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by Dale Farris, President, Golden Triangle PC Club
January 2002
Game Overview
The Final Cut is a new action adventure game from the well-known Arxel
Tribe development team that blends classic adventure game features in a
setting based on many of Sir Alfred Hitchcock's most famous movies.
Throughout this super, unique game, you come across hot spots that when
clicked on reveal short flashes of video pulled directly from these famous
Hitchcock films. If you are a Hitchcock fan or an adventure game fan, you
should put The Final Cut on your must-play list.
You play as the primary character Joseph Shamley. Shamely is a private eye
who became psychic after his parents died in a car accident on the day of
Alfred Hitchcock's funeral. Leaving for his fishing holiday, he was forced
by a beautiful and mysterious mute blond girl to accept a job. Her uncle,
Robert Marvin-Jordan, a pharmaceutical tycoon, was shooting a movie on the
private set of his estate, when the entire shooting crew disappeared
overnight.
As Joseph Shamley, you go to work and find out what happened
to the crew. Occasionally you meet up with a mynah bird called Alfred, and
you search
through the private property of a maniacal Hitchcock fan and get to the
core of the mystery. At the very end, after the mystery is solved, Alfred
takes wing to call the cops.
The story begins mysteriously, and continues to build as you run across
more murders and more corpses, all the while viewing cut scenes from such
famous Hitchcock films as Frenzy, Psycho, Saboteur, Shadow of a Doubt, Topaz, and Torn Curtain. Part of the fun of playing this neat adventure
game is trying to identify which Hitchcock film the video cut scenes come
from. Since I have seen most of Hitchcock's films many times, I was able
to recognize most of these videos.
Remember the close-up of Norman Bates (Anthony Perkins) as he spied on
Marion Crane (Janet Leigh) through his peep hole in the wall hidden behind
a picture, watching her undress to enter the shower? How about when the
neck-tie murderer in Frenzy stored the body of one of his victims in a
sack of potatoes? Rather than just intersplicing these cut scenes into the
game to add marketing value to selling the game, the developers have done an
excellent job of making sure these scenes actually make sense in the
playing of the game.
For example, as Shamley, when you come across a mysterious, large crumpled
gunny sack in the kitchen of the diner on the set, you click on the sack
to open it and this triggers a video scene from Hitchcock's film Frenzy when one
of the corpses was found among a sack of potatoes. The main character
Shamley comments about the body, and then searches in closeup mode for clues or
necessary items he will need to pick up and use later.
These flashes of video scenes from Hitchcock films are explained by
Shamley's newly acquired medium skills that allow him to "see"
these flashes. When he comes in contact with something linked to violent
events in the game, by usually clicking on hot spots in the game, or by
just walking over or near such a hot spot, he will have these flashes that
reveal something about the violence. These flashes are either created for
the game, or pulled from these Hitchcock films.
There are multiple murders to investigate, a moody, mysterious mansion and
sound stage to investigate, all the while building an interesting, complex
story that requires concentrated gameplay to keep up with the plot.
Occasionally, you will run into precarious points in the game. These will
either require careful directional key movement in order to get Shamley
through situations without dying, or timed situations that require him to
use his noodle and figure a way out before time runs out.
Thankfully, the developers have coded the game so that when you do
"die," you are brought right back to the most immediate point
before you took those last dying steps. Now that's impressive! How many
other games have you played in which you had to back-track or retrace a
long serious of moves or actions, to again try and get beyond these death
points in a game? Instead, in The Final Cut, you will be very impressed
with the obvious purposeful design of the game that prevents you from
having to again start all that preliminary stuff in order to
again try and get past these death points. I sure wish other game
developers would follow the lead by Arxel Tribe in how they make this far
less frustrating.
The game comes on two CD ROM discs. The first disc is used to install the
required files, and you play the game from disc two.
Game Background
What makes The Final Cut such a unique, refreshingly different adventure
game is the super integration of Hitchcock films and Hitchcock lore into
the game. You will run across a desktop paperweight shaped like a cow,
with the inscription "Actors are like cattle," supposedly
attributed to Hitchcock, but in reality not said exactly like this. You
will see posters of Hitchcock and Hitchcock films all around, and one of
the primary game characters is an avid Hitchcock fan. The inspiration of
Hitchcock's work in the game successfully adds great play value to the
game. Any fan of Hitchcock will enjoy playing this game and coming across
all the many references to Hitchcock, including of course the many actual
scenes from Hitchcock films.
