Ronan O’Conner has just been murdered. His body now lies
bleeding in the street surrounded by investigating police officers. He’s been
thrown out of a window and shot numerous times in the chest. Yet, in the time
between these two instances – that of being thrown from the window and the gun
shots rupturing his ribs – Ronan has a chance to reanimate his body. I say
reanimate because at this point Ronan is a ghost standing over his himself,
helplessly muttering in disbelief. At
that very moment, as Ronan struggles to come to terms with his current
situation, his killer approaches, gun in hand, moving purposefully forward to
finish off his victim. Ronan jumps back into his own body hoping to - and suddenly the player is in control – they
are tasked with lining up Ronan’s ghost limbs with those of his physical body
in a desperate attempt to bring him back to the physical world and take some
action to stop his killer – but. But there isn’t enough time.
Murdered: Soul Suspect opens, in my opinion, with an exciting
proposition. Firstly it’s a thrilling start to a story (a man struggles and
ultimately fails to prevent his own death), but also, from a gameplay
perspective, it signals the players departure from the physical world of the
living; meaning that for the rest of the game the player will be a ghost, able
to walk through walls and remain unseen by the majority of the game world’s
population. Unfortunately, in neither of these two areas does the game really
deliver on its initial ideas, especially in terms of gameplay.
Thankfully its story and setting do provide some interesting
ideas – even if they also regularly fall into detective story clichés. It’s a
frustrating game which in so many ways feels unfinished. But I did gain quite a
bit of enjoyment from it not least in that it tries (at times) to give the
player something distinctive. Unfortunately, most of its originality is over
shadowed by the game’s contradictory reliance on extremely boring tropes – most
barefaced of which is the “collect-a-thon” nature of its core gameplay and
narrative exposition. And yet, even this aspect of the game – which is
outwardly dull - I found of interest and, to begin with, quite compelling.
However, I think it’s worth mentioning the setting to begin
with. Why am I struggling to think of another game set in the town of Salem? Of
all places, Salem seems to me like the ripest setting for a schlocky
horror/detective videogame. But Murdered doesn’t
merely use its location as a quick and easy way to set up a witch based murder
mystery. The setting and the central narrative device – that of our protagonist
being a ghost – allow for the town’s notorious past to take up residence in the
present day. Ronan, now being among the dead, can see ghosts of both humans and
the buildings of the old town. As such, when wandering around Murdered’s hub-world we run into
reminders of the past at every turn; from ghosts regretting their last moments
among the living to spectral buildings forever burning in the flames which
finally consumed them. This produces a remarkable sense that Salem is a town perpetually
haunted by its past. At once a modern town filled with cafes, Museums, and
Police Headquarters and, at the same moment, shadowed by murder, regret, and 17th
century paranoia.
Reminiscent of the way in which horror stories tend to
literalise psychological fears (most notably in this instance the influential Silent
Hill series of videogames), Murdered’s
Salem literalises the presence of the past in modern day America – hidden from
sight but still visible to those able to look deeply enough (and, in this case,
by being a ghost). The ghostly presence of Salem’s past in the hub-world
contrasts with the more standard mode of exposition carried out by the numerous
historical plaques situated throughout the town. They are collected, like
everything else in the game, by identifying their shiny glow (a burgeoning videogame
trope of its own) and pressing X. They outline specific instances of Salem’s
witch trial history and, along with a level which takes place in the town’s
Museum, they depict Salem as a place very much in touch with its notorious
past. In fact, when playing through the level in the Museum the player is able
to appreciate how modern people engage with the exhibition – visitors
displaying shock, disgust, and an overall empathy with the victims of the
trials.
So, the past here isn’t as repressed as we might expect from
a horror game. Rather the town seems to be doing its best to come to terms with
its history. Elsewhere the game develops this theme of coming to terms with the
past by introducing side missions in which Ronan helps out ghost like himself;
stranded in the purgatory of haunting the living. Ronan and the player are
tasked with finding evidence (again collecting shiny things) which can give
some closure to the confused ghosts. There is a strong sense that one must come
to terms with the past before one can move on with life (or death).
