Midnight Nowhere Game
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Midnight Nowhere Game
Haha actually it's not an intentional reference to that song :'D I came up with the title randomly when I was thinking fake book names for my previous game. And when I googled it to see if it is used somewhere, of course google suggested that song too, so I thought it can also be reference to that. I guess that song was somewhere in back in my mind.
You know a game is trying really hard to offend you when the opening scene has the lead character mumbling about a dead woman in a body bag having great tits. From the casual swearing to the pilfering of batteries from dead women's vibrators, the developers of Midnight Nowhere try so ridiculously hard to offend you that it almost becomes quite endearing after a while.
I stress the almost', because the end product is a tactless, laboured point-and-clicker riddled with fundamental gameplay flaws. When you get stuck, it's not because of the game's intricate puzzles - it's because there are invisible, unmarked pockets on a dead nurse that are as tiny and unclickable as a gnat's chuff. Puzzles are illogical and so frustrating that I guarantee that no-one will complete it without cheating. Or having a nervous breakdown.
There's no denying the atmosphere is intriguing. I honestly tried to enjoy the gratuitousness of the whole thing, but unfortunately, the game wouldn't let me. It's dull, mistranslated, claustrophobic (in a bad way) and thoroughly aimless. No amount of naked women adorning the walls can disguise the fact that Midnight Nowhere simply isn't much fun.
But our favourite crispy Kellogg's morning snack sat still and soggy at the casual mention of "a dash of necrophilia" in the second paragraph of the press release. Oh ho ho. Just wait until The Daily Mail gets its hands on this one. We certainly are preparing ourselves for "the most disturbing game of the year", as well as the inevitable "Ban this sick filth" knee-jerk shock reports as word gets out. That's fine - that's what UK publisher Oxygen wants.
So here's the premise: "You wake up in a mortuary, zipped into a body bag. Corpses lie scattered all around you. You remember nothing... But the nightmare has just begun. "Midnight Nowhere" will immerse you in an atmospheric world of horror and suspense, in which even death offers no release." So even if we kill ourselves we'll still be forced to review this game? Now that's marketing.
If Tobe Hooper was thirty years younger and grew up with videogames, he'd have probably dreamt up a stomach-churning concept such as this. Think Resident Evil shafting the still-warm corpse of Silent Hill and you're probably somewhere near to the sinister direction of Midnight Nowhere.
Set over 2 CDs and featuring 150 rather attractive looking pre-rendered locations "packed with fiendish puzzles" that apparently are logical, (though we fear for our brains when the review code turns up), but will ominously take an estimated 48 hours to play. Shit, the press release even warns us the "many of the puzzles are extremely difficult, and the game could take much longer". Call the cops! They're trying to rape our feeble brains with lateral thought buggery! I feel decidedly uncomfortable. Time to lie down. Actually, better not. They might think I'm dead.
It's hard! The gameplay's the usual combination of exploration, examination and experimentation. You scrutinize each area of the gameworld in order to find clues, tools, and so on that allow you to solve puzzles, progress to new areas and work out the plot. The puzzles are set to be tricky. The developers reckon it takes ten hours to play through - but they know the game, so it'll actually take much, much longer. But, one of the nice things is that the puzzles, however hard they are, do actually make sense. The game doesn't throw absurd puzzles at you, and the solutions may be a swine to work out but they are logical.
Actually, the setting and the feel of the game are the strong points. There's a really warped feeling to the game, with some quite twisted imagery and dialogue. Since we announced the game's release and started showing it off around New Year we've had a really bizarre amount of interest in it from strange quarters - everything from horror websites wanting to host galleries to a fetish club wanting to use imagery for its fliers. There aren't many games which you can honestly say feature necrophilia in their plots. [Indeed -Ed].
No-CD & No-DVD Patch troubleshooting: The most common problem getting a No-CD/No-DVD patch to work is ensuring that the No-CD/No-DVD patch matches you're game version, because the games exe is changed when a patch update is applied previous versions won't work.
