Hello! I'm mecha-neko and I'm back for another Obscure-As-All-Hell Animated Cat Game August!
Say hello to Inherit The Earth: Quest For The Orb, also known as Erben der Erde: Die Grosse Suche (Inherit The Earth: The Great Search) in German.
Developer: | The Dreamers Guild | | | Release Date: | 1994 | | | Systems: | DOS, Macintosh, Amiga, PC-98, Windows, Linux |
This is an adventure game that's been on the super Super Adventures adventure game wishlist for a long time, but it's only now that a copy has arrived in my paws. It's all about walking, talking animal-folk, so I'm certain I'll bump into a cat at some point.
I'm playing the original MS-DOS CD-ROM version as it makes producing these wonderful .gifs for you much easier, but the Steam version is identical, pixel-for-pixel, as far as I can tell.
We begin with old-man-voice introducing us to the world...
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We see the sky, we see the land, we see the water,
And we wonder, are we the only ones?
And we wonder, are we the only ones?
Long before we came to exist, the Humans ruled the Earth.
They made marvelous things, and moved whole mountains.
They knew the secret of Flight, the secret of Happiness,
And other secrets beyond our imagining.
They made marvelous things, and moved whole mountains.
They knew the secret of Flight, the secret of Happiness,
And other secrets beyond our imagining.
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The Humans also knew the secret of Life,
And they used it to give us the four great Gifts:
Thinking minds, feeling hearts, speaking mouths, and reaching hands.
We are their children.
And they used it to give us the four great Gifts:
Thinking minds, feeling hearts, speaking mouths, and reaching hands.
We are their children.
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They taught us how to use our hands, and how to speak.
They showed us the joy of using our minds.
They loved us, and when we were ready,
They surely would have given us the secret of Happiness.
They showed us the joy of using our minds.
They loved us, and when we were ready,
They surely would have given us the secret of Happiness.
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Now we see the sky, the land, and the water we are heirs to,
And we wonder, why did they leave?
Do they live still, in the stars? In the ocean depths? In the wind?
We wonder, Was their fate good, or evil?
And will we also share the same fate one day?
And we wonder, why did they leave?
Do they live still, in the stars? In the ocean depths? In the wind?
We wonder, Was their fate good, or evil?
And will we also share the same fate one day?
That pretty much wraps it up. I thought the origins of the animal-folk would be left a little vaguer than that, and the game would be about the ongoing relationship between the Humans and animal-folk, but nope. The humans developed sufficient technology or magic to give their animal chums sapience, the animals were pretty chuffed about it, and everybody had a gay old time until the humans were chased away by giant freaky bacteria and tapeworms (apparently) and left the animals to ponder their fate.
I love the fellow in the second image who has been immortalised, depicted in a state of shock, entering his house and fumbling with a couple of grocery bags only to find his wife giving a racoon, a rabbit, a deer and a lemur the Secret of Life.
So let's leave the non-mystery of the origins of the animal-folk to one side as the bold, colourful opening titles begin...
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That's not bad. I think that kind of spectacle would still bring in the crowds today if you could arrange it.
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But I see now why Hardgrit isn't playing this game. The rat's voice actor is putting on a sort-of mushy, high, excitable rat-guy voice. The kind of voice that'd send Ray flailing across the room in agony like his eyes and ears had just been dunked in acid.
The rat takes a moment to rub in his victory before a second elderly rat enters the tent and announces it's time to award the prizes, and Rif's lady friend arrives to congratulate him on his almost-victory.
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Boars and elk pile onto the screen from either side, crushing poor Rif in the centre. What started as a simple puzzle competition may become a very real war between the Elk Tribe and the Boar Tribe! Oh no! The Orb of Storms has the power to predict the weather and informs the animal-folk when to plant the crops. Without it, life is going to get nasty. The crowd seems pretty indifferent to all this foolishness though; they must just want the puzzles back.
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Surely the Elk Captain will have something to say about this?!
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It's a SCUMM-'em-up (some people call them adventure games, but I'm planning on starting a trend here). The last one I played, Tequila & Boom-Boom, went the SVGA big scaled sprites and cartoony look, like The Curse of Monkey Island. Inherit The Earth stays with the tiny VGA 320x200 chunky style like The Secret of Monkey Island.
