork--a game that fit on one 5.25-inch disk--and I can get only 8 sleepy hours with Normality--a CD-ROM game--is unacceptable. Graphics, sound, and interface don't make up for plot, character development, and challenge. If you don't have the latter, don't waste your time on the former. This is why I normally don't play adventure games: most developers nowadays tend to put style over substance, and the result is a good-looking game huge in kilobytes and small in scope. Thank you. I'll step down now.

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Normality


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