Voyage: Inspired by Jules Verne | |
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Developer(s) | Kheops Studio (PC) [1] Microids (Mac OS X, iOS) |
Publisher(s) | The Adventure Company (PC) [2] Microids (Mac OS X, iOS) |
Designer(s) | Alexis Lang |
Platform(s) | Windows, Mac OS X, iOS |
Release | Windows Mac OS X 9 November 2011 iOS 2 November 2012 |
Genre(s) | Adventure |
Mode(s) | Single-player |
Voyage: Inspired by Jules Verne (known as Journey to the Moon in the United Kingdom and Australia) [5] is a point-and-click adventure game with pre-rendered graphics, [6] developed by Kheops Studio and published by The Adventure Company for the PC in 2005. [1] [2] The game's story focuses on a French adventurer's journey to the Moon in the 19th century, [7] and the ancient lunar civilization he subsequently finds. [6]
Voyage is loosely based on the novels From the Earth to the Moon (1865) and Around the Moon (1870) by French science fiction author Jules Verne, [7] and the 1901 novel The First Men in the Moon by English science fiction author H. G. Wells. [8] Reactions to the game were mixed. [9] In particular, some reviewers praised it for immersing the player in the look and feel of the 19th century; [10] others have criticized it for featuring dated graphics and dull textures. [11]
While staying true to most adventure game conventions, Voyage has some unique features for its genre. [10] These include two dexterity minigames which take advantage of the reduced gravity in the game's lunar setting, and an "Intelligence Management System", in which a score is assigned to the player for every puzzle they solve, and for certain actions. [10] [12] The Adventure Company introduced this feature to motivate players to replay the game to increase their cumulative score. [2]
The game was later ported and published by Microids for Mac OS X in 2011, and for iOS in 2012 under the name Jules Verne's Journey to the Center of the Moon.
The main focus of Voyage is puzzle-solving. [6] The player can move by clicking, and can swivel the camera 360 degrees. [13] There are several types of puzzle in Voyage including those involving native plant life on the Moon, mechanical puzzles, audio puzzles, and mathematical puzzles. [14] [15] Many of these puzzles require the player to decipher and use the native language of the Moon's inhabitants. [16]
Voyage features two unique dexterity minigames. Using a low-gravity setting, the first minigame requires the player to collect floating bubbles in a can, [14] and the second requires the player to execute large jumps across the surface of the Moon. [10] These two minigames form only a minor part of the game. [10] The game also has several timed sequences requiring the player to complete puzzles under a time limit. [15] The consequence of failing a puzzle of this sort is death, after which the player is able to return and replay the puzzle. [15] Players can also be killed as the result of taking incorrect actions related to the game's story. [15]
A critical aspect of gameplay in Voyage is the inventory system, which allows the player to pick up and keep dozens of different items. [16] However, the maximum quantity of a given item that the player may keep in his inventory at any one time is three. [17] One of the main uses of the inventory is to combine items together to make new items. [6] This process of breaking and reforming items in the inventory comprises a large portion of the puzzle aspect of the game. [6] The inventory can also be used to create meals which the player can consume; this ability plays a major role in several puzzles. [17] Another use of the inventory is to create hybrid lunar plants, which play a critical role in the earlier puzzles of the game. [17]
The "Intelligence Management System" featured in Voyage is a score assigned to the player by the Selenites, the natives of the Moon. [12] For each puzzle the player solves, and for certain actions, this score is increased, and the Selenites treat the player with more respect. [12] During an interview with GamersInfo, Benoît Hozjan, managing director and co-founder of Kheops Studio, described the system, saying: [8]
For Voyage, you have the universe famous 'lunar IQ'. For instance, during a quiz, players who answer randomly should have fewer points, the players will be not restricted but it will take much more time to progress... The player will have different ways to enter a new room. Sometimes the clues are very subtle but almost each time there are 2 or 3 clues to solve a challenge and a higher IQ may help you!
In the same interview, Alexis Lang, lead game designer at Kheops, commented that "a low score does not mean that you are stupid in any way, it just means that some pompous and bombastic lunar people think that your character is dumb!" [8] This reflects the fact that the "Intelligence Management System" is designed primarily to earn the respect of the Selenites, but Hozjan also said that the players can try to increase their score and share their experience through forums. [8] The Adventure Company has marketed the system as bringing a degree of replay value to Voyage, as players can replay the game in attempts to achieve a higher score. [2]
Voyage is set in 1865. President Barbicane of the "Gun Club" decides to build an enormous cannon in Baltimore to shoot a shell, capable of supporting human life, towards the Moon in the hopes of a successful landing. [7] Voyage's protagonist, Michel Ardan, volunteers to travel in the aluminium shell. [7] After the game's brief introduction in the shell, Ardan lands on the Moon and discovers the Selenites, as well as a complex ecosystem of lunar plants. [18] The main accessible areas in the game are the Moon's surface, and the underground Selenite civilization.