It's time for me to Look At, Pick Up, Talk to, Open, Close, Use and Give everything on the screen, as that's how these games go (unlike Guybrush, Rif never learned to Push or Pull). The item in Rif's inventory is the silver Puzzle Contest medallion. I tried offering it to Okk and Eeah, but they each replied "We already have that." Which is true, but strange.
Let's talk to my bodyguards instead, maybe they have some advice for me.
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There's unique voiced dialogue for inspecting and attempting to take the bunting, the hay bales, the table and the board. Very nice! The crowd, on the other hand, doesn't exist in Rif's eyes. They're content to just sit there for now, possibly dumbstruck at the way Rif's unlucky streak went from coming second in a puzzle contest to a bonafide Kafka nightmare.
Nothing here, let's Walk to outside.
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Enough of my griping about the tiles. I'm just in a bad mood because Rif walks so slow. Let's go talk to somebody!
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● "Who might have stolen the Orb?"
● "Why would someone steal the Orb?"
● "What do you know about the Orb?"
● "Could you offer me any advice on my search?"
● "Well, I must be off."
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Aha! I've come across an unmarked tent that's completely indistinguishable from every other tent! That's exactly what I was looking for. Let's have a snoop.
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Oooh... it's a room full of treasure. None of it is interactable though, so Rif is cruelly denied the opportunity to joke about stealing any of it.
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Let's see what the busy bastard can tell us.
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He's testing even Rif's patience. I'll make a note of this guy and come back later.
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Perhaps I just don't like how many straight lines there are in here. And how absolutely damned useless the entire room is. In this one screen, there is a wooden bed, a window, curtains, a table, a chair, an oil lamp and a door, and there's unique dialogue for when I try to inspect, take or use them, but nothing I do here has any effect. It's nice. But it's just not right.
New adventure game players are going to wonder if the room is a puzzle and there's something to be achieved in here before they ought to move on. Experienced adventure game players are going to know there's something to do in here. Drawing, painting, scripting and voicing a room that does nothing and has no indication that anything ought to happen at a later point makes no sense. If there was a sign outside saying 'Jeff of the Wolf Tribe - Out enjoying the Faire', then I'd know that I might have to return here after finding the Dog Biscuits.
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I thought the isometric graphics were a bit nasty on the wide-open paths, but the design of some of these screens is atrocious. This combination of roofs and walls obscures the entrances, the passable routes and often the characters themselves. There's no sense of depth and the whole mess is aesthetically displeasing. The backgrounds of an adventure game are what the player will be staring at throughout the game, so you've got to put in the effort; isometric repeating tiles just won't cut it!
Hey, it's a friendly-looking otter with a jaunty stride! Do otters walk on two legs? Do otters walk at all? I just realised I know next to nothing about otters, but this one standing like this seems rather strange.
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We've got the same set of questions here as before when I met the hedgehog woman, except the otter's full of information. Nameless Otter knows a bunch of petty criminals, but nobody with grand designs for the Orb. After all, it's much easier to fence a bundle of jewellery than it is a one-of-a-kind artefact that's known to everybody in the kingdom.
Eeah keeps pitching in during the conversation, sometimes stealing Rif's lines when I select them from the interface as if the trio have merged into a hive mind.
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This fancy ferret likes making sculptures, and if she says that if she found the Orb she'd try to discover how it worked! I wonder why it hadn't occurred to any of the other animal-folk to try that. Maybe it is just a formless magic ball? Nobody said it couldn't be actual magic.
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Look at ferret
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She's putting on a little bit of a cat voice, but she's not purring and meowing all over the place.
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But it's not very helpful. She sees "Forms... many forms." and senses "Great power". That's not very useful information, but I get the impression she's telling me everything she can rather than being smugly evasive, which has to be against fortune teller union rules.
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I have to travel to the Sanctuary of the Orb of Storms and find 'The Old One, Elara'. My heart fills with elation as I have received An Objective.
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Let's talk to Eeah about this new development...
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As I try each of the dialogue options, they disappear from the list forever: it's not a game for the short of memory or attention span. Goblins 3 may be wall-to-wall demented, but it has those reminder screens too so you can read about your motivations and intentions. Plus that game has single screen levels where everything you need is right in front of you. Unlike this.
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And then when you talk to them you get unhelpful goofballs like this irritating bear. I don't like you, irritating bear.
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Even the outside world is strangely regular, like it was made in Transport Tycoon.
