Any avid follower of the Pocket PC game scene will undoubtedly be aware
of Fade's recent release. It was touted as one of the first titles to
bring PC style adventure game on to the handheld scene. My first
impression from the dark noir like colors of the game was the thought
that this title was paying homage to one of the last great adventure
games; Under a Killing Moon. Fade, on the other hand, is much darker
than that.
Its content is definitely aimed at a mature audience and the premise,
much more tantalizing than the average adventure title. The game exudes
a quality that is a cross between the recently lauded film, Christopher
Nolan's Memento and Mathieu Kassovitz/Jean-Christophe Grange's film, The
Crimson Rivers (Les Rivieres Pourpres) . The latter reference is due to
its setting. You assume the persona of Louise, an antique collector who
self-deludes himself into a shop of importance in a small tiny French
hamlet on the countryside. He is quite cynical and aware that what he
sells is junk. Despite all of this, the picturesque scenery only serves
to make the game more mysterious. The panorama seems too perfect. The
residents seem too happy. What should be harmless is eventually
questioned. What seems innocent appears sinister. Case in point is the
traumatic affair of confronting the police office about the
disappearance of your wife Anne. I won't review the details but its
scene was incredibly disturbing.
Louise is remarkably cynical because he suffers from amnesia, a disorder
that apparently he has carried from his early teenage years. As such,
he must record down every detail of his day in a diary in order to
constantly refresh himself on what he must do. This justifies the use
of the title Fade since at various moments of the game; Louise literally
fades in and out of what seems to be totally different lives, into
completely different environs. One day, he may be in Paris. In the
next, he may be back in his house. The use of this technique probably
harkens back to titles like Planescape: Torment or the aforementioned
film, Memento. We are engaged in the protagonist's search for his own
identity. What makes it stranger is the fact that Louise always seems
to bump into his wife's friends. His long-time next door neighbor's
residence is organized such that Louise begins to question whether he is
actually living there. When his wife, Anne, disappears, a strange
symbol is marked everywhere. Louise tries to ask his neighbors for help
only to find out to his own horror that he apparently was involved in a
violent domestic assault. Compounded to the protagonist's problems is
an inability to stay conscious for a lengthy amount of time without
medication. Here, he reminds me most of the protagonist in the mediocre
movie, The Watcher. He suffers from debilitating headaches that force
him to lie down. Louise possesses the same chronic problems, often
falling asleep at the most inopportune times.
Fade is presented in a truly classic adventure game style. Much care
has been made to make the world dynamic or changing. However, the
engine only allows static views of the world. There is no animation so
to speak in the visuals. Fade uses a combination of pop-up characters
and notably in the beginning of the game, text, to illustrate that
things are going on while you move about. The visuals are incredibly
subdued and have a dark feeling to them. It is a credit to the artists
that every character pictured on screen seems to have dark clouds
swimming behind their eyes and they only become increasingly sinister.
The visuals are not without their faults though. Many times, it is hard
to see anything because of the darker palette used. In one instance
during the game, I had a hard time on a computer monitor (tethered to my
PDA) to make out the night scenes. Suffice to say, this makes it tough
on the battery life if you need high contrast/backlight to make out even
the rudiments of a particular scene.
When I say that Fade carries over classic adventure gaming elements, I
believe they also carried over some of the flaws that have probably
contributed to that genre's downfall in the current PC market. For one,
Fade relies on tapping various objects in a particular scene to
manipulate them. Often, there are many superfluous functions attached
to one. For example, you can always break open a door but there is
never a need to. Moreover, your character is too weak to break open
anything. The dark palette makes objects hard to find especially if
viewed under direct sunlight. Recent PC adventure titles have overcome
this with a slightly different approach. Notably pioneered by
Lucasarts' Grim Fandango, onscreen persona will turn around to look at
objects that need manipulation. Before this, important objects were
given a certain halo to distinguish them from the merely decorative
ones. The lack of this could simply be because Fade runs on static
visuals but still, I found there were a lot of needless Fedex quality
quests. It doesn't help that to traveling from your bedroom to the
cellar basement consists of maneuvering almost half a dozen screens.
From one scene to the next, there is also a noticeable fade effect.
Initially, this is appealing but I often wish there was just a way to go
from your house directly to town, skipping the already completed
intermediaries. Perhaps a bookmark option would be in order. The Fedex
style quests also detract from your immersion into the game world. I
liked assuming the role of Louise, wondering why I suddenly wake up at
Paris. But, going back and forth to a bar from my hotel room three
times to take my obligatory medication to start the day is a little
excessive.
Technically, Fade weighs in at little over twelve megabytes. For
current generation PDAs, the memory requirement is massive. It is
obviously advised you store the game on an external storage card. I
found myself wishing that the developer could at least split the game up
in different chapters, so I could rotate which one I wanted on my PDA.
With that type of burden on your system, I was thinking that I'd hear
some background score or even selective speech. However, the only audio
components present are the several ambient sound effects. The speech
may actually be a problem as the developers of Fade are French in
origin. There was a lot of written text, obviously in such a genre.
Still, I found some translation problems. Your home's living room is
initially called lounge and then mysteriously referred to as living room
the second time you return. A stool refers to a three-step ladder and
there are instances when the action you perform is "aller a". Luckily,
these aren't that rampant and I think I still retain a minimal amount of
French knowledge to get around them.
The platform I tested on was an iPaq with an ARM processor. There are
loading times in the game, particularly during start up, saving and
loading processes. They aren't annoyingly lengthy but definitely
noticeable enough that it takes the quick out of "quick-saving". Fade
is unquestionably more of a game to play while sitting around then on
the go. Its sheer size and relative complexity means that you want to
devote more than a 15 minute stretch at it, if you wish to be awed by
its content. Although Fade is not without its share of technical
faults, I was duly impressed by its style. Simply said, the atmosphere
Fade generates is hauntingly chilling even from nothing more than static
visual scenes. The unwieldy Fedex style quests only serve to detract
from this and artificially extend the life of the game. With their
inaugural release, this development team has established themselves with
the best PDA adventure game, par excellence. It still, however, has
quite a ways to catch up to its PC brethren harkening back to the days
of the "pixel-hunting" adventure titles. Hopefully next time around,
artistic creative genius will be matched by equally innovative
fundamentals.
Rating:
[09/10] Addictiveness
[16/20] Gameplay
[14/15] Graphics
[07/10] Interface/controls
[05/10] Program Size
[04/05] Sound
[02/05] Discreetness
[13/15] Learning Curve
[ N/A ] Multiplayer