Game Features
A super mystery based on the master's work
15 minutes of extracts from many Hitchcock films in many cut scenes
Backgrounds, graphics, and cameras set up in typical Hitchcock fashion
Investigation mode - get close up on objects to solve puzzles
Chase and shooting - chase or be chase, shoot or be shot at
Interactive dialogues - choices affect relationships with the many
characters
Automatic help - psychic abilities help solve puzzles
20 hours of gameplay
50 different sets
30 minutes of film clips
Personal digital assistant (PDA) organizer of information
Inventory stored in the PDA
Combine some objects
Innovative camera angles changing all the time
Many pre-rendered backgrounds
High-color graphics throughout add to the realism of the eerie setting
Engrossing, rich storyline inspired by the works of Sir Alfred Hitchcock
Character storylines are deep, and open up as you play the game
Fairly typical controls that can be set up to suit the player
Game Play
You move the character around with directional arrows, while you use the
mouse to take objects, use objects on other places or objects, zoom in and
out, read text, or move around in an image. The various action icons
indicate whether there is action to take, to open something, take
something, look at something, or speak with other characters. Thankfully,
by pressing the shift key, you can run fast, a nice feature since the game
environment is spread out around a very large estate and you have to move
back and forth on the grounds. In addition, pressing the F2 key will open
up the map of areas you have visited, that you can click on to immediately
return. The F1 key opens the main menu, F3 opens the inventory, and F4
opens the database. All these function in the PDA organizer. All the
information you gather is stored in the organizer.
The character must be in front of objects he needs to activate, such as
doors, and you have wait for the Action cursor before the action can take
place. This means sometimes you have to work at getting Shamley in just
the right location on the screen in order to do something like opening
doors. Picking up items means pointing on the item with the mouse, and
when you see the Action cursor, then you can pick it up, or do something
else to it with other items already in the inventory.
Moving the character is usually smooth, but you will likely very quickly
want to move in the Run mode in order to get him much faster around the wide open space of
the game. The character many times also cannot go where it seems logical,
such as across certain grounds, which can be off-setting, but
understandable in such an adventure game as this.
This is not a classic first-person-shooter (FPS) action game, with full
motion and fluid movement of the character in and out of all areas of the
screen. The coding has been kept much simpler, and the character can only
go where the game allows. With the 3dfx video card, this means the
character does grow larger or smaller as he moves closer or more farther
from your point of view. This sense of depth is certainly not as
effectively realized as in so many other high-powered FPS games, such as
Alice, or Clive Barker's Undying, but still this use of 3d effects does
help in realizing a more graphically rich environment.
The characters are rather simply coded, but they do have enough features
to help seem more real. The main character is also pretty well designed,
and moves naturally throughout the game. You must also go everywhere and
talk with everybody and fully flesh out all dialog options, or you will
not open all the game for play.
Game Play Concerns
Thankfully, you can save your game at any spot in the game. In The Final
Cut, there are also spots where you have to chase or be chased, shoot or
be shot, and these are not the most difficult of tasks I have ever run
across. With the neat save game feature, you can easily get right back
into your saved game, to try these again. These have been obviously coded
to not purposefully be impossible to overcome, a nice approach by the game
developers that I wish other game coders would follow.
Even if you "die," the game automatically starts you right
back at the beginning of these death spots, which is a super feature that
saves a lot time. The focus on these more challenging tasks seems to be to
add enjoyment to the game, rather than trying on purpose to be the most
difficult of any computer game now on the market. With this more difficult
approach taken by so many other games, it is refreshing to run across this
much simplified approach, which means this game is far less frustrating
than many others.
Targeted Customers
The Final Cut will appeal to all adventure gamers, especially those that
may be new to this genre of computer games. The movement of the character
is simple enough to be quickly learned, and the focus is on finding
objects, finding and talking to characters, and of course solving puzzles.
The puzzles are integral to the game, and certainly no where near as
deviously designed as in Schizm. In The Final Cut, the puzzles are more
often the use of found objects in some other location the character comes
across. The emphasis in the game seems to be on developing the complex
story, as the character slowly begins to unravel the multiple murders.
However, as in all adventure games you must find all objects and open all
dialog options with all characters in order to advance the game. This is
made easier if you follow the walkthrough that is accessible at the Arxel
Tribe web site.