Where to first? From the top, anticlockwise, we can visit: the cave (the two-by-three pixel black rectangle in the upper left), forest (the dead-end path that leads towards the trees), the village (the one with the muted brown colours that looks like it's either disabled or hasn't been fully constructed yet), the market faire (where we are now), the castle (the spiky stack of pyramids in the bottom left) and the sanctuary (in the upper right with the stone wall surrounding it).
Let's go to the village first.
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Let's walk to the lower right and enjoy this sea shanty music and eventually maybe the village will appear.
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Hey, a ferret! And another ferret! I'm spoiled for ferrets. Let's talk to a ferret.
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I'm beginning to believe that Rif might've been deliberately designed as a sort-of inverse adventure game hero. He starts off accused of stealing something that he hadn't, and then travels the world refusing to steal any of the hundreds of obvious items lying around in order to clear his name.
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This must be the Tinkers' lodge. Let's see... paint, bucket, plank, wheelbarrow, bricks... another house of... absolutely nothing. Let's go.
I can't pick up the paint bucket, but if I try to use it Rif says "I have nothing to paint now." So I should come back here when I have something to paint, later.
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This is getting silly now. Gotta say I don't think I'll be holidaying here any time soon. As pretty as the ferret village is, there's not much in the way of attractions and half of it is still under construction.
Perhaps this is the result of the developers being fans of games like Ultima: big towns and repeated houses are satisfying features to them, and they think it's better to have an intricate, plausible world than useless backgrounds. It doesn't quite work like that in practice for us lesser folks. I'm not a fan of adventure games in general and even as a kid I couldn't stand Monkey Island 'because of all that walking around'.
I must have seen at least six copies of the paint house. But if there are multiple copies of it, it mustn't be the Tinkers' lodge, right? If that's the case the Tinkers' lodge eludes me for the time being.
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ALSO. Notice how the ferret village is blatantly not surrounded by a forest on the world map. What's with that, huh?
Next, the sanctuary. As in the Sanctuary of the Orb of Storms. Probably should've gone there first. My investigative curiosity was not appreciated by the game.
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Let's assume that we won't be welcome inside if we exploit the small but possibly crucial weakness of their fortifications. How are we going to get past this gate? Step one, try the obvious: Use the knockers.
It worked. We're in!
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In this town all of the doors are locked and all of the robed animal-folk are too busy to talk. Is this entire place the sanctuary? Where is Elara? Are any of you folks Elara? Why can't I ask anybody about Elara?
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I really like Rif's voice. He sounds like such a nice young man. I'd play a game all about Rif talking to folks and being polite. I feel like he's wasted in this game somehow, despite this being exactly the right tone and genre of game he ought to be in.
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Elara won't let us proceed without a token of authority from the Forest King himself. She shoo's us out of the room and then the cutscene ends.
Hmm... well we haven't been kicked out of the room exactly, so maybe there's still something in here to snoop at. I can smell the incense bowls, inspect the pedestal and ask my friends about Elara, but there's nothing else that needs doing in here.
Now if you were a Forest King, where would you be? Because you're a Forest King, you might be in the Forest. But since you're a Forest King, you'd live in the Castle and simply rule over the forest, right? This would be easier if there was a castle in the forest, but I can't see one, so let's stick with the castle we have, for now.
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This is the castle of the Boar King, not the Forest King. I'm a dumb cat.
Hold on, something really weird is happening: Eeah and Okk are talking to one another.
I just assumed they were just going to float around throughout the whole game, watching over me and not doing much of anything, just like they've done for the past few hours. Perhaps very, very occasionally speaking for Rif as if they were my good and evil consciences (or at least my snooty and bolshie consciences).
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There's a conspicuous rocky outcropping in the distance on the right, so I'll walk over to the background and check it out.
"Nothing special about it."
They bothered to program in some sprite scaling perspective on this scene just for that?
-
If you leave and re-enter the screen again, you get this dialogue instead...
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To the left of the forest entrance, we travel...
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Hi, King.
Now how am I going to convince him to give me a token of his authority? By asking him directly, of course! That was pretty straightforward. I receive a golden apple, and my work here is done.
The Elk King sounds more tired than anything. I can plead for mercy, but the Elks are more concerned about avoiding a war with the Boar over the missing Orb than they are with the lives of Rif or his foxy girlfriend. We're expendable, because politics is hard.
