I don’t know how much analytical credibility I have left at this point, but I would like to cash the rest in by saying that this game’s quick-time-event-only design was actually a great concept. The limited technology of 1983 and the inherent difficulty of producing animation meant that the interactivity was always going to be limited, so the question was how to get the most out of very little. The developers’ solution was to keep players on track by only giving them an indirect form of control: they can’t freely move around, but simply input the direction to dodge whenever danger appears. Even with this small amount of agency though, players are asked for a surprising amount of wit and attention. For example, consider this little scene where Dirk enters a room with three potential exits: the wall, the door, and the hole in the ceiling. Players have a moment to take in that information, then dodge the bolt from the left, then upwards to avoid the fire that’s forming a circle on the bottom of the screen, then back and left to dodge a final bolt and move the table. By taking in the possibilities given by the establishing shot, reading the visual language of the hazards, and thinking fast, you can succeed even without prompts on screen. By doing this, some of the big pitfalls of QTE’s are avoided, in that they’re fully contextualized, don’t have arbitrary inputs, and don’t suddenly occur after unrelated gameplay. In addition, multiple directions are valid for many of the hazards, ensuring that players are rewarded for perceptiveness more than just memorization. It makes for a fun little adventure where you’re always thinking on your feet, being observant, learning to stay calm, and enjoying the quality of the humor and animation.

Now, to start building up my credibility again, go back and circle that “concept” word in the first sentence. While everything I said in the previous paragraph is true, the game breaks the fundamental rules too often to properly deliver on the idea. Some scenes do have those great establishing shots which keep the game fair, but some will literally flip 180 degrees at the last moment to ruin your sense of direction. The pacing between inputs is also inconsistent, sometimes requiring multiple dodges for what feels like a single hazard. Worst of all, the little flashes which indicate the right answer are sometimes red herrings, killing you for following directions. As I wrote for my first playthrough, it’s possibly the most token-takey game ever made, and that really does make me a bit sad. It didn’t have to be this way, players just needed slightly more time, more consistent camera angles, and extra space between inputs. I genuinely believe that a game that’s all about reading the room and thinking fast with QTE’s could be a lot of fun, especially with that same humorous tone where the failures can be enjoyed as much as the successes. On the other hand, maybe I’ve lost all grip with reality since I’ve played this game so much that I can beat it without dying.

…well, there goes all my credibility again.

Reviewed on May 22, 2022


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