| Time Stand Still
Review by Enigma
November 2006
Have you ever wished you could travel to Sweden? I certainly have,
and I feel as though I've done that with Mikael and Eleen Nyqvist's
fun little games Remedy,
Hope
Springs Eternal and now their newest, Time Stand Still.
The title of the game is grammatically correct ("stand"
is an imperative), as you learn during the game while snooping into
the mystery surrounding a possibly haunted house.
The Nyqvists, who clearly love adventure games, decided to produce
their own using Adventure
Maker software, and they came up with a nifty idea: take photos
of their own Swedish home town, enhance them in Photoshop to make
them look like watercolor paintings, and build their games around
these. In their games, we stroll around Norrköping's lovely
gardens and parks, colorful houses and town buildings, meet nice
people and a few quirky ones, tinker with some fun if somewhat conventional
puzzles, and try to solve a detective-style mystery.
So You Want to Be a Detective?
This is another "Carol Reed Mystery," as are the previous
games. Carol is a young Englishwoman who has relocated to Norrköping,
Sweden, where she runs her own one-woman detective agency. This
time she tackles a case that will delve into a dark side of Sweden's
past, when the nation was neutral during World War II. It seems
that things are going bump in the night in a house built by Sweden's,
and the town of Norrköping's, great architect, Carl Bergsten.
Is the place haunted? Carol will investigate while the owners are
away on vacation to warmer climes.
As she snoops, Carol finds information that leads her to investigate
the past, including a poignant illicit love affair that apparently
had lasting consequences. Along the way, she learns about Carl Bergsten
and visits an interesting museum exhibit devoted to him, walks down
lovely park lanes, searches old newspapers, finds hidden and lost
keys, and talks to folks.
She'll find puzzles that will yield clues to the mystery and objects
that open up new gaming areas. Sometimes she'll investigate a large
area just to find one small item, but there are usually lots of
interesting things to see while she's doing it.
Old-Style Pure Adventure Gaming
The game is first-person point-and-click, retro style with off-screen
voiceovers from "Carol" and on-screen voices over still
photos of other characters. You converse by clicking on conversation
options, and all speech is fully subtitled. Entry into new game
areas comes via a clickable map that adds locations as Carol finds
them. The game loads completely onto the hard disc and plays perfectly
without the CD, always a nice feature.
In Time Stand Still, navigation has become much easier than
in the first two games. Only a few times did I find myself a bit
lost on the screen in this game. However, it's easy to miss whole
areas, and crucial inventory items, unless you turn exactly the
right way, so players must remember to always, always visit every
possible node allowed by the game. You'll miss some nice eye candy
if you don't, anyway.
Because it's a detective story, the game is necessarily linear,
but in a few cases you don't have to adhere to strict order. I learned
that I'd done several things much earlier than they appear in the
walkthrough when I consulted it. You can wander around the major
areas of the game at will and return to them at any time, although
a few minor areas appear and then disappear from the map when no
longer needed. You can repeat dialogue as long as you're still in
the area where the conversation occurred, but you lose that option
when you leave. Several times, in out-of-the-way places, you collect
items that must be used to solve later puzzles, mostly inventory-based.
Inventory management is easy. Very little note-taking is necessary,
although at one point you had better spot and note down the clue
to a major puzzle, or you'll have to go through plenty of backtracking
to find it again.
(Or you can sometimes save and use the puzzle bypass option, see
the solution, then reload and go back to the puzzle, but that's
really cheating, isn't it?)
Yes, major puzzles, mostly of the manipulative type, come with
a bypass option, which is a much appreciated feature, although if
you use it you won't get all of your stars when you finish the game.
Stars are awarded for completed puzzles, to give stalwart gamers
a little reward.
Even those major puzzles are not terribly tough, although you do
have to play with them a bit to discover how they work. One, for
example, is an easy game of concentrationbut that's not immediately
apparent when you first encounter it. One involving an old pocket
watch has several layers that were nicely done. Another is a music
puzzle, dreaded by many gamers. I think this one offers enough visual
clues that even mildly tone-deaf players can solve it, as you can
easily limit it to three options and then just hack your way through,
but the bypass button is there for the truly deaf, and they will
need it.
The inventory puzzles and some of the others are quite well integrated
into the gameplay. Most are logical. A few, though, seem to be there
just because adventure games are supposed to have puzzles, with
the excuse that Carl Bergsten liked puzzles. That's fine by me.
I like puzzles too. These, while fun, will not take hours to solve
by any means.
In short, the gameplay, while completely conventional, is entertaining
and works well.
But ...
That Was It?
The game has flaws. Stuckness is a certainty if you miss something
small, for example.