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Elara accepts the apple as proof of our cause and tells me a short story about how the King was once a noble warrior. That's... basically the whole story. She tells me she shall open the gates and walks off-screen to the left.
But there aren't any gates in here... so...
Where'd she go? I assumed that the secret Sanctuary gates she was protecting would be near the Orb pedestal. Was I supposed to follow her? She's not standing outside the temple either.
Maybe there's some gates in the... isometric Sanctuary town. Ugh.
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Bonus points if you can spot the bucket. There's a half-dozen of these enclosures, by the way.
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I've seen birds in the background of some other scenes. Not bird-people, just birds. That's somewhat strange to think about.
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Hold the phone! I've found... a small cup. Right there, bottom right. This is surely the vital clue that will crack this case wide open! Surely! Surely?
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Eeah, experienced Forest Guy, has absolutely no idea what kind of animal or animal-person would leave a footprint like this. The crew settles on finding somebody who might be experienced in tracking and bringing them to the footprint. After all, they can't move it, can they.....?
Beside the footprint was a bunch of sourberries, a type that Rif has never seen before, and I can't show them to Eeah or Okk because the game simply isn't set up for asking the characters that follow the player around about inventory items. They mustn't have thought of that. Somehow?!?
I'm running out of places to go, and trying to show the berries to the King was a total waste of time.
Let's see how well the party fares in the Boar Castle.
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● Try to bribe them.
● "Come on, Okk, we've got better things to do."
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I didn't, though. I had absolutely no idea he was going to say any of that stuff. There were no dialogue choices given to me beyond the first.
Let me know if you ever need my help, Rif. You seem to have this dialogue thing all worked out already.
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A labyrinth section. Except there's no labyrinth here, it's just a bunch of linear corridors that I have to walk through one by one. This means that there's definitely going to be labyrinth sections in other castles later on. I'll suspend my judgement, but if there's more of this flick-screen maze traversal, they'd better have an incredibly compelling gimmick to go along with it.
Okk and Eeah are waiting outside as Okk doesn't think it would be safe for an Elk to enter the castle.
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But to even be allowed to speak to the Boar King, Rif has to swallow his pride and join him in the mud.
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I've figured out the solution to the footprint puzzle, I think. I'm not a complete dunce, only a mostly dunce. I have to take a cast of the footprint somehow, using my bucket filled with water and... something else. Plaster, or cement, or something like that. And where would I find something like that? The village of animal-folk who like to build stuff!
And after hunting through each identical house one by one, I've finally found a unique room in the ferret village. This must be the Tinkers' lodge. Except there's no plaster, or cement, or something like that in here. Only some saws ("It's fastened to the wall.") and the emblem of the builder's guild ("It's better where it is.").
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Hey, there's a rat recordkeeper here! And for some reason, Rif seems very curious about rat society, humans, the history of Morph civilisation (apparently the animal-folk are called Morphs!) and a bunch of other stuff. The Rat King lies beyond this passageway, but we can't see him without an appointment.
Let's confuse him, Rif! Use your foxy fox powers!
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I'm surprised Okk and Eeah caught on immediately and were willing to help me sneak inside. I suppose anything goes when you're on a mission from the King.
You know, Rif is lovely. And Eeah is too. Even Okk is nice. We're three completely perfectly polite and nice guys. We don't bicker. We don't argue. There's barely any difference of opinion in the unlikely event my escorts choose to speak.
The concept of character pairs with conflicting personalities is one of the most fundamental writing tools there is (or so I'm told): he's by-the-book, he's reckless; she's naive and gentle but insightful, she's experienced and headstrong but wrong. Could it be that the writers deliberately made Eeah and Okk easygoing to begin with so that their relationship will become more strained over the course of the game instead of grow? Or perhaps, in Inherit The Earth's post-human world, it turns out that sometimes people can just get along without taunting and provoking one another - it's just Kings that are dicks.
Let's grab one of those cloaks and see where it leads.
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An isometric maze. A literal maze for literal rats to literally get stuck in and that's it I'm done.
I'm going to take a few seconds and flick through the hint book that comes free as a .pdf with the Steam version. (I believe it could be mail-ordered separately for the MS-DOS version, or it could be new for the Wyrmkeep re-release.)
Maps! Wonderful, magnificent maps! And apparently there's a glassmaker in the ferret village too? Didn't find that.