If its an older game you are playing and you are running Windows 7 or Windows 8 it may not work, if you right click the .exe file and choose Properties and then Compatibility you can change this to run in Windows 98/ Windows 2000 etc. You can find more information on the Beginners Help page here
Mightnight Nowhere is a point-and-click horror story from the developers of Jazz and Faust, Russia's Saturn Plus. The adventure begins as players take the leading role of a man who has just awakened in a morgue, surrounded by unceremoniously strewn cadavers, with no recollection of who he is or why he is there. In his long journey toward finding answers, the unfortunate hero faces a variety of puzzles, and interactions with a number of strange characters, in more than 60 different environments. The game features fully animated 3D characters against hand-designed interactive backgrounds. High-resolution cut-scenes help move the story forward at key points.
Traditional point and click with a third-person perspective, Midnight Nowhere is the latest game from Saturn+, who also brought us Jazz and Faust. The game's premise - figure out who you are and what's been happening and get out of your current predicament - is a simple one, but don't let that simplicity fool you. On the way to puzzling various conundrums, you'll witness vast amounts of carnage, gore, nudity and some truly odd attempts at twisted humor. This ain't yo' mama's adventure game, so viewer discretion is advised.
Gameplay consists of the usual adventure gaming suspects: riffling through desk drawers, reading other people's mail, chatting up a few NPCs, frisking lots of dead bodies and hunting up keys ... lots of keys. You won't find sliders, mazes, towers of Hanoi or variations on memory games, just a treasure trove of doors needing keys. (There's even that old paper-under-the-door-poke-the-key-out-from-the-other-side-with-a-pointy-object "puzzle"!) You'll spend so much time looking for keys even the hero of the game will comment on all the locked doors. I think they should have called the game Doors to Nowhere or Key Hunt because that's how I felt after the umpteenth hunt for yet another key to open yet another locked door.
Oddly, movement in Midnight Nowhere is node-based - the cursor changes into a glowing green arrow - instead of the scrolling or panning usually associated with third-person games. As a matter of fact, there is no panning at all in this game. It's as if the game originally started out as first-person and somewhere along the way they slapped an avatar in front of the backgrounds. Literally. There were times I couldn't see where on the myriad bodies I was searching because our intrepid hero was always standing directly in front of whatever I needed to see, which brings us to the first nit to pick: hotspots.
Midnight Nowhere's hotspots are plentiful - some objects even have multiple hotspots - but they're not always conducive to helping you solve the issue at hand. Instead of the newer interactive cursor, the game is something of a throwback to "days of yore" in that it offers four icons that you manually choose in order to interact with your surroundings: look, talk, pick up, and touch/use. (Later in the game, you'll receive a PDA as a fifth icon.) What would normally be a good thing - lots of objects and bodies to search - is turned into a tedious click-fest due to the fact that if you don't have the correct icon selected, you won't get a hotspot "hit." There were a number of times where I knew what needed to be done, but the odd comments from the hero coupled with the icon issue invariably convinced me that my logic was flawed and halted my progress. In a couple of instances, not even having a walkthrough helped negate the problem.
I mentioned finding a PDA. Its purpose in the game is to record various clues as you progress through the rest of the game; however, be warned that it only records about 5% of the clues in the game, and whoever provided the handwriting for it used his feet and a fried chicken claw as writing implements. In one instance, the code for a door (what else?) is recorded incorrectly, causing all manner of violence on the part of this gamer. With another clue, at least one of the numbers appears to be written backwards!
Visually, Midnight Nowhere is ... pretty ... what an odd adjective given the game's sinister undertones. The prerendered backgrounds are almost photorealistic and wonderfully dark and foreboding. Gallows humor posters are prevalent throughout the corridors; rooms are shrouded in shadow, ransacked and bloodstained. In one room, a large blood smear went on for three screens, and I wasn't sure I wanted to find out what made the smear. Speaking of posters, I should mention that some of the posters are soft porn in nature, and I still haven't figured out why. I'm pretty sure in most metropolitan morgues, you won't find posters of naked women decorating the hallways, but I could be wrong. Was I offended? Not in the least; although I'm still trying to figure out what they had to do with the story.
Apart from the first paragraph, have you noticed that I haven't said much about the story itself? It's tough to talk about this game in specifics without giving away some of the story. When I wasn't fighting the interface, I thought Midnight Nowhere sported a decent narrative. Sure, it had plot holes big enough for a double tractor-trailer truck, but it still had a twisted, gritty slant to it. No talking rabbits, visitations by aliens or slackers looking for love in all the wrong places.