MrLipid's
Closet of the Odd
Force
Majeure II: The Zone
Review by MrLipid
February 2006
Force majeure
1 superior or overwhelming power
2 an unanticipated or uncontrollable event or effect which releases
one from fulfillment of a contractual obligation
What Tha ... ?
You're walking in a park, and the world suddenly comes unglued.
You find a tunnel and hide in it while the park and the world around
it are convulsed by an unanticipated and uncontrollable event, the
sort of unprecedented event that relieves insurers of the need to
pay up because, by definition, this type of event releases signatories
to a contract from the obligation to fulfill the contract's terms.
This sort of major event is better known as force majeure.
So begins Force Majeure II: The Zone, an interactive story
by Leo Nordwall. And a thoughtful, if brief, story it is. Nordwall
has used Adventure Game Studio as the engine for a graphically arresting
meditation on the nature of reality and memory and what relation
they have to each other. The Zone unfolds with a startlingly
spare visual style. A location may be nothing more than a single
heavily processed photo, underscored by a conversation conveyed
entirely in captions while slyly off-center music cycles in the
background. It doesn't seem like it should work, but, for me, it
did. I couldn't stop reading the captions, clicking to the next
screen, and solving the occasional puzzles.
Where Am I?
As a new inhabitant of The Zone, you have to figure out
what has happened to your world. At the same time, you have to figure
out if you are going to be able to leave The Zone and return
to the reality you took for granted.
Is The Zone a shifting mirage built of what you remember?
Is its emptiness an indication of how little attention you paid
when you were surrounded by the world of your previous life? If
The Zone is built of memories, what happens when, once in
The Zone, you begin to forget?
While some of this speculation recalls countless overly serious
late-night conversations in dorm rooms, Nordwall keeps it moving
by tossing in surprising side trips. One frame encapsulates the
heartbreak of office politics, set to a looping ditty that echoes
the sound of a clock methodically dispatching the seconds between
now and end of business. Nordwall is reaching, successfully, for
the satisfactions one expects from art: a combination of image and
sound that changes how one experiences the world.
Quibble, Meet Nit
Not every element in The Zone works. There is an extended
bit of processed video toward the finale that slowly loses its impact
as it unspools and starts to look like what it actually is. Still,
that's a quibble. For the most part, as you move from one location
to the next on your map of The Zone, the conversations that
tell the story are intriguing and the setpieces memorable. Nothing
like saying "Howdy" to a brain in a vat. Or facing off
against a crazed young fellow brandishing a pair of revolvers. Or
helping someone find a lost cat. Or meeting a lost love on the beach.
Zone HQ
The main website for The Zone provides amble opportunities
to sample both the game (there's a demo) and the soundtrack that
accompanies it (there are six representative MP3s). I am a big fan
of the Force Majeure Theme. Just happen to like the combination
of piano and whistling in a style that seems almost but not quite
like a mid-1960s Italian caper film.
The website also provides all sorts of background on the making
of the game and on the philosophy behind its production. Discover
the Scratchware Manifesto and how scratchware is to commercial games
what independent film is to major Hollywood blockbusters. There's
even an update patch that fixes bugs and adds some new material.
Extra Credit
I also recommend a look at this
site devoted to the VUE, or Violent Unknown Event, the event
that triggered the changes in the world that director Peter Greenaway
documented in his epic spoof, The Falls. The Zone and The
Falls have a lot in common. Both take an existing form and give
it a twist. The Zone looks like a game, while The Falls
looks like a documentary. Both change how one looks at the world. 
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The Verdict
The Lowdown
Developer: Verkligheter
Publisher: Verkligheter
Release Date: September 29, 2005
Available for: 
Four Fat Chicks Links
Player
Feedback
Screenshots




System Requirements
Windows 95/98/ME/2000/XP
Pentium processor or higher
32 MB RAM
DirectX 5 or higher
DirectX-compatible sound and graphics card
Where to Find It
Interactive
Arts $17

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