This sketch in the manual doesn't quite convey just how vast the ferret village is. Allow me to apply some mecha-neko Multi-Map Manipulation Magic™, and I will convert twenty minutes of video footage into a single composite map of the entire village as it's displayed in-game.
Voila!
You can click the image to view it at the original size: the area I've been able to capture is 3264 x 1608 pixels. That's ten full game windows both across and down.
Please ignore the odd smears of Boar, Elk and Ferret across the map. They got caught in the edges of the screen as I wandered about.
With this feat of engineering at my disposal, I can now identify which shop in the ferret village is the Hardware Store, where Rif and sons would have been able to buy some plaster. Let's see... it would be about...
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To get the plaster, you need to head into the courtyard of the ferret village and find the half-obscured closed door beyond the impassable-looking unbroken fence. There are seventeen doors in the ferret village, all of them are unlocked and all of them are unmarked but only three of them lead somewhere.
No.
CONCLUSION
Inherit The Earth is spectacular in its sophistication and presentation. Everything is exactly in the right place. The interface is nice, the graphics are pleasant, the voice acting and direction is exemplary. The new 'SAGA' engine developed for the game functions perfectly in terms of sound effects, dialogue, music and events. There's no hint that any part of this game is anything but top-notch top-notchery.
It's just not very good.
The rewards in an adventure game are meeting new characters, discovering their motivations, outsmarting or working with them, exploring beautiful or haunting scenes, and seeing the results of your efforts having an effect on the characters or places within the world. Inherit The Earth makes all of these things incredibly difficult.
They figured out how to make big towns and the result was big towns. I don't know why they decided to make big towns because that's not something anybody looks forward to in an adventure game.
Most of Teenagent was spent trying to figure out how to use the vast collection of random junk sprinkled around the world and jam it into the game's drunken bonkers logic. In Inherit The Earth I have the opposite problem: the world and the dialogue are all very reasonable, I just can't find anything or anyone that's of any use!
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I understand the game isn't a comedy game like Spy Fox, so I don't expect it to hit me with endless puns and jokes and visual humour. Actually, I have no idea whether Inherit The Earth is a comedy or not because I can't find enough dialogue to make a judgement. Okk and Eeah hardly do or say anything! The characters and the voice acting are one of the game's strengths, and they're wasted. I'd rather listen to the trio talking to one another about stuff than play the game.
Inherit The Earth hasn't shown me a single memorable moment that would make the game worthy of a second play. It's failed to kindle my curiosity about its world into a true fascination. I can't recommend the game unless you have lots of time and a desire to hear a delightfully polite fox-man tell you about all the things he can't use or pick up.
What the game needed is for somebody to record themselves playing through it from start to finish so they could mark out the (HUGE) chunks of it that would need to be re-thought (or preferably removed) to make it a nicer, more immediately satisfying experience. I imagine they intended to do this (the credits have a whole list of staff dedicated to 'Reality Check'), but for reasons that you can read about in the links I'll leave in the comments, that didn't happen.
After playing through the first couple of hours or so of Inherit The Earth, I realised I'd had a lot more fun reading about the game than playing it.
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INTERESTING STUFF
When I first caught wind of the Inherit The Earth, I thought it was a German-made Amiga exclusive (which a fair assumption for anything Amiga-related that seems remarkably good). I kept forgetting it was an American MS-DOS game.
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The Dreamers Guild lived on, and a new version of the SAGA engine was used in Cyberdreams' I Have No Mouth And I Must Scream, another adventure game reviewed by Ray a while back.
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In 2002, Dreamers Guild co-founder Joe Pearce formed The Wyrmkeep Entertainment Co, a new company that makes tabletop RPG gamebooks, as well as acting as a holding company for DG assets he was able to regain the rights to, which as of 2002 included Inherit The Earth (re-released July 14 2003)!
So if you buy Inherit The Earth from Steam or through the Wyrmkeep site, The Original Developers are actually going to Get The Money! (Except residuals and royalties in that context are more of a TV show syndication thing rather than software sales. And Wyrmkeep isn't just the entire staff of DG reunited. And Joe worked mostly on Legend of Kyrandia at the time DG was working on Inherit The Earth. So whether you'd consider this to be The Original Developers Getting The Money is debatable, but it's the closest you're going to get for a re-release of a 1994 MS-DOS adventure game.)
