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Zelenhgorm: The Land of the Blue Moon
Episode One: The Great Ship
Review by Skinny Minnie
September 2002
As I gaze into my ageless crystal ball, I see that a certain
first-person adventure gaming coziness will flow over you very
soon. Moloto calls it Zelenhgorm: The Land of the Blue Moon.
I call it Everybody's After Me in FMV!
Yes, there's nothing quite like exploring the languid, comely
old fishing village of Senava while simultaneously being reviled,
hated and hunted down by most of its live-actor population. It
all begins innocently enough. You lounge away the morning in bed.
You dawdle over tea. You take a congenial stroll out to your sunlit
garden, where you are immediately attacked by an angry mob before
your tea bag can even slip out of your left hand and plop onto
the dirt road. Suddenly, everything from Uncle Johnny's toothache
to the mysterious appearance of a gargantuan, abandoned ship that
ran aground in your front yard is the fault of your evil left-handedness,
which will cause the utter demise of civilization unless you are
executed ASAP. "Wah! That big, evil ship wrecked our fishing
nets on its way to shore and now we have no livelihood!"
cry the fishermen. "The only thing we can do in the water
now is drown you in it!"
Well, so much for that pastry brunch! While avoiding death and
dismemberment and simultaneously begging, borrowing or stealing
everything that's not nailed down, you as Arrikk Vaheirr of the
people of Deyrec will begin to discover why everyone begrudges
you every atom of oxygen you inhale. You will also slowly absorb
the history of your family's veiled past while attempting to discern
why the heck that humongous vessel has completely destroyed the
glorious hedges you spent all of last spring cultivating.
You can save anywhere in Zelenhgorm, which I found comforting
considering that ten minutes into the game I had already drowned,
been imprisoned in shackles overnight, and had guards sent out
to attack me so many times that I could draw a halberd blindfolded.
However, upon reevaluating my willingness to actually finish the
game, I began anew on a meeker path. You may actually play this
inventory-based puzzle game sans violence altogether, should the
thought of constant sparring make you quiver. A steady flow of
contraband items provide the ingredients for stealthy break-ins
and personal camouflage, while timed diving expeditions will yield
you increasing amounts of oyster pearls (Senava's currency) to
buy other things you deem necessary, if you do not drown in the
process.
All conversations you have are with live actors filmed in full-motion
video. Their comments to you are reiterated in bold text below
the three-quarter-sized gameplay screen, and your replies are
offered below-screen as well, usually relegated to several brief
choices. Hey, you aren't exactly Mr. Popularity in town, and unless
you're hankering for a fight and a subsequent execution, keep
your indignant little comments to yourself!
The different actors' vocalizations are an odd hodgepodge of
American, English, and Gaelic accents, but none are overdubbed.
Most of the acting is good, especially in Arrikk's grandmother's
case, but occasionally some characters are overtheatrical or wear
too much makeup. Unfortunately, the blandest character appears
to be Arrikk himself, whose British voiceover sounds quite young
compared to his adult appearance and who usually shows very little
emotion besides weak surprise. This contrasts unfavorably with
the options there are for combat and for playing the role with
a more aggressive conversational attitude. Cutscenes are extremely
short and mostly relegated to merely watching Arrikk traipse from
one forested area to another or viewing his dreams and visions
of the past and future as he sleeps. While the dream sequences
are enlightening and tantalizing for plot curves that are yet
to come, very little is actually seen in the way of acting by
Arrikk himself. He is a handsome devil in his own way, though!
The mouse-controlled interface incorporates fluid and gentle
360-degree panning, which can also be moved quite smoothly from
floor to ceiling. For the most part, in a unique touch, Zelenhgorm's
cursor only appears onscreen if an area can be traversed or
an item or person interacted with. (You will come across a scant
few areas where items require manipulation but the cursor never
appears, though.) The left mouse button initiates walking when
following the triangle cursor. If an item can be picked up, the
cursor becomes a circle, and left-clicking adds the item to the
ever-increasing inventory. The inventory bar itself only appears
when called up with the right mouse button, and items delicately
roll across the screen for perusal when the mouse is hovered over
the right or left edge of the inventory bar. Clicking on an item
in the bar brings it up for full screen viewing, and other items
can be dragged from the bar and combined with the featured item
even well before needed without repercussion. (Yes, this is how
I make my way through all gameshalf idle experimentation
and half accidental incidents.)
