Shivers | |
---|---|
Developer(s) | Sierra On-Line |
Publisher(s) | Sierra On-Line |
Producer(s) | Wendy Albee |
Designer(s) | Marcia Bales Willie Eide |
Artist(s) | Ron Spears |
Writer(s) | Marcia Bales Roberta Williams |
Composer(s) | Guy Whitmore |
Platform(s) | Windows, Mac OS |
Release | WindowsMac OS |
Genre(s) | Adventure |
Mode(s) | Single-player |
Shivers is a single-player horror-themed PC adventure game, released on CD-ROM by Sierra On-Line in November 1995. It was developed with Sierra's Creative Interpreter. Being the first Sierra first-person adventure game, Shivers was compared to contemporary Myst and The 7th Guest , gaining praise mostly for its atmosphere. The game takes place in a fictitious haunted museum.
Sir Hubert Windlenot was a peer of the British nobility, and as an archeologist, a member of the Royal Society. His interest in controversial fringe topics such as ancient astronauts, hollow earth, Atlantis and cryptozoology earned him the reputation of a mad scientist. Renouncing his life as a noble, he moved to America, where he attempted to open "Professor Windlenot's Museum of the Strange and Unusual" in Mt. Pleasant, Ohio, dedicated to his findings and theories. Construction took two decades to house both exhibits and thematic installations with several puzzles to entertain the visitors (such as an Ancient Egyptian-themed artificial lake, an underground maze that leads to a Dero installation, a greenhouse, and a diorama dedicated to Atlantis). However, Windlenot mysteriously disappeared before the museum was completed.
The player steps into the shoes of a teenager dared by his friends to spend the night on the grounds of the museum, which is said to be haunted.
Upon entering and exploring the museum, the player discovers that fifteen years prior, in 1980, while Windlenot was on one of his archaeological excursions, two students from the local high school had broken into the museum and accidentally released evil spirits from an exhibited set of ceramic vessels from the Moche Valley. These spirits, known as "ixupi", draw the "life essence" or "Ka" from humans. They had been trapped in the vessels by the Zapana, a fictional South American indigenous people. The ixupi are each associated with various materials, elements and natural forces, such as sand, cloth, wax, and electricity, which they can inhabit and lie in wait for unsuspecting humans. The ixupi killed the teens, and eventually Windlenot himself, allowing three of the thirteen spirits to escape into the world.
The player becomes tasked with finding a way to capture the ten remaining spirits before the sun rises (though no actual time limit is imposed on the player) and freeing the trapped ghosts of Windlenot and the teens. This can be done by finding each vessel and its matching talisman/lid throughout the museum, and then using it on the corresponding ixupi to capture it. In order to find all these items, the player has to explore the museum by completing puzzles of varying difficulty, navigating mazes, and making use of secret passages. Along the way, the player can find documents chronicling the exploits of Windlenot and the belongings of the two students, expanding their backstory, with elements hinting at their lives, relationships and motivations.
At the end of the game, the player captures the ixupi of electricity from the museum's power generator, causing an explosion. The player's friends appear outside the broken wall as dawn breaks. A newspaper clipping then reveals that the bodies of Windlenot and the two teens were recovered by the authorities, solving the 15-year-old mystery of their disappearance.
Playing in first-person perspective, the game is similar in style to the Virgin Interactive/Trilobyte production, The 7th Guest , which introduced this style of gaming.
As with all point and click games, the player clicks (a computer mouse or other pointing device) in order to move their character around and interact with the environment. Throughout the game, players will gather information, complete minigames/puzzles, as well as collect and piece together vessel fragments, with the ultimate goal of trapping all of the ixupi and escaping the museum.
The only interface feature is an elaborate bar at the bottom of the screen which mostly serves as a health bar, showing how much "life essence" the player has remaining; life is lost whenever the player is attacked by an Ixupi. It also serves as the game's inventory, with the active Ixupi vessel or cover the player is currently holding, with the option to examine it in close-up. It also indicates progress in the game, as the vessels with the trapped Ixupi are placed there as trophies.
The vessels and their covers are the only items that can be picked up and stored in the inventory. Uncommonly for an adventure game, the inventory can hold only one of these items: a vessel, a cover, or a vessel combined with its cover. This means that the player can pick up a vessel and then find and pick up its corresponding cover to complete it, but if the player attempts to pick up an item that can't be combined with the one held (i.e. another vessel or a cover corresponding to another vessel), the items will switch positions. This feature obliges the player to take notes of where they have found or dropped which item, and to travel back and forth in order to pick them up.
While holding a completed vessel, the player can look for the corresponding Ixupi in order to trap it. Each vessel is marked with a Zapana pictograph representing a material, helping the player associate each vessel with an Ixupi.