The Steam version I played doesn't change the graphics or gameplay from the DOS version, except that it's a little nicer in motion and that the musical score has been pre-recorded with a decent synthesizer rather than being left to the player's MIDI / Adlib hardware. As a result, it sounds nice and full and bassy instead of sounding like a Mega Drive game with speech.
In 2005, as an extra unexpected treat, fans eager to follow the further of adventures of Rif of the Fox Tribe and learn more about the world of the Morph were invited to...
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It's been active at www.inherittheearth.net since 2005 with weekly updates, and the website hasn't changed one single pixel in all that time. There's tons and tons of awesome concept art for the game on the Sketches page, both for characters and locations! Because the in-game sprites are so teeny tiny and expressionless, and there's no Monkey Island 'big head' scenes, this is the only way to really appreciate how awesome the artists behind Inherit The Earth are.
It's really nice to see that there are folks who are still interested in the world of Inherit The Earth, and are proud of their work and still want to produce work based on it.
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But in July 2014, Wyrmkeep tried again with a second Kickstarter, this time for Inherit The Earth: Sand and Shadows! But it didn't go so well.
BUT!! In March 2015, Wyrmkeep started a Patreon for their Inherit The Earth-based projects such as the webcomic and ITE2 and that, remarkably, is still going. Go Wyrmkeep!
PORTS AND STUFF
Right before I finished this post, I found out that there was a PC-98 version! - That's a Japanese computer range from the early Nineties that runs MS-DOS and supports high-resolution but highly-static graphics, so it's useful for productivity work, and visual novels. The Japanese release of Inherit The Earth is the same as what you've seen here, except it has a Japanese interface and subtitles.
However, I invite you to click on the following image and enjoy the Japanese box art at its full size for yourself.
Images from Museum of Computer Adventure Game History
The German release that I mentioned in the intro was handled by another company, Softgold (Mobygames link), who also handled the translations of many Lucasarts titles! In addition to recording a full German language voice track for their MS-DOS release, Softgold also handled a port of the game from MS-DOS to the Amiga CD32! It came in a big lovely box and everything (YouTube link). Recording entirely new dialogue must've been a heck of an investment back in 1994. It's a good indicator of how popular the Amiga was relative to DOS PCs back then - if your family had a computer for games and minor word processing, it was most likely a relatively inexpensive Amiga, not a phenomenally expensive PC.
As far as I can ascertain, the English version of Inherit The Earth for the Amiga, if there ever was one, was never released in any form. It became the adventure game analogue to Putty Squad: something that surely must exist, but was never released and never found.
In 2011, Issue 92 of Amiga Future magazine (a German/English Amiga Magazine that was started in 1998 and is still published and printed monthly to this day!) put an English beta version of Inherit The Earth on their coverdisc (external link to the magazine page). From where it came, no-one can say. Whether it was hammered into shape by combining parts of the German Amiga version and the English MS-DOS version together, or it was a forgotten English test copy that just needed a bit more fussing before it could run, no-one dares speculate.
In 2015, the disc image from that issue rematerialised and canny people buffed it into shape as a full CD32 game as it would have been released at the time. The missing English Inherit The Earth for the Amiga had been reborn!
I wouldn't recommend you download it though, for three reasons. First, That Would Be Bad™; and second, it takes a heck of a lot of effort and trial and error to get it running, and third, when you do the game doesn't run very nicely at all.
Let's have a snoop at some images of the demo version of the Amiga Inherit The Earth!
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Right: Amiga 500+ / Amiga 600 (ECS chipset)
The port of the game's SAGA engine is highly commendable, complete with full speech support and save games (it takes up the entire internal save RAM for a single CD32 save). The CD32 graphics are identical to those for MS-DOS, with the exception of losing a vertical band of pixels either side of the view while on isometric scenes.
I suspect that the code that handles graphics was somewhat lazily copied across as directly as possible rather than rewriting it for the Amiga to take advantage of the ability to scroll the screen. As a result, the isometric scenes on the AGA version are just about bearable, but on A500+ they're sadly not. The entire game is there, intact and redrawn in fewer colours for the older computer, but you have to suffer 1 or 2 frames per second as you walk through the towns.
Again: it's respectable, but it doesn't work. That's Inherit The Earth.
Thanks for somehow finding yourself on this page and for presumably reading all or some of those words above. The best part of writing those game posts I used to write was getting comments, so if you could leave mecha-neko some replies I expect he'd appreciate it.
