One likes to think of oneself as an independent thinker whose opinions are all entirely rational and timeless, standing athwart the tides of history unmoved by their eddies and undertows. But alas, even (especially?) those who proclaim that their views are unbiased and objective are downstream of crass, material considerations like marketing. Thus, as someone who was born in 1980 and experienced a certain series of promotional pushes during my formative years, I can tell you that to me if adventure has a name, it must be Indiana Jones. The fantasy of delving into lost tombs, solving puzzles steeped in archaeology and mythology, and punching-out Nazis is fantastically compelling to me. The one fly in the ointment, of course, is that one line, three movies deep, about how all these artifacts belong in a (Western) museum doesn’t do much to lampshade the awkward tradition of colonialism and antiquities-looting into which said fantasy fits.
Pharaoh’s Heir manages to neatly avoid the trap, however. This short choice-based romp has you solving a bunch of Egypt-themed puzzles and raiding secret chambers, but you’re not actually marauding through Giza with capacious pockets and a dodgy export license: instead, you’re uncovering the secrets of Louis XIV and plundering your way through Versailles, on the theory that he was somehow involved with a legacy of Pharaonic mysticism. This is historically risible, missing the actual French Egyptological craze by a century or so, but it sure does defang the plundering-the-East issue, since you wind up raiding the tomb of someone who raided the tombs of the actual Egyptians.
The fact that you’re playing the female “sidekick” also helps avoid the problematic patriarchal politics of the genre (let’s not dwell on how old Marian was meant to be when Indy had his first fling with her) – you play as Layla, assistant to so-called “intrepid archaeologist” Herbert Tapioca, but his brains are of a piece with his surname. Oh, he’s pleasant enough, and can even be helpful in his bumbling way, but you’re the one actually responsible for unveiling the various secrets on offer.
The other novel element of Pharaoh’s Heir is its nonlinear nature. The story is told in flashback, as a police official questions you about your role in destroying some national treasure or other; in your replies to him, you can jump back to a morning consultation with Herbert, a later visit to Versailles, or the climactic moment when you breach the hidden sanctum, and recount your explorations to your interrogator. These start out fairly straightforwardly, with only a couple of choices each, but they intersect in a nonlinear fashion: there are clues in Versailles that help you make sense of what to try in the morning, for example. None of the puzzles are that complex – there’s a lot of pointing mirrors and putting things in holes in the right order – but the fact that you’re unbound by chronology helps lend an extra air of intrigue to proceedings.
As for those puzzles, they’re fun enough to solve, though I admit that I still don’t really understand how the last one is meant to work, despite having found all the clues and looked at the walkthrough that lays out the answer; you need to correlate two separate lists of objects, but I can’t quite figure out the logic for the order in which you’re meant to do so. That final puzzle is also sufficiently involved that trying to solve it in a choice-based interface, where it takes a dozen or so clicks each time you want to make an attempt, wound up a bit frustrating (thus the recourse to the walkthrough). But up until that point I was having a grand time; again, this sort of thing is my jam, and the writing is zippy enough to keep things moving, with the police inspector livening up proceedings with the occasional arch comment as well as oblique hints as to which time period to which you might want to focus your attention. That time-hopping is eventually explained with a minimum degree of diegetic plausibility, which helps prevent proceedings from feeling too gamey as well as pointing toward potential sequels – if there are more Layla Roccentiny games to come, sign me up, albeit given precedent I might get a bit worried come installments four and five.