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The 7th Guest (DOS)By: The J Man
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Anyone who entered into a software store around 1993 has probably heard of, or vaguely remembers, The 7th Guest. Its hype and sales roughly equal those of Myst, and probably would have remained just as legendary, if it hadn't turned into something of a one-hit-wonder. Otherwise, 7th (I refuse to call it by its cutesy-ass marketing name T7G - "heeeey guys, lets go play some teee-seven-geee!") and Myst stand together as the leaders of 1990s Nu-adventure - each of the two setting up a unique gameplay mechanic to replace aging text-based systems and take advantage of new graphical capabilities. Myst did the whole point and click through static pre-rendered images deal. 7th did the "you're blocked by a puzzle -> solve puzzle -> go to new screen -> solve new puzzle" genre. If you hate either of these games, you now know directly who to thank for their popularity. 7th has you invited to a mysterious party at the mansion of wacky and reclusive toymaker Mr Stauf. There's some backstory, but it doesn't matter - he's a toymaker to explain why he has a mansion full of clockwork puzzles - and he's bat-shit loony to explain why he subjects you to them. Sixth other guests have arrived and "departed" ahead of you, and their ghostly visages will materialize between puzzles to clue you in on what to do, or further the mystery of why you are there.
I dug the puzzle solving in the beginning, even went through the first few on my own, and it was alright. However, both myself and 7th were kidding ourselves. Be it because I'm busy, which I am, or because I have an endless stack of other games to play and things to do in my spare time, which I do, the truth is that I do not have the willpower or patience to put up with a lot of bullshit. Especially not from a video game. This is where I discovered why 7th likely did so well. It's a lot of fun playing with others. I can envision families crowding around the monitor offering suggestions, or players calling upon the varied expertise of coworkers for specific puzzles. I enlisted the help of a college roommate, which turned into him doing almost all the work, and me tacking his weird-ass Rorschach scribblings onto the wall like a modern art gallery. I guarantee that not even the game designers could decipher what drawings solved what puzzle.
Controls are basic enough, as they are all point and click without an inventory. Your default cursor is a skeleton hand wagging its finger, as if to say "you ponce, why are you spending eight hours on this one puzzle?" or "you should have paid attention to how the pieces move in chess back when you said 'when am I ever going to need to know chess?'" The hand will turn into a sort of googly eyeball when you can interact with items - one color when you can examine them, another color when you can move them. That's pretty much it. No instruction manual required. Sound is relegated to some inoffensive background mystery music, occasional "clink" and "clack" effects for when you move puzzle items around, and the speech. The ghosts' various monologues aren't quite as important, and many are often needlessly scratchy and difficult to understand, but Stauf's introductions to every puzzle is vital and somewhat welcome. "Somewhat" because they offer the only clues about the goal of the puzzle, but that these clues are always in the form of obscure riddles. So before you even get to solve the puzzle, you have to solve a puzzle to tell you what you're supposed to be doing in the other puzzle.
I would hesitate to call 7th an adventure game. I would consider an adventure game to be one whose primary purpose is unravelling a story. 7th is really a collection of mini-games loosely tied together by a rapier-thin plot and not-so-captivating mystery. The developers could just as easily have included a "quick mode" where solving one puzzle immediately takes you to the next, and you would have missed nothing but some attractive rooms and a couple of ghosts. I say this to warn you against picking up 7th and expecting a typical adventure. Think of it more as a well-made and reasonably entertaining CG interactive riddle book and decide accordingly. -reviewed 6/28/06 - game copyright 1993 Trilobyte
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