Isaac Newton: Mathematical Lawmaker.
Charles Babbage: Father of the Computer.
Abraham-Louis Breguet: Master-Horologist.
These intellectual giants played front-stage roles in a cultural movement during the 17th and 18th century where natural phenomena were being pulled out of the realms of chaotic randomness or transcendental intentionality and grasped in terms of their inner mathematical and mechanical orderliness.
The passage of Time ( Abraham-Louis Breguet), the patterns of Thought ( Charles Babbage), the regularities of Motion and the intricacies of Calculation ( Isaac Newton) were captured both in logical/mathematical deductions in the mind and in mechanical contraptions of cogs and chains.
While aiding in freeing the human intellect of religious dogmatic thinking and opening up the path of naturalistic explanation and exploitation of the world, its mysteries and its resources, this mechanistical worldview carries within itself a rigidity not dissimilar to religious dogma. Once Nature is caught in Logic and Clockwork, it is unchanging and deterministic.
The world of The Shadow in the Cathedral exists as an exemplar of this rigid-mechanistic historical path. The cathedral from the title is a worshipping place for the three saints mentioned above. Worshippers make the sign of the lever when they PRAY. Priests gather around an altar and bow to the clockwork in the tower. Mechanical order replaces/equates divine order, with very similar institutions to uphold that order.
“The candles move in the space between floor and ceiling, the way the stars move between Earth and the Great Darkness of Heaven.They follow winding metal tracks that cross and recross along the length of the Great Hall, and as they move, pools of light form and then dissolve, so that some parts of the chamber are brightly lit at times whilst others are quite dark. The candles move day and night, with automatic systems to replace those that burn down to the stub.”
This paragraph might seem somewhat wordy, but it captures the atmosphere of the game-world perfectly by elaborating on something as down-to-earth as candlelight while the bigger background is never laid out this explicitly. Instead it has to be inferred from these detailed minor descriptions. To this reviewer’s preferences, a leather-bound tome on the development and history of the clock-bound civilization to LOOK UP BABBAGE would have been very welcome indeed.
Wren is a lowly clock-polishing grease monkey in the Abbey. While cleaning the Abbot’s grandfather-clock, he overhears a conspiracy between a mysterious Figure in Grey and his Abbot to mumblemumble…
When even the Archbisshop will not hear him, it is upon Wren himself to unravel the nefarious scheme.
Story takes precedence in every way in this game. The authors have gone to great lengths to eliminate annoyances for the player. When there is an important action to be taken, numerous but well-considered commands act as a trigger for that action to further the plot. There are calm exploratory and conversational parts where both Wren and the player can catch their breaths and learn more about the city. There are frantic chase sequences where it seems both Wren and the player will be out of breath a moment later but still push onward.
And of course, there are obstacles. Many, many obstacles. Not one of them breaks the flow of the story. And some of those puzzles are beautiful. Beautiful in that they combine storytelling, logic, engineering, associative reasoning and storytelling (yes, I meant to write that twice…) to engage the player and commit the Wren-and-Player team more and more to solve the mystery together.
Two puzzles are extraordinarily good. They are also great examples of the breadth of reasoning the player is asked to do . One is a completely down-to-earth physics question ((Spoiler - click to show)the door in the warehouse). The other is an excercise in associative programming ((Spoiler - click to show)the clockwork computer).
During Wren’s investigation, he will meet several people on his way, both friendly (good for Wren and the player needing clues) and malignant (great for the authors and the reader needing suspense). Although the conversations are ASK/TELL, they do not descend in awkwardness. Sometimes the characters won’t answer, but they are almost always believably occupied with other worries or tasks of their own. And even while they are otherwise engaged, their dismissive answers make sense in context. Nifty programming and great attention to both the detail of the immediate surroundings and the big picture of where Wren has gone before.
The Shadow in the Cathedral is a remarkable feat of intertwined puzzle-engineering, worldbuilding and philosophy.
Of course it is sad to have the story broken off after what should be the first chapter of a series. A word of wisdom to the prospective player: let the clock’s tick-tock take you to the bell, and let your imagination take over from there…
I loved every minute, hour and day of this game.
And a small but hopefully annoying heads-up to the authors: the chapter-titles are misaligned. for example: (Spoiler - click to show)the chapter-title says “The Rooftops of St. Philip” after the chase across the rooftops. By then Wren is already safe with Covalt. This is just an example. Every chapter’s title (except 1 & 2) comes after the story it’s supposedly about. A grating flaw in such a great piece. I would find it hard to believe that you would not return to The Shadow of the Cathedral to put the titles in order. (or is this a reflection of the rebellion against the clock?).
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"She is not any common earth
Water or wood or air,
But Merlin's Isle of Gramarye
Where you and I will fare."