In contrast to these side investigations are the rather more
disturbing instances in which Ronan talks to ghosts unable or unwilling to
progress to the ‘other side’. These are typically delinquent characters who have
pursued some reprehensible thoughts or ideas throughout their lives and are
either happy in their ghost form or, perhaps, fear the retribution which might
meet them ‘hereafter’. In any case, they represent the opposing side to the
game’s general message of reconciliation and resolution. This opposing
principle is magnified in our main villain, whose refusal to reconcile with the
events of the past leads them to commit terrible harm to those in the present.
It’s a reasonably positive message to take away from the game and speaks also
to the way it presents history. If we refuse to reconcile with our past (as a
person or as a country) we end up in a kind of purgatory, unable to move
forward – or worse: doing harm.
The theme of resolution can also be related to the
overarching obsession this game has with collecting shiny things. While this
game mechanic gets old very quickly (seeing as it felt old before this game was
even made!), I did manage to enjoy the way it matched up with the ‘police
investigation’ narrative. The whole game is a series of police investigations
(broken up by a mundane stealth-thing which I found either overly easy or
incredibly frustrating). In each investigation Ronan must find and look at
(pick up – I guess – maybe remember) each clue. This is reminiscent of ‘point
and click adventure’ puzzle games but without the lateral puzzles; or at least including
a very simple form of memory game. Once you’ve collected (pointed at and
clicked on) all the requisite evidence you are then able to pick the most
prominent pieces of evidence to the case in hand and, in doing so, induce in
Ronan some kind of psychic flashback (the more I think about the core mechanics
of the game the harder it is to recommend).
In any case, this whole method of finding and processing
evidence in order to understand and help people around you links to game’s
general premise that the truth must be faced up to. Coming to terms with the
truth of one’s past is compared to how one must build up a case through
evidence in order to understand the truth of a given situation. This is
literally the case in many of the side-quests which require Ronan and the
player to gather evidence which will enlighten the ghost you are helping to the
circumstances of their death. Once they better understand their last moments on
Earth the better they are able to understand their past lives and move on to
the future.
At first this appears to be a refreshingly positive (though
somewhat self-helpy) message for a videogame to promote. Issues do arise
however when the game asks the player to put this into practice via the game’s
central “evidence puzzle” mechanic (copyright Joe Smith 2015). It may, on
paper, be reminiscent of the Phoenix Wright: Ace Attorney series of games,
which required the player to deliver notable evidence at crucial moments in a
trial. But whereas that game somehow managed to make that task into something
unnaturally exciting, Murdered does
the opposite. The player must simply choose, out of all the evidence collected,
which are the most important, select them, and there we go. That’s it. There is
no excitement to this part of the game, nor is there any in game penalty for not
just guessing the answer (which at times, due to the unintuitive framing of a
couple of the puzzles – and my own impatience - I stooped to).
But let’s not do this admittedly poor approximation of
interpreting evidence a complete disservice. I would argue that what the
designers were trying to achieve here is actually quite ambitious. In a game
where violence is spurned in favour of the power on the human mind to propel the
events of the game, this is at least an attempt to ‘gameify’ that action. It is
essentially trying to simulate the thought process of a person connecting ideas
together, which is a pretty great idea. And once again it reveals the game, at
heart, to be about finding and using the truth of a situation to move forward.
It’s just a shame that it comes across as terribly simplified and lacking in
quality as an actual game mechanic.
Curiously, in a game about the supernatural, this is really
a game about finding the truth and coming to terms with that truth. Despite
being about brutal murders, both present day and historical, it is positive
about our capacity to overcome such things. In this respect, and in ways stated
above, this game is actually rather ambitious. It is an ambition hidden under
outwardly facile gameplay, but, if we look closer, I believe the evidence is
there for us to find.
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