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Night TrapBy: The J Man
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If you haven't heard of Night Trap, you probably weren't playing games in the 90s. It was this game and Mortal Kombat that set up the Congressional hearings on video game violence, and this was the most mis-represented of the collection they showed. It also represented a fortuitous save for Digital Pictures. They shot all the video for this game in 1988, funded by a virtual blank check from Hasbro, looking to create some must-have content for a VHS-based game console. That console never made it to market, but DP still had the footage, and by seizing the opportunity to jump on the upcoming Sega CD, they unwittingly sealed their own demise. The game is a parody of 80's slasher films. It's not clever enough to be called satire, but certainly doesn't take itself very seriously. The basic concept is that a group of teenage girls mysteriously disappeared inside the ritzy home of America's favorite family, The Martins. This somehow attracted the attention of the Sega Control Attack Team (uh-huh, that stands for SCAT) who somehow don't have enough jurisdiction to raid the Martins' house and prevent another group of girls from spending the night, but do have the authority to sneak in, tap into the house's security system, and use the arriving girls as bait. Your job is to use a special remote interface (yes, it's a Genesis pad) to monitor the proceedings, protect the girls and the agents, and use a system of traps to neutralize intruders. You'll learn about five minutes into the game that the Martins are actually sophisticated vampires who bottle blood like wine in their kitchen. The surveillance and security system you're tapping into is meant to protect their operations from the "augs" - a group of goons dressed like a poor man's ninja, who want to steal the stored blood and suck some virgin blood while they're at it. You must trigger traps at the correct moments to capture as many augs as possible, and at particular points, save the girls from exsanguination. And then there's the late Dana Plato from Diff'rent Strokes, as the agent-on-the-inside whom you must also take special care to protect. There's also SCAT agents making occasional trips into the house, whom you must protect. There's also the cable that makes your tap into the security system possible that you (I'm not kidding) must also protect. There's also - oh, fuck it.
On the one side, it encourages replayability. Just like real life, you can't be everywhere at once, and the game makes you choose which view or storyline is the most important. I suppose if you really get into it, you can take notes of what events happen where, and play again and again with your focus on different scenes. The game includes an accurate timer to assist this, so you can make notes that 15 minutes into the game there's a party in the living room, and reproduce that exactly in a later playthrough. You will have to do this if you want to catch the maximum number of augs, and as the game lasts a total of about 25 minutes, there's no way you'll be able to remember all the events and timing on your own. Fortunately, if you don't loves you the Night Trap that much, you can do a serviceable job the first time through. You don't have to catch every bad guy - I don't even think you have to catch any bad guys, with the exception of the ones putting girls or agents in direct harm. If you miss these scenes and get anyone important killed, SCAT hits the fan. Luckily, these critical, cornered by death moments are actually kind of amusing. Technically, it's neat to have a chase scene start in the bathroom and follow on the cameras as it moves seamlessly through the bedroom, hallway, and so on. Artistically, it's a fucking riot to watch guys in baggy black clothes and garbage bag masks chase a girl in a nightie around with a drill-on-a-stick that pumps blood into two backpack reservoirs. 80's clothes, music, and mannerisms punctuate every performance, from the lycra-encased mall spawn playing the girls, to the preppy sweater-round-the-neck Martin senior. One of the Martin brothers almost always wears black Risky Business sunglasses - why you ask? Because his eyes glow evil green! This is camp at its worst, especially when it knows its campy and responds by trying to be even more campy. The acting gets raked over the coals frequently in reviews, but if bad actors do a really excellent job of acting like bad actors, were they good actors? They are trying to ham up the story and the performances as much as possible, and they certainly succeed. By doing so, they become almost critically bulletproof:
Me: "Your acting was really quite bad."
The sound work is reasonably good. The core of the game consists of dialogue between actors, and it is recorded cleanly and at an appropriate volume level. If you miss anything, it's because you weren't on that camera, not a fault from the shoot or the recording quality. Music mostly appears in stings for shock scenes, and background themes for chase and horror sequences. It's typical slasher music; a lot of holding the high note as a goon slips up behind his victim, and it suits the tone of the game well without being overused. Foley effects and the like were recorded on set, and I don't remember anything that was obviously layered in later.
I think we're over that now. If anything, FMV games turned out to be uninteresting games. Night Trap is no exception. It has an enjoyable campy quality to it. Like Sewer Shark, the production values are there, and it can be fun to watch. Having to keep up with the current color code of the security system, or risk being "locked out" of a trap at a key moment, is a nice gaming idea, and the "security cam operator" plot is a plausible way to make an interactive video. Still, you're ultimately just sitting and watching a movie play out, and if you don't pay attention, you miss part of the movie. You're not directing. You're not switching camera angles during a scene or significantly changing the outcome, you're either at a specific scene or you're not. You either trap the bad guys when it matters, or the game is over. The level of interaction is about identical to going to a movie theater and choosing to watch the whole story, or choosing to doze off during parts of the film. Best way I can say it - it's a fun film, and it's a bad game. If the interface and camera switching hold your interest enough to keep you shuffling around to follow the plot, you'll enjoy the show. Otherwise, too bad, cause that's all the game is. -reviewed 10/29/06 - game copyright 1992 Digital Pictures
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