[T.H. White, The Once and Future King]
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>\>LISTEN
You hear the hiss of the kerosene lamp and the quiet chatter of your friends.
Frank Leandro and his fellow soldiers are playing cards in their barracks, winding down from a day patrolling the Vietnam jungle.
>The pale lamp casts dark shadows across the room and onto your faces, even as this war does the same to your souls.
After saving his friends from a surprise attack in a particularly heroic (and lethal) manner, Frank is intercepted in the afterlife by King Arthur and sent to Avalon. Unimaginable dangers threaten the world, and to ward them off, a Quest on this dream-like isle must first be undertaken...
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Thus, right after the brutal prologue of Once and Future, you are transported from the realities of the Vietnam War to an idyllic fantasy-setting. This contrast is repeated further in the game, and it's what gives it its own personal feel.
Fantasy adventures, no matter how serious the threat, always retain an escapist feeling of relief to me. The distance in time and space and plane of existence of the imaginary world lessens the urgency of the need to act. Sure, there may be an Evil Warlock threatening to lay waste to the Land, but in the meanwhile I'm strolling through the forests and mountains, gawking at the wondrous sights, secure and far away from the real world.
Once and Future shatters this escapist solace on multiple occasions. These intermezzos not only impress upon the player the immediacy of the horrors of war, they also serve to load the larger fantasy-side of the story with a more weighty significance.
Having pointed this out, I hasten to add that, in itself, the Isle of Avalon is indeed all one could wish for in a fantasy game. Forests, lakes, and mountains, with mythological references and fanciful creatures, diverse areas with their own moods, from oppressive to playful, blinding fog-filled vales to far-reaching mountaintop views.
Unfortunately though, the entire island is mapped onto a rectangular grid of NESW-connections. The artificiality of this layout, which was emphasised by drawing my map by hand, clashes painfully with the unpredictability I associate with exploring the wilderness.
The game does partly redeem itself in later stages. The Isle of Avalon is a sort of "overworld", reminiscent of the Sundial Zone in Trinity. While the objectives of the several subquests are to be found here, obtaining the information and objects to even begin contemplating their solutions requires travelling to other realms, which do have somewhat more adventurous geographies.
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>\>LOOK
---Old Woman's Laboratory
Strange brews burble and froth in cauldrons scattered around this room. Ancient alchemical devices are intermixed with more modern chemistry equipment. The shelves are stocked with bottles of all sorts and sizes. A podium fills one corner of the room. To the east is a formidable looking door.
Location descriptions are ebullient and evocative. On several occasions after reading a paragraph, I found myself closing my eyes to paint the room in my mind. Many memorable images and colourful impressions found their way to my imagination while I was going over my progress in the game during those not-quite-dreaming moments right I fell asleep.
>---Fantastic butterflies laze their wobbly paths through the air with tiny artworks on their wings. One flits past your face and you are left with a brief flash of the Mona Lisa, while another lands on a flower, giving you a clear view of Whistler's Mother
Every once in a while, a cut-scene or conversation dumps a page or two of continuous text. I found these interesting and entertaining each time, a welcome pause from my investigations and a chance to savour the writing without plans for my next commands taking up space in my head.
While these descriptions are a joy to read and visualise, that joy is layered and muddied. There is always a menacing undercurrent of dread, caused by the player's memories of the harsh and gruesome war-scenes.
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>\>
You freeze for a second, startled by a sudden noise.
I love how even an absent-minded stray press of the ENTER-button without typing a command first is incorporated into the flow of the story. As this example shows, the implementation is mostly deep and detailed. SMELL and LISTEN almost always give location-specific responses, and XYZZY is approriately dark and gloomy.
More importantly, there is an abundance of synonyms and alternate commands, and many failed attempts at a puzzle-solution do give a veiled explanation of why it didn't work, nudging the player's problem-solving faculties along.
Most puzzles and obstacles, especially those involving object-manipulation or the timely application of magic, flow naturally from the setting, their solutions intuitive from within the perspective of knightly tales and Arthurian Legend.
There are also several logic-problems, one of which became a bit of a tedious excercise because of the length of the chain even after I had deduced the basic mechanism.
The most difficult are the puzzles where assistance or information from NPCs is required. The ASK/TELL-mechanics (without TOPICS) are not up to the task of ensuring the player happens upon the correct conversation branch with the right NPC, which left me flailing in the dark quite a few times.
And while I'm on the subject of talking to NPCs, here's an excerpt of my notes scribbled furiously while in the middle of an important conversation with Merlin:
>Damned conversation bug!
Each topic triggers twice, and a dismissive response is slapped onto that for good measure. And some other stuff. Depending on the question, the character I'm asking , and the precise dismissive response, I've smacked into a list of no less than four "Dingledoofus doesn't have anything to say about that," in a single reply to ASK DINGLEDOOFUS ABOUT TINGALING.
