| Xiama Review | |
by Stephen
Granade
(In accordance with my review
policy, you need to know that Peter Hewitt, author of
Xiama, sent me a review copy of the game.) Xiama is that rarity: the commercial graphic version of
modern-day text adventures. It was designed and programmed by Peter
Hewitt, an Australian with a penchant for magic and programming.
There is no publisher: he is selling it directly from his web
site. The result is a charming if uneven collection of puzzles
ranging from the simple to the obscure, with the Australian park of
Alligator Creek Falls, in North Queensland, serving as backdrop. The
pictures of Alligator Creek Falls were all taken by Peter. Some are
too overexposed, but on the whole do a decent job of conveying the
beauty of the game's real-world setting. At this point in reviews I usually discuss the game's plot.
Xiama, however, doesn't really have one. Sure, the game makes
reference to you being on a hike with Peter and him having left a
trail of puzzles for you to solve, but it doesn't really matter.
Walk around; find puzzles; solve puzzles. Continue until all are
solved. Having no plot to speak of frees Xiama from the usual
strictures of adventure games. You can wander around freely, looking
at the pictures and finding puzzles. You can attempt to solve the
puzzles you find; if you can't, you can move on to other parts of
the game and come back later. This is a mixed blessing. On the one
hand, you can't get stuck. As long as there are more puzzles left
that you haven't solved you can work on any of them. At the same
time, though, this removes one of the driving forces of many
adventure games. What's your incentive to solve puzzles, beyond the
pleasure of solving puzzles?
The approach
Xiama takes isn't necessarily right or wrong. At this point
I'm wandering deep into the trackless bog of personal taste.
Xiama isn't breaking any new ground, as plenty of "adventure"
games, including The 7th Guest and Safecracker, have
been mostly puzzles. Whether or not you'll like Xiama depends
heavily on how much you like puzzles.
The Opening
Screen
I like puzzles.
So let's talk about them. There are twenty-four puzzles in Xiama, scattered hither and thither about Alligator Creek Falls. All are self-contained, requiring no items or clues from other parts of the game. That one bit of classification cuts down on the possible puzzles.
Within that limitation, though, are scads of possibilities. There's a jigsaw puzzle involving pieces of a camera. There is the stone version of that peg-jumping game found in faux-rustic Cracker Barrels. There are word puzzles, one of which involves assembling the lyrics to the first stanza of Waltzing Matilda. Visual puzzles. Sound puzzles. Playing card puzzles. Puzzles from Martin Gardner's Scientific America columns. There are twenty-four puzzles in all, though the last one is not available until after you've solved the prior twenty-three. The puzzles vary in difficulty from relatively easy to very obscure.
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The turtle puzzles in Xiama involve creating certain geometric shapes by issuing commands to an on-screen turtle. The idea is simple, but immensely appealing. In talking to people who have played Xiama, they always say, "Oh, what did you think about the turtle puzzles?" There are three of them, and are nearly worth the price of admission on their own.
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| Xiama Review | |
The puzzles are not perfect. For example, there is one puzzle which involves placing the frames of an animated picture in the proper order to make a smooth movie. You are giving the starting and ending frame, along with a jumble of other frames. Here's the thing, though: the motion involved is circular. Given a starting and ending frame, I could place the frames so that they move in either direction, clockwise or counterclockwise. There is no obvious reason to prefer one over the other. I picked the wrong direction the first time around, and then couldn't figure out why I hadn't solved the puzzle. It took me a while to figure out what I had done wrong, though strictly speaking there was nothing wrong with my solution.
More damaging is the interface and the paucity of documentation which comes with the game.
(Those of you who have read my reviews regularly know what's coming. Please, bear with me. I'm going to keep hammering the interface issue until game designers by damn get it right.)
Xiama is for the most part mouse-driven. Sure, you can use the arrow keys to move from place to place, but you can also use the mouse, and the only way to interact with items in the game world is via mouse.
The problem comes with how the mouse is utilized. You use the left mouse button to select items. Click on a gleaming hot spot to begin a puzzle. Once in it, use the left mouse button to move items around, or draw cards. In general all interaction is handled via the left mouse button.
The right mouse button is used to abandon a puzzle. Once you've entered a puzzle, which often has its own separate screen, press the right mouse button to return to the park.
So far, so good. The problem comes with how the right mouse button functions are overloaded. For example, one puzzle involves putting together the broken pieces of a camera. It's a jigsaw puzzle, but what you're not told is that you need to use the right mouse button to reverse certain pieces left to right. It took me quite some time to figure this out. I didn't understand why the pieces weren't fitting together properly, and it never occured to me to hit what is in effect the cancel button to interact with things.
How do you know when to use the right mouse button and when not to? You have to experiment in each puzzle. In some, clicking anywhere with the right mouse button will toss you back out of the puzzle. In some you can't solve the puzzle without using the right mouse button.
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This could have been alleviated by the addition of documentation explaining how to interact with the game, but to my knowledge there is none. For the most part this doesn't present a problem, but in my case it turned the interface into one of the puzzles, and few people, myself included, like such puzzles. It's the equivalent of the text adventure "guess the verb" puzzle, or the graphic adventure "find the hotspot" one.
Xiama also should have given additional feedback as you worked on some puzzles. For example, it would have been nice had the camera pieces in the camera jigsaw puzzle been a little stickier: as you got the pieces nearly in their proper orientation relative to each other, they could have stuck together as if magnetized. Such give-and-take feedback can really enhance puzzles.
Still, I enjoyed Xiama a lot. What started out with me yelling at the computer about the game's interface ended with me grinning happily as I solved puzzle after puzzle. I spent about three or four nights working on the game: if you're not already familiar with the Logo Turtle or haven't had cause to think of geometry in a long time, you'll probably take longer.
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But those who like puzzles, and especially those who are parents and are looking for games they can play with their young kids, should take a look at Xiama. It's far from perfect, but it's a lot of fun.
| Stephen's Score |
| 20 out of 24 |
Technical aspects: the entire game can be played from CD, with only your saved high scores going on your hard drive. What was the last game you played where that was an option? I ran into one bug which caused the game to die whenever it tried to play a certain animation. At Peter's suggestion I tried playing the game's animations using the separate Windows Media Player and discovered that two of the animations were encoded using a codec I didn't have. WMP downloaded the appropriate codec and all was well thereafter.
Recommended computer: Are you kidding? You could run this game on a 486, assuming you're willing to wait a bit between moves. All you need is a machine running Windows 95 or later and which can handle DirectX 6.1a or later.
My computer: Duron 800 MHz, 128 MB of RAM, GeForce 2 MX with 32 MB. Thank goodness for these specs, eh?
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