One of the more exotic gaming journeys back into the 90s was
to indulge in a point-and-click adventure that wasn’t a LucasArts project, but one
that could stand tall against just about any of them. One well-recognised game
that matches these criteria is found in the trip back to early 1994, with the
destination being an uncomfortable chair in front of a DOS machine with Beneath A Steel Sky ready to play. I
first experienced this game as a youngster on the Amiga, but revisiting and playing
through the PC “talkie” version brought extra life to the set. The CD-ROM is
also slightly harder to use as a murder weapon than the Amiga’s colossal
fifteen floppy disks, which resemble a hefty brickbat when taped together and
wrapped in something brickbat-coloured, or fifteen highly customised shurikens.
It’s not without its flaws, the most notable being the
ill-fitting American accents of Foster and a minority of the cast, and indeed
the entire cast bar Eduardo the gardener if you consider that the game is
played in Australia, with the rest of the cast displaying a broad array of
British accents, among others. Still, the cockneys are close enough. The voice
acting has the right amount of ham to blend in with the dialogue to bring humorous
overtones to a conceptually sinister game, similar in theory but not in
practice to the cream of LucasArts’ contributions to the genre. The background
music is typically supplementary, and the moods usually complement the intended
atmospheres, but it is a little bit too cheery at times. The Virtual Theatre
engine propels non-playable characters around the world, but the need to avoid
them at times and to be moved to a particular place on the screen to have a
conversation can be grating.
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You play Robert Foster. He's stylish... |
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...an effortless womaniser... |
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...has a refined taste in music... |
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...and is quite the athlete, to boot! |
The characters are typically very identifiable despite not
having discernable faces. This is largely due to the scope of accents deployed,
and while it’s something you wince at upon the realisation that you’re getting
a vocal tour of the British Isles (London, Birmingham, Cardiff, Belfast,
Liverpool, Manchester and Edinburgh are all covered, although 1994 was long
before non-footballers from Newcastle were allowed to become celebrities on a
regular basis, and the treaty that controversially decreed that Geordie was
technically a dialect of English only came into force a decade later), you do
start to appreciate the necessity of this as you get further into the game. The
primary layer of characters is quite distinctive, with the free outsider
Foster, the zealous Reich, the archaic Lamb, the rebellious Anita, and the
caustic mechanoid Joey. There are a lot of characters, however, that fit into
the oblivious, selfish stereotype, but you still manage to maintain a mental
image of them through their often unique voice, which is never subtle but not
always a caricature. The French doorman’s accent is a little forced, but it’s
more David Suchet’s Hercule Poirot than Peter Sellers’ Jacques Clouseau, so we’re
not treated to the sheer mockery of the tongue seen in
Jackie Chan Stuntmaster and other games. On the other hand, the
Welsh security guard is practically drowning in saliva as he stumbles through
lines like “We’re here to serve the community, and shoot people” (which,
despite being epitomic of
Beneath A Steel
Sky, is far too easily missed), and Sam and Norville in the security centre
are so brummie that they make Jasper Carrott sound like a foreign national.
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Joey is always complaining... |
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...and Hobbins can see why... |
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...but that's what upgrades are for |
The nagging issue that the characters don’t always stick to
the written script is largely the cause of dialect, and this is in evidence as
the American Foster meanders loosely around a very colloquial British script,
with “jumper”, “it’s well smart”, and “they’re shagged beyond repair” changed
to “sweater”, “it’s totally cool”, and “they’re frazzed beyond repair”. You can
feel the defiance in the voice actor in the last of those lines. “‘Shagged’?
Don’t be ridiculous, frazzed makes much more sense,” he says to himself. He’s
wrong, though.
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The most intensive the interface gets, and it's telling you why Hobbins is in such poor shape |
Being point-and-click, it’s hard to complain about the
controls. You click either mouse button to walk somewhere, talk to someone, or
follow an exit cursor, and you left-click to examine a highlighted object,
right-click to pick up or interact with it, and right-click anywhere to skip a
line of text. Just one keyboard button is required, to bring up the menu. The
interface is dead simple. The unobtrusive inventory only drops down if you move
the cursor to the very top, and the only thing that changes when looking at
objects is the cursor, which changes from a smaller arrow to a larger one
labelled “Exit” for a route out of the room, or to a crosshairs with the name
of the object or person, which even changes as the player learns the
character’s name. It’s all minimal and effective, and allows you to enjoy the
graphics.