Then I go exploring a breathtaking new part of the map, everything is interesting and moody and intruiging... I forget all about my conversational annoyances...
"Oh, here's Donglebupkis! I'll ask Donglebupkis about the Tingaling."
And then Donglebupkis does have important things to say about Tingaling, but still her response is followed by "Donglebupkis grunts dismissively."
Bang! Right back to gritting my teeth.
But as play went on, and as I grew accustomed to this idiosyncracy of the conversation system, my annoyance subsided to the point where I just skipped over the redundant final dismissive response to my questions altogether.
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From what I've read about Once and Future before I started playing, this game was made over several years, all the while debated and eagerly awaited by the community.
Although I think it largely succeeds at fulfilling its ambitious potential, here and there it feels like the author overreached a tad. Or, by the end of the development period of years, the final push was a bit too hasty, leaving some burrs and sand where it should have been smoothed out.
An engaging puzzle-heavy Arthurian story, with added gravitas through its references to the real-world Vietnam War.
Very, very good.
Feeling angry, hurt, betrayed, le Docteur must leave for the countryside, banished from the educated and cultured social circles of the city. Fortunately, a sophisticated high-class Lady comes to live in the village shortly after, providing at least some measure of worldly and literary conversation.
Through a series of letters to the lover left in the city, we learn about the goings-on in the peasant town, the background of this high-class Lady, and the events leading to le Docteur's banishment.
The story plays in the past, perhaps 3 centuries ago. It’s an impressive tour de force on the part of the author to write the letters so consistently in the voice and style of a cultured person from that age, distinguished yet emotional, full of purplish expressions without dropping out of character.
The epistolary form the author has chosen lends itself perfectly to a gradual build-up of the mystery at the heart of the story. The letters are one-sided, we only ever see the perspective of le Docteur. They start off as an account of a lover’s yearning, a lament over the circumstances of their parting. Slowly, the focus shifts to the letter-writer’s new living circumstances: the village of Meaux with its peasants and farmers, its livestock and farmlands. Throughout the most part of the narrative, le Docteur is preoccupied with securing the attention of the lover left behind, recounting amusing or strange events in the village and avowing undying love and desire.
Underneath this light and gossipy tone, the reader gleans more and more threatening fragments of an unfolding mystery, while the protagonist remains oblivious of the possibility of this looming danger. The distance of the reader to the events described in the letters leaves room to see correlations that remain invisible for the letter-writer, who is too close to see the bigger picture. Of course, from an out-of-game perspective, it’s also the case that the reader is capable of expecting a turn of circumstances that is impossible to prepare for from within the story-viewpoint.
Le Docteur's letters speak of intense emotions of love and longing towards the left-behind lover, and the reader is an engaged, empathetic witness, often even flinching at jealous words of accusation or egocentric and manipulatively twisting arguments. Until the very end, the love story remains the main focus, the mystery serving to heighten the tension without ever taking control of the narrative.
Very tense and touching. Among the best I’ve read.
The product of the Prince-factory, your education is almost complete. In these final hours before being sent off to the Kingdom that awaits you, you must prepare yourself for a Joust of Rhetoric against one of your fellow/adversary Princes.
To this end, you must explore the Factory, proving your knowledge of the Book of Princes to gain coins of merit. These can be exchanged for coins of gold to buy equipment.
On the surface, this seems like basic RPG-gameplay. Level up you armour and weaponry, or rather, in the context of this setting, your luxury attire and your rhetorical techniques, until you feel strong enough to face your opponent and hopefully prevail and attain your Kingdom.
However…
The setting of La Fabrique des Princes, this vast complex of corridors and halls, where the walls have faces and voices speak enigmatic words, is too intruiging to just traverse in a simple goal-oriented fashion. A menacing feeling of deception soon grabs the player’s attention, inviting to search deeper…
Although the map is small, a mere 15 rooms, it gives the impression of a much larger edifice, isolated from normal time and space. I would have loved to search this place in parser-style, but I must admit that being denied the option of closely examining the many puzzling features of the rooms and hallways adds to the feeling of uncertainty and puzzlement.
There is a region of the map which is normally off-limits to the Princes, but is opened up for you on this special occasion. It would have added to the atmosphere of secrecy and hidden meanings if it were indeed off-limits, and some kind of subterfuge was necessary to access it, instead of just being given a key.
The use of timed text put me off a bit. I didn’t feel it added anything of worth to the piece. Fortunately the timed passages are short, so annoyance is kept to a minimum.
Discovering more of the Factory’s history and purpose, and meeting the “marginal” characters at the edge of the map was well worth the time spent pursuing “side”-quests. A story about how stopping and thinking is more valuable than blindly chasing a predetermined and ill-understood objective.
A thoughtful and thought-provoking piece.