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The President is Missing! (DOS)By: The J Man
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June 6th, 1996 - A daring military raid on a secret UN meeting in Liechtenstein results in the kidnapping of ten of the most influential world leaders. No group takes responsibility, but a list of impossible demands is anonymously delivered, along with taped statements from some of the captive heads of state. The political implications are obvious, and full military solutions are plotted against the "usual suspects," without proof of who was actually involved. A swift investigation becomes increasingly imperative. You play as an independent government inspector authorized with the highest powers to track down the hostages, their captors, and any accomplices before the situation erupts into a shooting war. It's billed as an adventure game, but it's really more fair to call it an "investigative simulator." You control everything from a menu-driven interface that allows access to databases, records, photographic evidence, and agents to do the actual field work. You're expected to reconstruct a linear sequence of events following the planning and execution of the operation to the current location of the hostages. All of this is to be assembled in a prosecutorial summary where a judge will determine if you have compiled enough information to act upon. Sound pretty neat, no? It's a great concept and a clever way to make a mystery interactive. The entire game is mostly a non-linear sandbox. The chain of events has been written ahead of time, which has then spawned logical evidence contained within the game, which you sort through realistically. You can send agents to investigate people or locations. You can send the State Department to do a more aggressive, official version of the same (like arresting and searching). You're given access to in-game dossiers on key players, formalized reports from the abduction scene and on relevant suspects, in-game photographs you can zoom into for details, and in-box "feelies," the most famous of which is a physical audio cassette with assorted clues and statements on it. Outside of the obvious limitations of a computer game, this is one of the few detective games where I actually felt I was discovering details on my own, instead of following a designer's linear plan.
But there's a problem. A few in fact, but most of which stem from the same central issue. The game has no end. The game itself basically acts as a giant database for you to poke through and pull answers from. It doesn't actively tell a story, rather, it passively provides the seeds for one. Since it doesn't tell a story, there's no arc or end contained inside the game. Instead, you're supposed to write out your detailed solution and mail it in to Cosmi (the developer). In fitting with the alternate reality style of the game, I presume you would get the results of the "trial" based on your evidence, and likely a certificate of completion or a secret agent decoder ring. From a modern perspective, the company's out of business (actually, they've restructured to focus on productivity software) and there's no solution on the internet. Don’t expect one to show up, either. From about two weeks of research and unreturned emails, I feel relatively comfortable in saying that everyone in a position to write up and post a solution on GameFAQs is too goddamn lazy to do it. You'll now only be able to finish the game to your satisfaction, not to any independent standard. But even imagining I was playing it when released, I'd be reluctant to mail anything in since the game gives you so few clues that you're on the right track. Leads basically dead-end at the point that you're supposed to have solved that part of the crime. Or, to put it simply, you'll get evidence, but no confession. Here's an actual example from the game: Three helicopters were used in the attack on the conference. I was able to track one irrefutably. That helicopter was on record as being requisitioned by a certain officer. I have orders from that officer diverting said helicopter to the known staging location. I ordered him brought in for questioning, and his statement is that all equipment was accounted for at all times. But that's his only statement. That's all the information it looks like I can get to his involvement - maybe enough to convince Cosmi's judge, but I don't feel great about it.
The agent interface is a little frustrating as well. You can send agents or State after anyone with no repercussions, so you can use them freely and not worry about ending your game early. But this results in an obvious disconnect between what you are expecting them to do (like arrest someone) and what they actually come back with. You can't dictate the questions your agents will ask, or the purpose of their visit. You give them a name, and that action "unlocks" their unchanging report. Going back to my example, the Army officer is clearly lying about the helicopters, but I can't arrest him. I can't question him again and confront him with my specific clues. You'll have a fair amount of evidence, but you won't know if you're right. That directly affects the value of playing the game, especially today. Furthermore, what would have happened if you sent an incorrect solution to Cosmi? Would they have written back with a "your evidence is inconclusive," prompting you to go back and continue playing the game? Having played for a while, I have a good grasp of how uncertain the clues are. It's not easy. It's not obvious. I know I'd question spending the postage on a second letter.
It’s a bit of a different problem than not being able to figure out a standard puzzle, because it requires skills and information not contained within the game. There are similar issues with cryptography. You have a number of in-game tools, but these are simply mathematical algorithms acting on the letters. It's not like Spycraft where the tools act like filters, and simply going down the list results in the right decryption. Extensive trial and error is the only way to make progress. I got so fed up that I went looking for outside help there too, thinking today's computing power should easily be able to brute force simple transpositions. The best I could find was this terrifying website, and a basic "sorry, you're on your own." Third, and the real deal-killer, is the intense amount of time the game takes to play at all. In another attempt to be realistic, you have to wait hours for reports from your agents – real-time hours. I counted about one hour for each message. You could argue that this is already shortening the time it takes to send an agent to Bern and report back, but it still begs an obvious question: What are you supposed to do with those hours? Toward the beginning you have more leads to track and photos to search, so it's not a big deal. After those first few hours, you can't progress until your agent reports the next clue back, which takes a entire hour of sitting in front of a frozen computer menu. Well, not exactly frozen, as you'll get a useless message every five minutes from a small loop of cheeky internal memos, with a shrill PC speaker wail announcing their arrival. Every five minutes.
Let's look at some numbers here. The game clock runs above the menu and tracks how long you've been on the case. According to that, I've been playing the game for 40 hours over the last two weeks. I would guess that only 8-10 of those were actually spent in front of the screen and working on the case. So that's a 30-hour waiting simulator, and I still haven't solved everything. Made progress, sure, but there are still plenty of loose ends. Meanwhile, the Internet's message boards house tales of people who've played this for 10 to 15 years and still haven't found the President. I think that securely shifts the difficulty into the realm of farce. Any one of these issues could probably be forgivable considering that, despite being faced with all of them, I still desperately want to finish the game. But together, they do make quite the juggernaut. I really was enjoying the game at the beginning, but once I hit the obscure middle, and it became pretty clear that I was never going to see a solution unless I got some outside help, then it quickly started looking grim. Sticking with it for another week simply confirmed that I had spent 40 hours of life I was never going to get back. Even assuming it was 1988 and you could get an answer to your letter, the game requires so much of a time investment that it's almost not worth it. I’ll open this up as Static did for Reelect JFK (and for which we did receive a lot of helpful emails). If you have any information that can help toward solving the case and/or creating a solution to post on the Internet, please send it on and I’ll update the review accordingly. As it stands now, this is a pretty involved mystery, with a functional setup to unravel it. It arguably demands too much; certainly in time investment, and probably in the varied skills it requires. The real-time waiting for field reports is particularly rough, and will alone limit the appeal to hardcore investigators only. The DOS version is also considerably less flashy and polished than its Atari ST or Amiga counterparts, but still perfectly playable. Check it out if you're interested, but don't expect to solve the case, and don't expect to ever know if you've actually solved the case correctly. -reviewed 2/24/08 - game copyright 1988 MicroProse Ltd.
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