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Deja
Vu I and II: The Casebooks of Ace Harding
Review by Orb
Deja Vu I and II are classic adventure games, long out
of circulation and hard to find, originally developed for the
Mac by the same team that created Shadowgate, another early
Macintosh black-and-white classic updated successfully for Gameboy
Color. This is a brilliant way to revive classic early adventure
games that, based on sheer dated technology, are mostly unplayable
and lost to the memory of the greater collective adventure game
playing hive.
Was the color clean? Could all the action of an adventure game
fit into that little screen cohesively? Did I have to wear my
reading glasses? Is the Game Boy Color a viable adventure gaming
platform? A resounding yes to all of the above.
As far as the stories go, both are classic mystery tales. The
lead character is Ace Harding, and you play Ace from a first-person
perspective, exploring locales and talking to many characters.
Ace is a private detective of the Bogey variety. In Deja Vu I,
Ace is tracking down who killed a barkeep and bookie known
as Joey Segal (honestly, I can't think of a better name for a
shady character than to name him after the infamous Bugsey, can
you?). Ace has been framed for Segal's murder and must clear his
own name while rediscovering his identity as he recovers from
amnesia.
In Deja Vu II, after solving the first case (and there
is, by the way, a well-done segue from one story to the next as
you complete the first game), Ace is kidnaped by mobster Anthony
Malone (was the writer reading True Detective magazine
or what?), who tells him that there was $112,000 missing from
dead man Segal's books, and it's Ace's job to find it or else!
The design of the game is simple and very straightforward, as
it should be given the size of the GB Color screen. The best way
to describe this current incarnation of Deja Vu I and II is
8-bit Color Noir. There are small animations throughout the games,
trains moving in and out of a station, the sidewalks passing while
driving in a taxi, which are amusing and add some depth to the
design.
As far as puzzles go, both stories are fairly elaborate, so believe
it or not, there's plenty of inventory to find and use. One thing
really nice about the game is how well the designers did at setting
up the inventory and actions done so the gameplay was incredibly
smooth with them. Although there is a high learning curve at the
beginning, once the player has it down, it's very easy to move
around and use the inventory and solve puzzles. And the puzzles
are very clever, mostly inventory-based. There's plenty to do,
including playing games of blackjack and slots to gain money and
navigating a large number of rooms and locations. The outcome
of both games is definitely dependent on how well the player collects
and uses the inventory in them.
There is music, albeit very simple but atmospheric loops, which
does change based on what scenes the player is in, which I thought
was pretty cool for such a small package.
Although the game is old-fashioned point-and-click, I must say
a word about the design of this, how it was carried off. Movement
occurs with the Game Boy buttons; for those of you not familiar
with this, it is mostly just a pad that serves the same function
as the four arrow keys on a computer keyboard, plus one button
to execute the choice on the screen you've landed on (one of the
console's buttons is not used for these games, which keeps gameplay
simpler). To accomplish the usually complex gameplay of an adventure
game, the designers cleverly put small action icons across the
bottom of the screen to click on, which are pretty much the same
thing as some earlier third-person LucasArts games such as Indiana
Jones and the Fate of Atlantis and Day of the Tentacle.
These, however, are not labeled by name but by symbol to save
space (a mouth for speaking, a wrench to signify using a chosen
itemyou get the idea). And while this does give the screen
an incredibly clean look, it does also bring about the learning
curve I mentioned above. Dialog is delivered as text on the screen
when a character is encountered or storyline furthered or inventory
described.
The game has some nice features built in. You cannot throw away
something you'll need later. (I tried just to see and was chastised
by the game.) If you die or get thrown in the pokey, the game
offers the player the choice between quitting or starting just
before the mistake, a game function I'm not ashamed to admit I
made good use of. It also has three save game slots.
There's also a small map window on the right side of the screen
that shows the player where all the doors/exits are in the room
he/she's in, and the map can be used to navigate between screens
rather than pixel hunting for an exit. This would be okay for
me in any adventure game, but how this fits in on the screen
while still maintaining the clarity of the locations visited is
quite marvelous. And there is a wonderful two-click save function
that keeps the game from losing any of the immersiveness it gains.
Infinite Ventures has a website
with hints for the player done in a similar fashion to a UHS file.
This is basically the joy of playing a classic eighties-era game
in the palm of your hand, and two full-sized adventure games for
the price of one to boot. It is very addictive and made me stay
up way past my bedtime. Plus I can take it with me anywhere I
feel like gaming, and how many adventure games can you say that
about? I'm happy to say that Game Boy Color is a more-than-viable
platform for adventure games, especially if the games are done
as cleverly as these. 
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The Verdict
The Lowdown
Developer: Kemco and Infinite Ventures
Publisher: Vatical Entertainment
Release Date: 1999
Available for: 
Four Fat Chicks Links
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