The Selenites are the subterranean inhabitants of the Moon, and are a highly intelligent society maintained by hierarchy and secret. [7] They possess blue skin, large black eyes and transparent cerebral lobes on the sides of their heads. [10] This is in fact a reference to H. G. Wells' 1901 novel The First Men in the Moon, as the adventurers never actually land on the Moon in Verne's original story.
The Selenites are divided into castes. They live in a large complex under the surface of the Moon from which they rarely venture, with the exception of the "exiles". The Selenites "banish [these] dregs of their society, the criminals and psychotics," [14] to the surface of the Moon. There are three Selenite exiles with whom the player can interact; they live on the surface and sleep in their isolated underground stables at night. Each exile has two different plants on either shoulder with which they share a special bond. [14]
The player character is Michel Ardan, an eccentric and intrepid French scientist who is enthusiastic, daring and cheerful. [7] President Barbicane, the President of the Gun Club, and Captain Nicholl, an engineer, are both found dead at the start of the game, not having survived the flight to the Moon. [7] A woman called Diana features in the game's backstory, as a woman whose ancestors made contact with the Selenites. [7] Apart from these human characters, there are also several Selenite characters such as the Supreme Moon Ruler, the High Dignitary, Scurvy, Scruple, and the three exiles. [7]
Voyage begins as Ardan awakes in the shell and discovers that his two companions, Barbicane and Nicholl, are dead. The first part of the game consists of Ardan investigating the shell, trying to regain his memory of what happened, and how Barbicane and Nicholl died. He will also encounter other problems, most notably when his oxygen supply is low and needs to be remedied. Eventually Ardan's journey will carry him into orbit around the Moon in which he must prepare himself for a lunar landing.
Once Ardan successfully lands the shell on the Moon, he must solve a series of puzzles on the surface in order to gain access to the hidden civilization below. [19] There he encounters the Selenite race. [19] Following this, Ardan focuses on finding a way to leave the Moon and report his findings to Earth. [19] After acquiring what he needs, Ardan travels back to Earth in the shell. [19] He lands in the ocean and manages to swim to a nearby island, where he meets another famous Jules Verne character, Captain Nemo. [19]
Journey to the Center of the Moon was announced for the PC at E3 2005. [20] The Adventure Company collaborated with developers Kheops Studios for the release. [1] [2] Benoît Hozjan, the co-founder of Kheops Studio, became Managing Director of the game, while Alexis Lang became the Lead Game Designer. [8]
Journey to the Center of the Moon was later renamed Voyage: Inspired by Jules Verne. [21] Benoît Hozjan explained the change, saying that Journey to the Center of the Moon was confusing for some people and thought to be the sequel to Journey to the Center of the Earth, another Verne-inspired PC game, and marketing decided to change it. [8] The name was changed on 7 July, a few months after the game's announcement. [21]
Benoît Hozjan explained Kheops Studio's choice of Jules Verne's work as a basis for Voyage. According to Hozjan, Jules Verne's novels provide the two core elements of adventure games: dreams and challenges. The characters are ordinary men engaged in concrete challenges that are an inspiration for puzzles. [8] He further went on to say that the game is influenced by Verne's From the Earth to the Moon, which documents the lead up to the lunar trip, but draws more heavily from the sequel Around the Moon, which recounts the actual voyage. [8] The main difference, Hozjan said, was that in the novel the protagonists fail to reach the Moon, whereas in Voyage the trip is a success. [8] Additionally, Alexis Lang attributed the inspiration for the Selenites to H.G. Wells' The First Men in the Moon. Alexis commented that Wells pictured a very ancient Selenite civilisation horrified at human roughness, and that Wells was more misanthropist than Verne. The developers added a touch of irony in their story and chose an optimistic and joyful main character. [8]
The Adventure Company released the Voyage demo in August 2005. [22] The demo included the game's introduction in the shell. Voyage, originally slated for a 27 September release, [21] was shipped to stores ahead of schedule on 16 August of the same year. [3]
Aggregator | Score |
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Metacritic | 71/100 [9] |
Publication | Score |
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4Players | 68% [23] |
Adventure Gamers | [24] |
Gamekult | 5/10 [25] |
GameSpot | 6/10 [10] |
GameStar | 59% [26] |
Gamezebo | 60/100 [27] |
GameZone | 6.8/10 [11] |
Jeuxvideo.com | 13/20 [28] |
PC Format | 57% [29] |
X-Play | [13] |
The Windows version received above-average reviews according to the review aggregation website Metacritic. [9]