I KNEW I SHOULD STAY SUBSCRIBED!! I love reading things in this blog, and this is no exception. I know you didn't like the game, but it looks endearing and gameplays look pretty. I guess I'm going to undust my windows machine and give it a try it.
ReplyDeleteThank you for this!
You're very welcome, Diego!
DeleteIt does look really nice, doesn't it? �� You just have to be a very patient fan of adventure games and not be put off by all the walking.
After I submitted this post, I looked through old magazines and read the reviews of ITE from 1994 in Dragon magazine (for roleplaying enthusiasts), Computer Gaming World, and PC Gamer to see if reviewers of the era were spellbound by the game. Sadly, they weren't. It got a lot of 2/5 stars and 40-60% reviews.
If you'd like to read about Inherit the Earth, here's all the links I could find relating to its development. I greatly respect the candidness of all the persons involved in these interviews. They are Good Stuff.
ReplyDeleteText interview with Talin (Director) about Inherit the Earth in roughly 2000
http://www.furryvideogames.org/
Voice interview with Talin in 2015 about Inherit the Earth about its history
https://www.youtube.com/watch?v=eb7Yj2-ZM-k
Voice interview with Walt Hochbrueckner (Producer) 2015
https://www.patreon.com/posts/inherit-earth-3-2738616
Talin's article about the history of Inherit the Earth on his personal Medium blog
https://medium.com/@dreamertalin/inherit-the-earth-quest-for-the-orb-2cd0fa4cfc02
Talin's article about Faery Tale Adventure 2, including about The Dreamers Guild
https://medium.com/@dreamertalin/the-history-of-faery-tale-adventure-2-c3a17ac02378
Talin's article about 'Why Being a Computer Game Developer Sucks'... in 1999
https://slashdot.org/story/99/08/20/143215/feature-why-being-a-computer-game-developer-sucks
Amiga Lore interview with Talin
http://www.abime.net/interviews/view/interview/id/71
Lisa Sample née Jennings (Artist) interview with Furry Video Games in 1999
https://web.archive.org/web/20010228042347/http://www.furryvideogames.org/int_lj.html
Interview with Joe Pearce
https://adventuregamers.com/articles/view/17628
Interview with Joe Pearce 2
http://www.adventureclassicgaming.com/index.php/site/interviews/463/
P.P.S. I believe the red text on the Japanese cover says
ReplyDeleteキツネの"リフ"と仲間の "オック","イーア" たちの運命を決める冒険の旅へ...
[インへリトヅアース]はあなたを美しい地球の世界へと誘います!
An adventurous tale decides the fate of Rif of the Foxes, and his companions Okk and Eeah. 'INHERIT THE EARTH' invites you to their beautiful world: Earth!
I've been there already.
DeleteI found this an unexpectedly compelling read. Maybe it's the charming setting/concept of the game, the 'idea' being appealing, even if the execution is not.
ReplyDeleteI did think you might play further though, as I was reading this page, it almost felt like you were getting into it.
Thanks for reading. And I'd love to play more! But I looked at the walkthrough and the next few puzzles are:
ReplyDelete- 'walk through the length of the Rat labyrinth to find Sist'
- 'talk to Sist'
- 'leave Rat labyrinth'
- 'pick up an item'
- 'walk through the length of the Rat labyrinth to find Sist'
- 'talk to Sist'
- 'leave Rat labyrinth'
- 'pick up an item'
- 'walk through the length of the Rat labyrinth to find Sist'
- 'talk to Sist'
- 'leave Rat labyrinth'
- 'pick up an item'
There's only so much of that a man can take. This longplay includes 99% of the incidental dialogue you get by inspecting every item and talking to Okk and Eeah in every scene. (And there isn't much.) So I might as well just watch that instead. :(
It sort of reminds me of The Last Ninja, except with fewer ninjas. And more foxes.
ReplyDeleteI had a bit of 'BINGO!' moment when I remembered the Last Ninja games, yeah. Though when I checked the isometric was a little shallower in LN. I have a big boxed LN2 for the C64, but I've never gotten anywhere in it. I'm satisfied with my conclusion that it is seriously not worth the time to load it from tape.
DeleteI had reason to load up that cassette copy of Last Ninja 2 yesterday.
DeleteOh boy.