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Stunning graphics are featured... |
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...from the barren to the exotic |
And what graphics they are. The background art supplied by illustrious
comic book artist Dave Gibbons is painted to a half-realism rather than his
comic style, although he does provide a comic strip too for the introduction in
the packaging, which was featured at the beginning of the game itself on
CD-ROM. From the bleak industrial towers to the plush modern veneers, the artwork
is something to be savoured, and you can easily appreciate the effort that the
Revolution team put into giving it centre stage. You even have the option to
remove speech text from view if you’re feeling cocky about hearing everything
first time, but do bear in mind that you don’t get to repeat conversations.
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Lifts make transportation easy |
Despite the sprawling city and plot, the navigable world is
pretty small. Multiply that with the ability to change your game speeds, and
you’ve got a much more easily accessible world than say, The Secret Of Monkey Island, a comparably epic world that takes
about four decades to explore.
Right from the almost-animated cartoon strip intro, the
scavengers that act as the guardians of Robert Foster paint an ill landscape
erupting into the sky, and the protagonist’s life summary illustrates the
relative wasteland. Another helicopter crash brings Foster, now regarded as a
fugitive, to the start of the gameplay. Unlike a fair chunk of its peers, Beneath A Steel Sky presents several
situations where our protagonist can die, and the ability to save is most
welcome. Points of timing also come up, and the ability to slow the game speed
down can prove to be quite nifty at times.
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Foster gets backed up against a wall straight away, and can die here... |
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...good thing he's so eloquent and can blag his way out of trouble |
You’re instantly put in a situation where Foster can be
killed. Walking down the stairs results in instant termination courtesy of the
purple clad guard. A simple puzzle leads to a very dead end, but Foster manages
to outwit the goon without your help. As the guard leaves the building, your
next step is to find a shell for Joey, who can then analyse your items, mend
things, break things, fly, complain, and insult you. After convincing the
hapless Howard Hobbins that he’s a safety inspector, which becomes his
recurring disguise, he steals his stuff and slides down into the recycling
plant’s furnace room. Upon attempting to escape the room, gun-toting security
officer Stephen Reich (who was in charge of abducting Foster in the intro)
bursts in, pointing his weapon at Foster, who as it turns out, is Robert
Overmann, but he’s still Foster to us. Some spy camera linked to a system
called LINC toasts Reich, and the pun-toting fugitive is becoming aware that
someone or something is looking out his survival.
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Foster's incisive humour is nothing short of irresistable... |
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...he's smooth like ice, but Lamb is cold to the touch and isn't very nice |
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Dystopian fashion is questionable, and yet Foster's coat is ridiculed |
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The supporting caste bears the brunt of swingeing cuts |
Having looted Reich’s corpse, Foster can access most of the
industrial area available to him after this point, waving his imaginary
inspector credentials around like a feather duster to any guards and
technicians that he chooses to talk to. There are computer terminals that
he can use his newfound card on, through which he eventually discovers that
this LINC thing had his mother killed. In the pipe factory, Foster meets the
suffering rogue Anita Einbeck, who is sympathetic to Foster’s plight, and her
oppressive, ostentatious supervisor Gilbert Lamb, who is implied to be
some sort of inept hack. After trying to flirt with Anita, discovering that
he’s in Union City (Sydney, apparently), learning that this city is a supposed
corporation which is at economic war with Hobart (another city/corporation that
isn’t renamed), and sabotaging the power plant, Foster fixes the lift and gains
access to Belle Vue, home to a couple of characters, and several strange
businesses.
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Suddenly, you're in what feels like a different world |
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Belle Vue isn't paradise, but it sure beats London |
The strange but admittedly not counterintuitive concept of
being closer to the ground giving you higher status that Foster had picked up
on is in full view here. The rusting housing of industry gives way to stone facades and
plant life. Belle Vue isn’t brilliantly lush, but it’s such a stark contrast,
particularly outside the conveniently adjacent living quarters of Reich and
Lamb, where you can talk to a strange chap called Gallagher, who thinks he’s…
William Shatner. Foster can visit the travel agency, insurance company, and the
obligatory mad scientist Doctor Burke, replete with a curious German accent and
a habit of inhaling anaesthetic whilst cutting up patients, who provides Foster
with an electronic port in his head (not shown). Foster can then access LINC
(“LINCspace”), which is like some bizarre virtual reality world with a set of
puzzles.
