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Graphics: In a rather bold design decision, the developer has imbued Murder in the Abbey with a cartoon look, featuring exaggerated faces and movements and lots of solid colors. Once you get used to the idea of playing your favorite Saturday morning animated TV show, however, you discover a litany of errors. Leonardo will occasionally walk through Bruno instead of going around him, and Bruno’s got his own problems. Every so often the young apprentice will do his best mime imitation and walk in place for no apparent reason. Arcadio spends an entire five-minute conversation continually watering his favorite plant, and the lip-synch animations are dreadful. Some of the backgrounds are very attractive, and little touches such as character shadows and dusty breezes are well rendered, but, for the most part, the animation is mediocre at best.
Interface: Simplicity is the rule of the day with The Abbey’s interface. The drop-down inventory pane is an excellent idea; being able to access the inventory without searching for a keyboard key keeps your focus on the task at hand, and there’s a map that can be used as a rapid-movement device; just double-click on a destination and you’re there. But, as user-friendly as it is, the interface is littered with unfortunate problems. Dialogue subtitles frequently don’t match the spoken script; sometimes you can see the character’s jaw moving as if he’s speaking an entire paragraph, when there’s only one word in the subtitles. The map transport system only works outside buildings, and not at all in the third part of the game. The journal defaults to the first page of text every time you open it, so you have to cycle through an entire game’s worth of entries to get to the most current one, and the camera is not adjustable, which is a problem when characters stand between you and objects that have to be examined or collected.
Gameplay: Most adventure games mix a liberal amount of puzzle solving into the usual gameplay scheme. Murder in the Abbey, on the other hand, is all about reading and/or listening to spoken dialogue. There are times, especially in the final scenes, when you will literally spend as long as 10 minutes waiting for conversations to end (if you read faster than the actors speak, you could right-click through the subtitles, but you take the risk of missing something important). There are only two real puzzles in the game, and one of them is solved by Leonardo in a cut scene. The other is a diabolical tile-sliding puzzle that must be completed to get to the end of Act 3.
Then there’s the story. Cinefiles will recognize it immediately from the film version of Umberto Eco’s novel “The Name of the Rose.” The sharp-minded, crime-solving monk and his young, naive novice; the unusual deaths at the isolated abbey; the library filled with labyrinthine passages; The Abbey has all of these in common with the movie, including other plot points I won’t mention to avoid spoiling the game’s ending. There’s even a character named Umberto, seemingly a nod to the novel’s author. It’s this shocking lack of originality, and the mountain of dialog, which make this game relentlessly boring to play.
Sound FX: Sonic heavy-handedness abounds in The Abbey. All of the characters make a loud clopping sound when they walk, no matter upon what type of surface they are walking. Other ambient sounds are practically non-existent, with background music being the primary vehicle for setting the mood. The voice acting varies from merely adequate to outrageously over-the-top. For an abbey presumably located in the Spanish mountains, there are all kinds of British dialects, but not a single Spanish accent.
Music: The score, by composer Emilio de Paz, is Murder in the Abbey’s saving grace. There are plenty of well written cuts that emphasize the mood of the proceedings, some of which involve a menacing-sounding choir singing in Latin. The only real problem is that the default volume of the music is set much too low, but a quick visit to the options menu sets things right.
Difficulty: As usual, one of the measures of an adventure game’s difficulty is how much of it you can get through without outside help, and I managed to do surprisingly well. The dialogue generally does a good job of successfully guiding you through The Abbey’s plot with a minimum of head-scratching, and when you find a room containing a vital clue to the mystery, the game does not allow you to leave without finding it. The most difficult aspect is staying engaged long enough to get to the end.
Overall: I didn’t know what to expect when I started playing Murder in the Abbey, but I was not anticipating a plot seemingly reworked from a mildly obscure 1986 Sean Connery film. The children’s cartoon art style is at odds with the decidedly adult nature of the story, which includes some disturbingly creepy double entendres (parents, be prepared to answer some uncomfortable questions). The interface, although pleasingly simple, is filled with bugs. Any murder-mystery game that has you spending more time reading than you do playing is bound to lose the interest of its players long before the killer’s identity is revealed. With so many other choices in the adventure genre out there, Murder in the Abbey is one that can easily be skipped.