It took me about twenty minutes to escape from the first two rooms (there's a button that requires pixel-perfect placement to activate), and then I got either shot by police, killed by a -juggling clown-, or drowned instantly in a narrow stream because my Ninja didn't want to somersault into a moving boat correctly.
I think Inherit The Earth just squeaks in above Last Ninja 2 by *holds finger and thumb together for a moment, then rethinks and extends arms out as far as they can go* about this much.
Yeah but Inherit the Earth doesn't come with a ninja mask and a rubber shuriken.
DeleteI think people remember The Last Ninja more fondly than it deserves. I know I did.
DeleteStill, the idea was good, and the music was excellent.
Thanks for posting this; I've been gently curious about this one for ages. Definitely not the kind of thing I'd have patience for these days, but I really enjoyed all the work you put into this one. It looks like an endearing little game with some unfortunately thorny flaws. It's heartening to see that the people involved didn't just drop off the face of the earth, though; it clearly meant a lot to these folks if they're still trucking along in some incorporated capacity. Best of luck to 'em.
ReplyDeleteIncidentally, I've been quietly enjoying your articles for several years, and I just wanna thank you fine folks for all the above-and-beyond you've done in your many, many, many articles here. Nobody would've thought twice about it if you'd gone without the animations, the cross-platform comparisons, or the niche historical tidbits, but you always poured on the love, and it absolutely shows.
I have a deep, abiding love for obscure and curious games, so thanks for wading into the deep weird dark for as long as you did. Even when the games were terrible, you didn't heap on the bile; I've enjoyed your happy little island on the endless sea of causticity that so many internet people sink into.
Anyway, adios! Hope you enjoy what you're doing now, and thanks for the ~1,000 articles!
Thanks for reading some of them! I can't take the credit for this post, because mecha-neko wrote it, but I wrote 1018 of those ~1,000 articles so I'm shamelessly jumping in to accept some of the praise you've sent his way. Plus I was always worried I was being overly negative and whiny so it's good to hear that I apparently wasn't.
DeleteThank -you- for reading, Anonymous!
DeleteI really appreciate the comment. One of the reasons I started writing less was that I was concerned that I couldn't quite make the material work for some games the way I would like. Some games are incredibly resistant to being written about due to them being slow, boring or stingy with interesting graphical scenes, and for some genres I just can't figure out a way at all to make them interesting. Being funny is hard! Nobody wants to read a couple of pages of 'ugh I'm bored' or 'ugh I'm stuck' or 'ugh this level is like the previous one'. Games that have mysteries and surprises all the way through in both their setting and game mechanics are perfect for me, but not every game can be as awe-inspiring as Immercenary unfortunately.
I really like writing about the background of games, so Inherit the Earth was a real gem in that respect. It helps that the kind of games that I personally obsess over are the ones from the age where teams were small enough that the folks felt a connection to the project. For example, I'd really like to know more about the making of that Animorphs game.
And I'm surprised you said I didn't heap on the bile - I thought I was rather rude about some of them! (Again, Animorphs.) At the very least I hope I made it clear why I didn't like the experiences I had - though, looking back I always find my feelings mellowing as I'm able to contemplate the game design at my leisure without the dark cloud of frustration hanging over my head, instead of my indulging gut reaction to come up with smart-ass excuses why a game is bad (usually just because I'm bad at it).
Maybe we'll see each other around. The site isn't going anywhere...
On vacation with my wife (got married last month!) and decided to check out the site to re-read some old articles and lo and behold! That made my day, thanks Neko! (And hi, Ray!)
ReplyDeleteHi!
DeleteAlso congrats on your wedding.
Thanks so much! I’ll pass that along to Heather.
DeleteCongratulations, John!
DeleteAnd you're welcome!
Well, that was a fun review. I just wish at the end of it we would've found out WHO stole the orb, but I can imagine it would've been a long (and boring, it seems) journey.
ReplyDeleteThanks for reading! I'd forgotten how long this post was - it's kind of an adventure in itself, heh.
DeleteYou wouldn't want me to spoil the entire game for you now, would you?
The full game goes on for much longer beyond this, but unfortunately a lot of it is those labyrinthine forward/left/right/back castle type scenes. I'd gotten a little further in each of the different versions and I'd grown pretty fond of the game by the time I'd finished preparing the screenshots and choosing what parts to write about, but I had to draw a line somewhere. These aren't 'Let's Play's after all, more like 'hey, check what I found in this old box' discoveries.