“Old man Stauf built a house and filled it with his toys. Six guests were invited one night, their screams the only noise.” ~Henry Stauf You know how sometimes there's a game that is special to you? Not necessarily perfect. Just special. In my case, The 7th Guest is one of such games. See, I was there, Gandalf . I was there three thousand years ago. I was there the day CD-ROM revolution happened. Technically, publishers started to use CDs for distribution since late 80s. Except there was nothing really special about it. We were at the point when games started to take too much space and using, like, a dozen floppies in order to install your new game felt ridiculous. Naturally, publishers just took the data from all of those floppies and put it on single CD. Problem solved. The first CD game (which was Miller brothers' The Manhole ) was exactly like that and formula was followed by others for some time. Everything changed in 1993, where two games were released. The second one was Miller brothers' MYST . Which lost the race for about three months thanks to how they were slowed down a bit by publishers ( Activision was not interested in game for adults, while Sunsoft was not interested in PC gaming). Who won the race? It was this. The 7th Guest . By Trilobyte . Which... wasn't even a thing at the beginning. Unlike Millers , Rob Landeros and Graeme Devine from Virgin got lucky. People in Virgin proved themselves to be much smarter than those who Millers tried to sell MYST to and instantly made Rob and Graeme found their own company (you already know the name) to focus on this new kind of the entertainment. So... what's the fuss was all about? What was so different about CD-ROM games? Well, everything. Take Discworld for example. A VG adaptation of Sir Terry Pratchett 's legendary novels. It used whooping 15 floppies and even despite of that its makers were unable to included all the speech and sound effects they wanted. CD-ROM allowed them to achieve that and CD version of Discworld had everything. Now, imagine a game, in which developers didn't need to look back at the inferior media? A game, in which they were free to use all the storage CDs had to offer. That game was The 7th Guest . What was even more cool is that this game was a horror. I was one of those weird kids. All heavy metal and room full of VHS tapes with horror movies. And this game? While giving us jaw-dropping video-based visuals (the reason why it was quite easy to port to CD-i system), it was everything I loved in those. While playing as Ego , a spirit with no memory of his origin, we'll explore a spooky mansion full of puzzles in order to learn what happened with its diabolic owner's six guests and also another one. A very special guest, who... Well, I won't spoil it to you. Let's just say that, while solving the puzzles, we'll see FMV scenes that'll tell us some dark secrets. The atmosphere was amazing, presentation was awesome, the main villain was one of the very best things ever happened back then ( Robert Hirschboeck 's Henry Stauf is one of the most juicy characters from that era, on pair with Joe Kucan 's Kane from C&C ), while soundtrack by George Sanger , AKA The Fat Man , was a treasure on its own. And yes, there was blood. If something, it's one of the things I love the most here. The horror parts are so ridiculous (in a good way) that it feels like they were designed by a kid obsessed with such stuff. Sure, if we'll drop presentation, The 7th Guest wasn't really that awesome. Unlike MYST , in which puzzles were way more complicated and unique, what we've got here is much more basic. A basic word puzzle here, a chess puzzle there... Nothing groundbreaking. And that's, unfortunately, why this game didn't really age that well. Back in the days, doing those basic puzzles felt good just because of how awesome presentation was. We weren't just moving those chess pieces, we were enjoying the animation, music and, of course, Henry Stauf 's insults, which were cheesy and very funny. Nowadays? When animations lost their “wow” effect? With no way to skip 'em? And with audio clips interrupting gameplay (it's an old game, hence no multitask for you – you either listen to stuff or interact with the environment)? I can see lots of kids today hating all that. Unfortunately, there's more. Despite puzzles being simple, they can also be quite messy. One of them, for example, is bugged and can leave you with no way to solve it at all. Thankfully, there's a reset option, but still, playing this game without a guide can seriously screw you up during that part. And, of course, there's an infamous microscope puzzle. Remember Hex ? That old board game from what? 40s? Maybe you've played some video games based on it? Like Ataxx ? Well, Ataxx was based on unreleased game that was supposed to be called Infection . And that's pretty much what we have here. We're supposed to play the “ Infection ” against Stauf . The problem was – mini-game ended up being a bit too heavy on processor, so, Trilobyte decided to add a timeout limit for our opponent. Huge mistake. As the result, when playing on fast systems, AI got no limits at all and was able to see for lots and lots of moves ahead. To win against that you were supposed to be, like, a professional go player. Not a problem nowadays, though. We've got DOSBox that lets us control our emulated hardware. I mean, this version does use DOSBox , right? Right? Well, no. It uses ScummVM . Which sucks for two reasons. First – it is not a real deal. ScummVM doesn't use the original executable at all and works with the game data through its own means. Sure, it means easier way to play old games on modern systems of all kinds, but guess what? In our case it isn't true. And that's the second problem. There's a whole thread on ScummVM website about that but no, they didn't fix the microscope puzzle. Back in 90s, I've beaten the microscope puzzle easily. Now? It's ridiculously hard. To make you understand just how bad things are – there's some guy who wrote [url=https://analogbit.com/software/infection_ai/] Java app , thanks to which you can make the in-game AI to play another one, from app. Naturally, I tried that and, well, AI from the app lost miserably to our ol' man Stauf . Eventually, after some tries, it finally did the job, but think about it. Even AI can't beat the bloody thing! That's how messed things up now! And the funniest thing? There was no reason to torture the dead horse. A year after the initial release, Virgin re-released the game for Mac and after three more years, in 1997, for Windows . Not so many remember that version nowadays, but yes, this game had a native Windows version. With better FPS, faster animations, etc. And yes, microscope puzzle was fixed there. So, why did they want to reanimate the inferior DOS version so hard? I have only one explanation. Yeah. They were lazy. We've got bonuses, though. In Bonus Content folder you'll find digital version of Making Of VHS tape that was shipped with special edition of the game, there's the official script, there are so-called Stauf Files , which will explain characters to you, and, most importantly, there's an OST in MP3 format (unfortunately, no tracks from The Fat Man and Team Fat 's 7/11 album, which had an incredible take on game's main theme with vocals). Still, what we have here is an arguable release at best. The fact that this game didn't age well and, most likely, won't please younger audience aside, there are way better ways to experience this game. Dixi.
Expand the review