The locations where the items are found are mostly fixed every time, although which is where is mostly random, ensuring slightly different game progression each time the game starts. [3] [4]
A "Flashback" feature allows the player to review game cutscenes and re-read most of the in-game text that has been found, such as books from the museum library or the victims' notebooks. These not only advance the game's backstory but also contain hints to several of the puzzles. [5]
Upon completion of the game's main story, the player may then continue to roam freely through the museum, with all ten captured Ixupi appearing along the health bar. One benefit of this is the luxury of getting to read over the many in-game exhibit descriptions without the worry of being attacked by Ixupi. Reading these descriptions or exploring previously undiscovered parts of the museum can continue to add to the player's score.
The game was programmed in SCI-32, the proprietary game engine/programming language by Sierra. A challenge faced by the team was the steep learning curves, as many were inexperienced in 3d modeling or adventure game design, and it was the first time the SCI language was used for a 1st-person adventure video game. [4]
Roberta Williams served as creative consultant, which was during the time she was working on Phantasmagoria . [4]
In somewhat of a deviation from other FMV-based games of the era, dialogues are provided with closed captions. This was a suggestion by lead game developer Willie Eide, who came from a deaf family. [4]
Designer Marcia Bales credited her interest in travels and archeology as her main drive force for the game. [3] Some of the footage seen in a cutscene was taken by Bales herself during a trip in Belize around 1994. [4]
Regarding the themes seen in the fictional museum, Bales claimed that most of them presented are factual, except for Windlenot's pseudoscientific theories. The way the museum was designed, with each room assigned to a different artist, reflected the Professor's deductive fallacies of connecting otherwise unconnected facts to draw his conclusions. The elements were left for the player to decide how much of the Professor's theories were arbitrary. [4]
The concept of the Ixupi is a retelling of an almost universal motif of vampiric spirits sucking the life out of humans, often coming out of the elements. The Ancient Egyptian concept of the soul was also an inspiration. [4]
Shivers was the first first-person adventure game by Sierra On-Line to feature a nameless and unseen silent protagonist, instead of a visible player character. [4]
Bales mentioned the game Mixed-Up Mother Goose Deluxe as an inspiration to design Shivers as an open-ended game, with the random elements enhancing the non-linear gameplay; [3] a characteristic considered uncommon for an adventure game. Once entering the museum, the player is immediately free to explore and access almost all locations, without having to solve a puzzle to see what is next. The player's order of actions are the factor of how the backstory elements are revealed, without mattering the order these are discovered. [4]
The game was created using scans of watercolors –some 2500 of them –touched up in Photoshop, along with 3D Studio. Each room was assigned to one out of a team of ten artists with the art director ensuring continuity and consistency. [4]
The cutscenes were filmed with live actors in front of a blue screen, who were superimposed on the digital backgrounds with Ultimatte. Each shot required proper camera angles and lensing before filming to ensure matching quality with the digital background. Occasionally, masonite props would stand in for foreground objects. The actors were found by talent agencies and were coached by Bales, producer Wendy Albee and director Tony Ober. [4]
" If you look at movie credits, you’d see sound designers, a composer, sound editors, an orchestrator, a sound coordinator, and foley artists [..]. So far in the computer industry, at least where the industry is right now, all those roles are often rolled into one person."
—Guy Whitmore (Composer and Sound Designer) [4]
Guy Whitmore worked as a sound engineer, sound designer and music composer for the video game soundtrack. According to context, some pieces were composed as orchestral music whereas others were more modern. Some bands were cited as inspiration, such as Nine Inch Nails. Whitmore also had dark ambient music in mind. The interactive nature of the game demanded for a repetitive motif which would provide the background and foreboding mood of suspension for the player, while being unnoticed in the same time. The crescendo happens in the cues whenever the player triggers an attack of an Ixupi monster. [4]
Sound effects were derived mostly from a stock sound effects CD. The mumblings heard in the abandoned theatre is a relevant speech by the Ghost from a Hamlet performance. [4]
Publication | Score |
---|---|
GameSpot | 6.6/10 [6] |
Next Generation | [7] |
PC Gamer (US) | 84% [8] |
Adventure Classic Gaming | [3] |
Jeuxvideo.com | 17/20 [9] |
Just Adventure | C [5] |
PC Entertainment | [10] |
MacUser | [11] |
Shivers drew mostly praise for its atmosphere. Presenting a deviation from earlier Sierra titles, the game was both praised and criticized for the same reasons, while it also drew comparisons with Myst and The 7th Guest. [12] [7] [13] [14] It holds an aggregated 72.2% score on GameRankings, based on reviews from various professional critics. [15]
Quandary gave the game a 5 out of 5, praising the atmosphere and simplicity of gameplay, mentioning the ample number of save game slots and closed captions among the game's advantages. [16] Next Generation , while briefly complimenting the graphics and interface, derided the game as an unoriginal Myst clone. They added that "the long load times, grating music, and overreaching puzzles keep it mediocre at best." [7] French site Jeuxvideo.com called it "an undeniable success". [9] In a retrospective review, Adventure Lantern noted that the game still looked fairly pleasant after its time, and its (mostly) clever design, while praising the game's mood and atmospheric soundtrack. [17] Adventure Classic Gaming named Shivers a sleeper hit of the year and recognised its cult status. [3]
Ron Dulin of GameSpot called the gameplay repetitive, as the player is forced to travel back and forth many times after a certain point. [6] Ray Ivey of Just Adventure favored the game's atmosphere, and praised the "Flashback" feature. [5]
All Game Guide described it as "lacking" [13] while Finnish magazine Pelit considered it an example of Sierra's downward spiral, criticizing the puzzles and the storyline. [18]
Shivers was followed in 1997 by Shivers II: Harvest of Souls which takes place in a ghost town.