One of the more positively received aspects of the game was its ability to recreate the mood of 19th century science-fiction, with GameSpot writing that the game nicely re-creates the whimsical mood of 19th-century sci-fi and a sense of wonder [10] In contrast, Game Over Online said that once the player leaves the capsule and arrives on the moon, instead of viewing colorful and wondrous sights, the game turns into a drab and unlikely bore. [15] The puzzle aspect of Voyage met with mixed responses. On the other hand, GameSpot accused the puzzle aspects of Voyage of reducing Jules Verne's tale of a visit to the moon in 1865 to a series of clumsily arranged logic puzzles geared to try the patience of adventure-game veterans. [10] The puzzles in the game are often extremely difficult, with Just Adventure attributing the unexpected difficulty in the game to the fact that there are often several different ways to achieve the same goals, [30] thanks to the game's "Intelligence Management System". [8] The game's inventory system received praise from GamersInfo as being very well done. [18]
In terms of graphics, Voyage was poorly received, with the graphics being described by GameZone as containing some vibrant colors, but lacking the lush, spectacular view that has been seen in countless other adventure games. [11] Voyage had also been criticized for its lack of story and over-reliance on back story. The game's music was generally appreciated, with Jolt describing the music as having a nice retro-futuristic feel which sets the mood perfectly. [16] X-Play commented on the game's voice acting as overly dramatic but appropriate, [13] but criticized many of the sound effects as being cheesy. [13] GameSpot described Ardan's dialogue as somewhat lame, [10] and also criticized the game's sound effects. [10]
From the Earth to the Moon: A Direct Route in 97 Hours, 20 Minutes is an 1865 novel by Jules Verne. It tells the story of the Baltimore Gun Club, a post-American Civil War society of weapons enthusiasts, and their attempts to build an enormous Columbiad space gun and launch three people – the Gun Club's president, his Philadelphian armor-making rival, and a French poet – in a projectile with the goal of a Moon landing. Five years later, Verne wrote a sequel called Around the Moon.
Mons Pico is a solitary lunar mountain that lies in the northern part of the Mare Imbrium basin, to the south of the dark-floored crater Plato and on the southern rim of a ghost crater. This peak forms part of the surviving inner ring of the Imbrium basin, continuing to the northwest and with the Montes Teneriffe and Montes Recti ranges, and probably to the southeast with the Montes Spitzbergen. This mountain feature is thought to have been named by Johann Hieronymus Schröter for Pico del Teide on Tenerife.
The First Men in the Moon by the English author H. G. Wells is a scientific romance, originally serialised in The Strand Magazine and The Cosmopolitan from November 1900 to June 1901 and published in hardcover in 1901. Wells called it one of his "fantastic stories". The novel recounts a journey to the Moon by the two protagonists: a businessman narrator, Mr. Bedford; and an eccentric scientist, Mr. Cavor. Bedford and Cavor discover that the Moon is inhabited by a sophisticated extraterrestrial civilisation of insect-like creatures they call "Selenites". The inspiration seems to come from the famous 1865 book by Jules Verne, From the Earth to the Moon, and the opera by Jacques Offenbach from 1875. Verne's novel also uses the word "Selenites" to describe inhabitants of the Moon.
Around the Moon, also translated as Circling the Moon and All Around the Moon, is the sequel to Jules Verne's 1865 novel, From the Earth to the Moon. It is a science fiction tale which continues the trip to the Moon that was only begun in the first novel. Later English editions sometimes combined the two under the title From the Earth to the Moon and Around It.
Return to Mysterious Island is a 2004 graphic adventure game developed by Kheops Studio and published by The Adventure Company. Based on Jules Verne's 1875 novel The Mysterious Island, the game casts the player as Mina, a shipwrecked woman forced to survive on an uncharted island.
Kheops Studio was an independent video game development studio created in September 2003. Its games were published by Microids, which acquired the brand and intellectual property as insolvency assets of Cryo Interactive in 2002. The company was co-founded by Benoît Hozjan, who also served as the creative director for the studio and Stéphane Petit, who served as technical director. Kheops developed adventure games for the PC platform and released several major successful games. The studio is best known for creating games that have been described by the developer as "cultural entertainment", that is, games which are heavily drawn from historical or literary sources to include a mixture of history and fiction. After filing for bankruptcy, the studio was closed down in January 2012.
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80 Days is an interactive fiction game developed and published by Inkle. for iOS on July 31, 2014, and Android on December 15, 2014. It was released for Microsoft Windows and OS X on September 29, 2015. It employs branching narrative storytelling, allowing the player to make choices that impact the plot.
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