| Bad
Mojo Redux
Review by MrLipid
December 2004
Happy Holidays!
Last December, some eight years after the initial release of Bad
Mojo, it was my privilege to offer a review
of this extraordinary title, easily one of the best adventure games
I've ever played. And replayed and replayed and, well, you get the
idea. Not that getting it to play was particularly easy. Over the
years, as the software and hardware upon which I attempted to run
it advanced, running Bad Mojo got progressively more difficult.
Born on Windows 3.1, The Roach Game insisted on QuickTime
2.0.3, a palette of 256 colors and a resolution of 640×480.
Dragging a modern systemor even a somewhat less-than-modern
Win98SE systemback to such primitive specs can be an adventure
in itself. Who knows, year after year, what other apps won't run
once all but the oldest version of QuickTime have been banished?
And what's with all those enormous icons?
This December, in what has to be one of the most unexpected holiday
treats in a long, long time, Got Game Entertainment, in association
with Pulse Entertainment, has brought Bad Mojo into the new
millennium. No more fussing with an ancient version of QuickTime
and no more dialing the color palette down to a mere 256. For technical
reasons, the best resolution is still 640×480, but that's
the only hint remaining of the title's age. And once you're at that
resolution, Bad Mojo will fill your screen and, in time,
perhaps the darker parts of your dreams.
If the rerelease had consisted of nothing more than restoring Bad
Mojo's ability to play, without excessive tweaking, on current
systems, that would have been reason enough to celebrate. But when,
especially with regard to celebrating, is just enough ever really
enough? Never! Fortunately, there's more and, in this case, the
more takes the form of the companion DVD, which includes all sorts
of goodies, including a section entitled "Goodies."
Stern Warning
If you have never played Bad Mojo, resist the temptation
to look at the DVD until you have finished the game. Or, if you
can't resist, confine your viewing to the "Hints" section.
Don't look at the "Making Bad Mojo" documentary,
and don't look at the "Goodies." Think of Bad Mojo
as a magic show and the other sections as peeks behind the curtain.
Do you really want to know how all the tricks were done before you
see the show? Enchantment is a rare state of mind and, when the
infrequent opportunity comes along to fall into it, I like it straight,
no chaser. Insights into how the machinery was arranged to produce
the effects, while endlessly fascinating, belong after the show.
And in the case of Bad Mojo, the insights are indeed fascinating.
Interviews with key members of the production team (Vinny Carrella,
Director/Writer; Phill Simon, Producer; Alex Louie, Producer; Larry
Chandler, Art Director; Dan Meblin, 3D Technical Director; Bill
Preder, Audio Engineer), supported by concept art, screenshots and
behind-the-scenes footage, detail, step-by-step, the process by
which the original idea was nipped, tucked, shaped and adjusted
to become the finished game. What emerges from the interviews is
a portrait of a team committed to listening closely to what the
game itself was saying about what it was and, of equal or perhaps
greater importance, what it was not. As a consequence, there is
nothing in Bad Mojo that feels out of place or tacked on.
The game's uniqueness may have less to do with its provocative content
than with the unwavering focus with which its concept was realized.
One Short Step for a Roach ...
Art is a matter of choice and, in the case of computer games, the
choices available often reflect technical limitations. Before Bad
Mojo was Bad Mojo, it was a technical question: how to
create a graphically rich game experience while not overwhelming
the data streaming capacity of mid-1990s CD players. The solution
was to come up with a small sprite-based character that would provide
the game with clues as to the direction of the player and allow
the preloading of backgrounds. Once the decision was made to make
the lead character small, the next question was what form it should
take. Would it be better for that character to be appealing or compelling?
Appealing would have been the easier choice. Fortunately, The
Roach Game crew made the edgier choice. Instead of turning into
a ladybug, Dr. Roger Samms would turn into a roach.
And so on down the path. If the lead is a roach, what's the story?
Where does the story take place? What sorts of things will the story
require the roach to do? Or, turning the question around, now that
the lead is a roach, how will the limitations of the lead shape
the story? What sorts of puzzles could a player, controlling a roach,
solve? And how should the player control the roach? If the direction
of the exercise is toward photorealism, what sort of interface would
make sense? Should there be any interface at all? And if there is
no interface, how will players figure out what to do?
Those who snapped up Bad Mojo during its initial release
had no trouble figuring out what to do. Use the cursor keys to drive
the roach. Those who snap up Bad Mojo Redux will find that,
in addition to the cursor keys, navigation can also be handled with
W-A-S-D or I-J-K-L. One other menu change: instead of the cursor
bringing up a Win3.1 menu bar at the top of the screen, the space
bar now brings up the main menu.
Extreme Makeover
To give you some idea of just how much better the new version of
Bad Mojo looks, here are two images, both captured at 640×480.
The image on the left is from the original 1996 game, and the image
on the right is from the enhanced 2004 version. Amazing what moving
from QuickTime 2.0.3 and 256 colors to QuickTime 6.0 and millions
of colors will do. Also, the game no longer insists on a specific
color depth or resolution before running. 640×480 is the ideal
resolution because it fills the screen and shows off the superb
detail in the environments through which you'll be driving the roach.
|
|
|
|
Old QT (click to enlarge)
|
New QT (click to enlarge)
|
The latest version of QuickTime is finally up to the graphic standard
of the original Bad Mojo. And with the QuickTime portions
no longer serving as chunky punctuation between the navigable areas,
there is nothing to break the moody spell of Peter Stone's superb
sound design. Stone found a line somewhere between processed ambient
audio and techno that remains fresh, arresting and utterly appropriate.
Just Go Buy a Copy!
For those who've never played the original, Bad Mojo Redux is
a must-have. Load it up and see what all the shouting was about.
For those who've played the Win3.1 version, Bad Mojo Redux is
what the game should have looked like and, when coupled with the
companion DVD, is the deal of the year. 
[an error occurred while processing this directive]
|
The Verdict
The Lowdown
Developer: Pulse Entertainment
Publisher: Got
Game Entertainment
Release Date: December 2004
Available for: 
Four Fat Chicks Links
Player
Feedback
MrLipid's
Original Bad Mojo Review
Screenshots

System Requirements
PC:
Pentium III 800 MHz
Windows 98/00/XP
System 9.0 (or OSX Classic mode)
50 MB available hard disk space
8x CD-ROM drive or faster
24-bit color video display
Macintosh:
G3 or better
System 9.0 (or OSX Classic mode)
50 MB available hard disk space
8x CD-ROM drive or faster
24-bit color video display
Where to Find It
[an error occurred while processing this directive]

Links provided for informational purposes only.
FFC makes no warranty with regard to any transaction entered into
by any party(ies).
[an error occurred while processing this directive] |