Starship Titanic is an adventure game developed by The Digital Village and published by Simon & Schuster Interactive. It was released in April 1998 for Microsoft Windows and in March 1999 for Apple Macintosh. The game takes place on the eponymous starship, which the player is tasked with repairing by locating the missing parts of its control system. The gameplay involves solving puzzles and speaking with the bots inside the ship. The game features a text parser similar to those of text adventure games with which the player can talk with characters.
Myst is an adventure video game designed by Rand and Robyn Miller. It was developed by Cyan, Inc., published by Broderbund, and first released in 1993 for the Macintosh. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the environment by clicking on pre-rendered imagery. Solving puzzles allows the player to travel to other worlds ("Ages"), which reveal the backstory of the game's characters and help the player make the choice of whom to aid.
Riven: The Sequel to Myst is a puzzle adventure video game, the second in the Myst series of games. Developed by Cyan Worlds, it was initially published by Red Orb Entertainment, a division of Broderbund. Riven was distributed on five compact discs and released for Mac and Windows personal computers on October 31, 1997, in North America; it was later released on a single DVD-ROM in 1998. Riven was also ported to several other platforms. The story of Riven is set after the events of Myst. Having been rescued from the efforts of his sons, Atrus enlists the help of the player character to free his wife from his power-hungry father, Gehn. Riven takes place almost entirely on the Age of Riven, a world slowly falling apart due to Gehn's destructive rule.
Uru: Ages Beyond Myst is an adventure video game developed by Cyan Worlds and published by Ubisoft. Released in 2003, the title is the fourth game in the Myst canon. Departing from previous games of the franchise, Uru takes place in the modern era and allows players to customize their onscreen avatars. Players use their avatars to explore the abandoned city of an ancient race known as the D'ni, uncover story clues and solve puzzles.
Myst III: Exile is the third title in the Myst series of graphic adventure puzzle video games. While the preceding games in the series, Myst and Riven, were produced by Cyan Worlds and published by Broderbund, Exile was developed by Presto Studios and published by Ubi Soft. The game was released on four compact discs for both Mac OS and Microsoft Windows on May 8, 2001; versions for the Xbox and PlayStation 2 were released in late 2002. A single-disc DVD version was later released for Windows and Mac OS.
Myst IV: Revelation is a 2004 adventure video game, the fourth installment in the Myst series, developed and published by Ubisoft. Like Myst III: Exile, Revelation combines pre-rendered graphics with digital video, but also features real-time 3D effects for added realism. The plot of Revelation follows up on plot details from the original Myst. The player is summoned by Atrus, a man who creates links to other worlds known as Ages by writing special linking books. Almost twenty years earlier, Atrus' two sons nearly destroyed all of his books and were imprisoned; Atrus now wishes to see if his sons' imprisonment has reformed them. The player travels to each brother's prison, in an attempt to recover Atrus' daughter Yeesha from the brothers' plot.
Gobliiins is a puzzle adventure video game series, consisting of five entries, released by Coktel Vision for the Amiga, Atari ST, DOS, Macintosh, iOS and Windows platforms. The first three titles were released in the early 1990s, the fourth in 2009, and fifth in 2023. The visual look of the series and its characters were created by French artist Pierre Gilhodes, whose style was used in another game from Coktel Vision: Woodruff and the Schnibble of Azimuth.
Myst is a franchise centered on a series of adventure video games. The first game in the series, Myst, was released in 1993 by brothers Rand and Robyn Miller and their video game company Cyan, Inc. The first sequel to Myst, Riven, was released in 1997 and was followed by three more direct sequels: Myst III: Exile in 2001, Myst IV: Revelation in 2004, and Myst V: End of Ages in 2005. A spinoff featuring a multiplayer component, Uru: Ages Beyond Myst, was released in 2003 and followed by two expansion packs.