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I don’t know why the reviewer is allowed to do such work when he does not recognize humour genre from mystery-murder. I don’t know why he is reviewing a graphic adventure when he does not like dialogues at all. Dialogues are, in this game, part of the puzzles; but maybe he prefers to randomly apply objects from the inventory into objects in the scene, isntead of reading and understanding what all is about. I dont understand why he complains about the simplicity of the interface when it is exactly the same than most modern adventure graphics. Maybe he was expecting to see a radar or crouching-proning-standing position marker? About the sound, I tested both English and Spanish version and it is true that the voices are really badly done into English version, but that is UK Publishers fault and not Spanish developers one. For the voices in Spanish fit perfectly and have famous voices into it. Anyway, another proof of the reviewer ignorance are his complaints about Spanish accent into the UK version voices. OK, sir, I understand you are used to hear “English” German in Medal of Honor, “Russian” English in Modern Warfare, etc. but the truth is that in real life Germand, Russian and Spanish don’t talk in that idiotic way you see in the films. So, I recommend you to buy original versions from Spanish games and then, download the subtitles, so you will get a real Spanish version of it.
I don’t get why, saying that the score is great, you mark it 3/5.
About the difficulty, I agree it was way easier than classic games; but seeing the average quality in terms of plot and difficulty this game would surely deserve an 8.
I recommend this website to stop letting Call of Duty players review adventure games. The only good thing I can say about the guy is he finished the game. But I strongly encourage him to test international famed games like Discworld Noir or the first Gabriel Knight and check the amount of text they contain. If you didn’t like the script it is fine, but then I’d think you have no sense of humour (which is fine by me aswell, but wouldn’t allow you to test humour games, aight?). At last, it is very easy to mark down small companies because they aren’t call “BioWare” (for example) and then give games like Dragon Age, which is a step backwards in RPG world, a 5/5.
I’m glad that there really are people out there playing point-and-click adventure games, especially someone passionate enough to comment so long after a game was released. That said, let’s look at your comments one at a time:
There is some humor in the story, but this game is far from a comedy; somebody tries to kill you in the first five minutes, for heaven’s sake. This is a straight-ahead murder mystery that benefits from the occasional bit of gallows humor, something that these kinds of stories really need.
I’m a big fan of dialogue. In fact, I was playing and enjoying text-based adventure games all the way back to the days of the great Infocom text adventures of the 1990s. But it’s possible to have too much of a good thing, and this game has it. Adventure games are supposed to be about exploration, finding items and using them to solve puzzles, thereby advancing the plot. But if I spend more time reading subtitles than I do exploring, boredom sets in quickly. Ask Metal Gear Solid 4 fans what they’d like to see reduced in their favorite game, and most of them would say the (literally) hours of cinematics, no matter how high quality they are.
You misunderstand my interface comment. The simplicity of the interface is a positive thing. Adventure game interfaces can be cluttered with lots of unnecessary things, but this one was excellent. But an interface is more than just inventory screens. Having to page through an entire game’s worth of journal entries to get to the one you want to see is time consuming, especially near the end of a long game. Not being able to change camera perspective wouldn’t be a problem so long as I had unobstructed access to vital objects, but such isn’t the case here when characters you can’t control stand between you and an item. And having subtitles that don’t match the spoken dialogue is just lazy localization. Having a European edition of the game would’ve helped, it’s true, but unfortanately I can only evaluate the game that the publisher sends me.
As for the voice accents, my complaint is that none of the characters has a Spanish accent, which is odd considering where the game takes place. Movies can get away with this (Germans in World War II films were frequently portrayed by British actors who never attempted to affect a German accent), but it shouldn’t have been difficult for a European game designer to find Spanish actors who could speak fluent English for the voiceovers. Maybe the North American publisher had some input on this decision, but it was wrong, whoever made it.
And finally, shooter players can tell when a game is good or bad just as easily as anybody else. The real bottom line is how much fun the game is to play, and Abbey (in the form in which I received it) was just not much fun. And I can assure you, the size of the developer had no bearing on Abbey’s final score; if Dragon Age had sucked, our reviewer would not have hesitated to score it appropriately.
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