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LINCspace is like stepping into another game |
With enough trickery and help from Anita, Foster gets to Hyde
Park at ground level, and manages to get some answers from
Danielle Piermont, whose deceased husband’s work led the pair of them to be
close to the Overmann family. The frightening Piermont is incredibly wealthy
and well connected, and can get you access to an underground club, and her dog
Spunky can be used to create a good distraction for one Officer Blunt, who is
basically Parker from Thunderbirds,
who ‘as no h’idea what h’exactly you’re h’up to. After entering a truly bizarre
courthouse scene in which a dated judge presides over his court as if it were a
game show, Hobbins hastily befriends Foster after standing accused of
assaulting Blunt with some water spray, which was an unseen result of Foster’s
work in the power plant.
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Very good, m'lady: h'Officer Blunt h'is 'opeless |
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Here's your starter for ten: Judge Chutney hosts a sham court |
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Doctor Burke is definitely on something |
After discovering Anita’s radiation-cooked body in the cathedral, an
increasingly vengeful Foster vows to finish what Anita was planning, and
destroy LINC. He sneaks into the underground to find some of the strangest
things imaginable in the circumstances. LINC is a pulsating organism hooked up
to Foster’s dad, and some guy with a surfer dude voice is totally growing
rubbery androids. Joey, whose job is to annoy you and keep breaking shells, has
his last one broken after an altercation with the mysterious Gallagher, who
turns out to be... another android, and Foster downloads him into an android and
dubs him Ken. A few more puzzles and sharp thinking leads to Foster meeting his
father, and then on to victory. Fast forward a little spring cleaning, and everything's fantastic, so Foster declares his return to the gap, despite all of his tribe having been
exterminated in the explosion courtesy of Reich’s entourage in the
introduction, leaving Ken and Hobbins behind. The fate of the rest of the
surviving citizens of the implied nicer, uncorrupted Union
City is left open, apart from Lamb, who is suggested
to get a return to work in a less prestigious position. End game, roll credits,
“be vigilant”, whoopee.
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Things get weirder by the minute |
Some of the puzzles are easier than others. Along with the
threat of death that isn’t always obvious, some puzzles are abstractly different
to others, which keeps you on your toes at all times. While many hallmarks of
adventure games are there, such as the initial level acting as a silent
tutorial that equates to “use that metal thing to open that metal door or get
shot”, and the increasing complexity, moving around LINCspace makes you feel
like you’re playing a different game.
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The plot is heartwrenchingly good |
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Beneath A Steel Sky is a killer game |
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Dizzying heights were achieved in the creation of this game |
The game is completely gripping, and while a huge part of it
is because of the amazing art, challenging gameplay and intriguing plot, a fair chunk is down to uncomfortable juxtapositions. From the way LINCspace feels
compared to the tangible walkways, and how oddly cheery Belle Vue and
Hyde
Park are compared to the rest of the world, to the strange hodgepodge
of current and dated technology that the dystopia setting allows for, and the strands of humour woven into such a serious tapestry, you're always wanting to play more just to achieve a greater sense of clarity. While
The Secret Of Monkey Island and
LeChuck’s
Revenge were conceived from a grim idea that was crafted to be brimming
with charm, the use of humour in
Beneath
A Steel Sky added a dimension to the game rather than just changing it to a
different type. By straddling the borders of multiple concepts rather than
firmly establishing the game as something distinct, the folks at Revolution risked
a game that would fall flat and not achieve in any category. However, they put
the work in, and served up something that, while not quite perfect,
overachieved in many ways.
Beneath A
Steel Sky is one of the pinnacles of the genre, and its release to the
freeware world in 2003 and inexpensive remastered release as a sort of iApp
thingy in 2009 by the company, which was a demonstration that they understood the emulator scene and disaffected consumers better than the bigger players, have helped to
keep the flame of adventure games alive. It is inspiring gamers to dig back
into the past and indulge in the classic games, and encouraging developers to
dedicate their time to creating games for the so-called unfashionable genre.
Its place as both a quality game and a historically significant package are in
no doubt.
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