Myst V: End of Ages is a 2005 adventure video game, the fifth installment in the Myst series. The game was developed by Cyan Worlds, published by Ubisoft, and released for Macintosh and Windows PC platforms in September 2005. As in previous games in the series, End of Ages's gameplay consists of navigating worlds known as "Ages" via the use of special books and items which act as portals.
Amerzone is a first-person fantasy graphic adventure game published by Microïds and designed by Benoît Sokal, who based it on his 1986 Inspector Canardo comic strip L'Amerzone. Amerzone was originally released for Microsoft Windows, the classic Mac OS and PlayStation in 1999, and re-released for iOS and Android in 2014 by Anuman Interactive, whom had bought out Microïds in 2009. An upcoming remake is scheduled for release in october 2024.
Rama is a point and click adventure game, developed and published by Sierra On-Line, and released on DOS and Microsoft Windows in 1996; PlayStation version was released in 1998, but exclusively in Japan. The game is based upon Arthur C. Clarke's books Rendezvous with Rama and Rama II, combining elements of their plots with a story that sees the player assuming the role of a replacement crew member for an expedition to investigate an interstellar ship and uncover its mysteries.
Leisure Suit Larry Goes Looking for Love (in Several Wrong Places) is the second game in the Leisure Suit Larry series of graphical adventure games, designed by Al Lowe and published by Sierra On-Line in 1988. Like its predecessor, Leisure Suit Larry in the Land of the Lounge Lizards, it was developed for multiple platforms, including MS-DOS, Atari ST and Amiga. It utilizes Sierra's Creative Interpreter (SCI0) engine, featuring 16-color EGA graphics and a mouse-based interface for movement. The story continues the exploits of Larry Laffer, who becomes stranded on a tropical island during an ill-fated vacation.
Shivers II: Harvest of Souls is a horror-themed point-and-click PC adventure game, released in 1997 by Sierra On-Line. It is the sequel to Shivers.
An escape room video game, also known as escape the room, room escape, or escape game, is a subgenre of point-and-click adventure game which requires a player to escape from imprisonment by exploiting their surroundings. The room usually consists of a locked door, objects to manipulate, and hidden clues or secret compartments. The player must use the objects to interact with other items in the room to reveal a way to escape. Escape the room games were born out of freeware browser games created in Adobe Flash, but have since become most popular as mobile games for iOS and Android. Some examples include Crimson Room, Viridian Room, MOTAS, and Droom. The popularity of these online games has led to the development of real-life escape rooms all around the world.
Timelapse is a 1996 graphic adventure game developed and published by GTE Entertainment. Inspired by the game Myst, it tasks the player with the rescue of an archaeologist trapped in another dimension. The player navigates a series of time portals to locations such as ancient Egypt, Maya and the prehistoric Puebloan civilization, while solving puzzles and searching for clues to the archaeologist's whereabouts.
Drowned God: Conspiracy of the Ages is a 1996 science fiction adventure game developed by Epic Multimedia Group and published by Inscape. The game propounds the conspiracy theory that all of human history is a lie and that the human race's development and evolution were aided by extraterrestrials. The player attempts to uncover the truth through the course of the game by traveling to a variety of different worlds, interacting with historical and fictional characters, and solving puzzles.
The Myst series of adventure computer games deals with the events following the player's discovery of a mysterious book describing an island known as Myst. The book is no ordinary volume; it is a linking book, which serves as a portal to the world it describes. The player is transported to Myst Island and must unravel the world's puzzles in order to return home. Myst was a commercial and critical success upon release and spawned four sequels—Riven, Exile, Revelation and End of Ages— as well as several spinoffs and adaptations.
The Crystal Key is a 1999 graphic adventure video game developed by Earthlight Productions and published by DreamCatcher Interactive. A work of science fiction, it casts the player as an interstellar explorer on a quest to save Earth from Ozgar, a malevolent alien conqueror. The player uses portals to traverse multiple planets, including desert and jungle worlds, while collecting items and solving puzzles. The Crystal Key was conceived by John and Jennifer Matheson in the mid-1990s, and it underwent a five-year creation process hampered by problems with its technology. It was signed by DreamCatcher as part of the publisher's strategic push into the adventure game genre.
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.
Mummy: Tomb of the Pharaoh is a point-and-click adventure video game released on August 31, 1996, by Interplay Productions on Windows and by MacPlay, a division of Interplay Productions at the time, on Macintosh. It is a sequel to Frankenstein: Through the Eyes of the Monster. The game was developed by Amazing Media, directed and produced by Jeff McDonald, Keith Metzger, and Loring Casartelli, written by McDonald and Metzger, and composed by Márcio Câmara. Malcolm McDowell stars as Stuart Davenport, one of the main characters of the game.
Will Myst ever die? Sierra's newest addition to the over-used, over-done, and over-popular genre is a game that puts you in the shoes of a teenager stuck in an abandoned museum overnight.