Windows System Requirements
Pentium 333MHz processor
Windows 95, 98, ME, 2000
24X CD ROM
64MB RAM (128MB RAM recommended)
8MB 16-bit video card (32MB 32-bit video card recommended)
100% DirectX 7certified video card required
DirectX 7 minimum required
Sound Blaster certified 16-bit stereo sound card
300MB free hard disk space
Install and Setup
After the installation, and you first load the game, you will play the
game with the second CD ROM disc in the CD ROM drive. You need to leave
the disc in the drive as you play, since if you remove it while the game
is running, you risk losing any unsaved progress you have made.
The game will NOT run in a Windows NT machine, and has not yet been tested
for Windows XP.
I loaded the game (all files) on a Win 98 SE machine (P III-850, 256MB SDRAM) that had
a Creative Labs Annihilator 2 video card (an nVidia GeForce 2, 32MB
RAM board), 30GB IBM 7200 hard drive, internal Zip 250 drive, standard
floppy drive, a Creative Labs Live X Gamer! sound board, CD RW drive, DVD
drive with MPEG 2 decoder, standard MS Intellimouse and keyboard, Logitech
joystick, two 8-port USB hubs, Cambridge Soundworks DTS 2000 speaker
system, and the latest DirectX files. The game worked
fine with these boards and the latest drivers for each. The drivers came
from Creative, and were updated as of 4 months ago.
Price
$41.66
Official Strategy Guide
Although The Final Cut is not the most difficult adventure game now on the
market, nevertheless unless you make sure you find all the necessary
items, talk to all the necessary characters and fully explore all the
dialog options, you may find yourself stuck, wandering around wondering
what is supposed to happen next, or where next you should go. The setting
of the game also involves quite a spread out affair, meaning you will find
yourself running all around the place, in order to activate all the
necessary game points, in order for all the game to open up for you.
Thankfully, the game developers have provided a super walkthrough guide
that is readily accessible at their web site.
Here is the link to the official walkthrough for this marvelous game.
This means you can follow this well designed guide as you play, or just
consult it when you find yourself feeling stymied and at a loss what next
to do or where to go. This is another super added feature of this game I
wish other game developers would learn from. While I understand the
reticence of many gamers to use any strategy guide, in my case, with all
the many other things I do, I just do not have the luxury of all the extra
time required to independently figure out the complexities of this or any
adventure game. I sincerely appreciate the availability of this guide, as
this helped me more quickly finish the game and realize all the wonderful
design of all the game.
About Arxel Tribe
Born from the merger of Arxel Tribe companies, the Arxel Guild is a well
established and experienced developer and publisher of computer and video games. After
three years spent in developing high end multimedia software for companies
like L'oreal, the studio met best-selling author Paulo Coelho and star
designer Moebius and started the development of its first adventure game.
Pilgrim, launched in 1997, was published by Infogrames Entertainment. With
this first game, Arxel Tribe became a recognized developer of author
games, reputed for the beauty of its graphics and the depth of its
scenario.
Four other challenging projects were launched by the team for various partner
publishers. These include Ring, adapted from Richard Wagner's Opera and created in close
collaboration with Philippe Druillet and Decca Records, Faust (also
released as Seven Secrets of the Soul), freely
adapted from the myth of the same name, and Louvre, in collaboration with
Wanadoo Editions and Pompeii, an historical adventure developed for the
Reunion of French Museums (RMN). I have been fortunate to have played all
these, and each is designed to captivate your attention all the while you
are working to piece out the story and solve the crafty puzzles.
In June 2000, the Arxel Guild and
Universal Studios announced a license agreement on the super adventure
game, The Final Cut, and in September 2000 the company announced the creation of its
publishing structure.
In June 2001, Universal Studios and The Arxel Guild announced a series of exclusive license agreements on different
properties, including the extension of the initial Hitchcock license agreement for another PC and a
video console game both due in 2003, and an eagerly awaited Hannibal game for
development on a PC and video console, each due
respectively in 2002 and 2003.
www.arxeltribe.com
Contact
Arxel Tribe
29 rue du Faubourg Poissonniere - 75009
Paris, France
+33 1 53 34 98 31
www.arxel.com
hitchcock.arxeltribe.com
You can also order from other retailers or online vendors.
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