Ambient sounds are sparse but of good quality; gulls cry at the
shoreline, bugs buzz in the brush, wolves howl in the night, and
your heartbeat pounds louder and louder at every brush with death.
Otherwise, orchestrated music is sparse, drums and wind instruments
mostly only cuing your capture by guards or your untimely demise!
The filmed actors, who often sport odd knitted caps with antenna-like
tubes on them, are superimposed upon the three-dimensionally rendered
backgrounds. Fantasy garb in the town of Senava consistently harkens
one back to nondescript times of old; simplified clothing appears
hand-sewn, leather and ropes are hand-hewn, and browns, beiges
and berry-dyed blues are the primary colors. Weathered wood makes
up the bulk of the housing material; simple metal tools are roughly
forged. Stones and statues appear hand-carved; worn, leather-bound
books are hand-drawn. Mountainous landscapes are bright and crisp;
water ripples in the seas and the sun's rays blaze across azure
skies.
The more intricate carvings and books are indicated through the
course of the storyline to be otherworldly, although no opportunity
is presented to decipher these symbols or writings in The Great
Ship, which is Zelenhgorm's premier episode. (Episode
two, The Voice of Water, and episode three, The Dark
Below, are planned for release sometime in the future.) For
this reason there is quite an unfinished feeling to the game.
Mysterious crystals and spheres are also found both in outdoor
locales and on the ship itself, which is so massive that it is
quite impossible to do it justice via either screenshot or description!
The 360-degree panning feature, besides presenting clues and puzzle
elements both high and low throughout the game, accentuates the
feeling of awe when craning upward to see the giant, fanning masts
of the weather-beaten, wooden vessel run aground. It takes multiple
clicks of the mouse even to walk from bow to stern, never mind
all of the panning to get a full view at each stop. There is much
to note and wonder at both inside and out, between the puzzles
available and the lovely, age-old painted motif. Feelings of both
spiritual peace and emotional upheaval do pervade this mysterious
ship, which resembles little of the Nordic Viking lore you may
have come to expect from Swedes. Inside the ship are elegant,
spherical accouterments with attractive, fanciful detailing that
contrast in their complexity with everything the Deyrec people
have produced for themselves. Even the Great Ship's carpeting
and furniture speaks of a level of development not appearing possible
to native Senava. The worst part of the ship itself in episode
one is that multiple doors cannot be unlocked; much of its exploration
appears destined for later episodes.
The fact that this game can be played by following the character
path of either a thrill seeker or a meeker gamer is indicative
of the time and consideration spent on a well-rounded offering.
However, the ending of this game feels like waiting for the other
shoe to drop, and quite shortly after pulling the shoes out of
the closet at that! I don't think it took me more than ten hours
total to finish this game, even with head-scratching puzzles here
and there. I did collect more inventory items than my local Home
Depot hardware center could ever dream of storing, and a good
portion of these were left unused by game's end, which really
left me hanging. I do realize that two more episodes are planned,
but paying the rumored $39 retail price per episode is a bit steep
even for the three-CD package of The Great Ship, considering
the reality of its short length. Perhaps once developer Moloto
cements a publisher and a website shop, they might offer the package
in a series of downloads at a reduced price to the broadband-enabled.
Zelenhgorm: The Land of the Blue Moon's premier episode
runs flawlessly under WinXP, and its grounded and logical puzzles
meld with the fine acting and seamless suspension of reality to
offer an elegant full-motion video adventure game with an ancient
folktale feel. I do await the second installment, not only to
confront the many questions left unanswered, but also for the
chance to make my fondest Zelenhgorm wish come true: I
want to steer the ship! I want to steer the ship! C'mon, Granny,
we're out of here! After all, I'm a left-hander too, you know

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The Verdict
The Lowdown
Developer: Moloto
Publisher: TBD
Release Date: TBD
Available for: 
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System Requirements
PII 266 MHz
64 MB RAM
DirectX 7.0 compatible, 8 MB 3D video card
DirectX 7.0 compatible sound card
16X CDROM
650 MB free hard drive space
Windows 95/98 (Ran fine without the compatibility wizard in WinXP)
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