Most seriously, and this is hugely serious, it abruptly ends just
as we're starting to close in on the central mystery: who or what
has been haunting the house? Without giving away the ending, I'll
simply say that we players aren't given enough latitude to solve
that mystery by ourselves. Likewise, another interesting, minor
plot thread about a decades-old murder comes to a sudden, far-too-early
end.
The Nyqvists spend plenty of time developing an intriguing background
story, then don't allow players to use that knowledge to piece together
an intriguing solution to their mystery. Frankly, their quickie
solution is a complete letdown.
The major problem here is that the game's story, actually the game
itself, is only about two-thirds finished. That was the major flaw
in Remedy and Hope Springs Eternal as well. The Nyqvists
really need to work on completing their plots, starting from the
end and working backwards, scattering clues for players to find
and build upon throughout the game so that the puzzles and story
merge together into one satisfying, complete game. Instead, it feels
as if they spend their time on lovely graphics and fun gameplay,
then tack on a brief explanation when they feel they've done enough,
as though their story were only a peripheral excuse for the gameplay.
But in their chosen genre, mystery, the story, especially its ending,
is centrally important.
Well. They've attracted attention with these first three games,
so let's hope their next effort will allow them to create a more
complete, more finished product.
But the rest of the game is much more satisfying than its lame
ending.
On the Bright Side
Eye candy has always been a major aspect of graphic adventures,
and this one has it. As with the two previous games, one of the
most enjoyable aspects of Time Stand Still simply is the
town of Norrköping itself and the way the Nyqvists have portrayed
it. The watercolor effect they have used to enhance their photos
seems toned down from the previous games, and I rather liked that.
It's still a nice effect but allows the town to stand on its own
more than in the first two games.
Another aspect of their photos that I eventually came to appreciate
is that the Nyqvists don't erase the ugly stuff. If an area has
an unsightly metal railing, or stains on the cement, or flotsam
at the edge of the water, there it is on the screen. The town may
be watercolored, but it isn't whitewashed. This is the real town
of Norrköping, warts and all, and it's very pretty even with
the warts. That honesty helps players believe we're really there,
in the real place. It was the right choice.
As in Hope Springs Eternal, we find some humor in the game.
A pierced and tattooed caretaker with a definite personality deficiency
reappears here, adding a chuckle or two. Jonathan Boakes, who thankfully
seems to be supporting nearly every independent adventure developer,
does a bit of voice work. A few nods to the "Just
Adventure" site pop up, in the forms of a photo of Randy
Sluganski and a newspaper article by that famed Swedish journalist,
Ray Ivey. There is another surprise or two for adventure veterans.
Occasionally, some Jonathan Boakes-style sound effects insert a
little flush of fear into the gameplay. As you're in a possibly
haunted house, these work nicely. There's one well-placed jump-in-your-chair
moment involving someone you don't expect to see. And Mikael Nyqvist's
original music enhances many areas of the game.
And who wrote that achingly sweet love poem? It lifts the story
to a higher level.
Oh, and there's also that hunka-hunka Swedish gardener with whom
you get to spend quite a lot of time. Norrköping ain't the
only eye candy in the game.
There Is Joy Here
Somehow the Nyqvists' simple joy in what they're doing seeps through
into the game. That's a major part of its appeal and makes their
work rather special. This isn't a slick moneymaker from some bottom-line
developer. It's a true labor of love. That's how adventure games
started, and it's refreshing to return to that level of care even
if the game has some rough edges. The beautiful photo technique,
for example, demands the slideshow presentation. The puzzle bypass
option demonstrates the Nyqvists' concern for their players.
Voice work is resolutely at amateur level, but, believe it or not,
that works. The Nyqvists cast their friends in these roles. Normally
I rage against poor voice work, but my rage is aimed at sophisticated
developers who easily could use real actors but don't care enough
about their product or their customers to do it. This is a game
produced on a shoestring budget that relies on imagination, hard
work and kind, helpful friends. The Nyqvists' friends simply come
across as the real inhabitants of Norrköping because that's
what they are. It's difficult not to enjoy them. Their amateur quality
actually enhances the home-like atmosphere of these games.
Even with its underachieving storyline, Time Stand Still is
immersive and truly enjoyable while it lasts. It's an entertaining
and improved product from this family-and-friends team, who should
be encouraged to continue developing their work. It deserves a "thumb
up" for loving effort at least. It's fun, pretty, involving,
and has some entertaining puzzles that aren't too easy, aren't too
tough. Plus, you visit a charming town and feel as though you've
really been there.
It's very sweet and I liked it. If I ever met the Nyqvists, I think
I'd like them, too. 
Please visit our
forum to discuss this game
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The Verdict
The Lowdown
Developer: MDNA
Games
Publisher: MDNA
Games
Release Date: October 2006
Available for: 
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Player
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System Requirements
Pentium 1 GHz
128 MB RAM
8 MB video card
800 MB free hard drive space
Windows 98/2000/XP (2000 or XP recommended)
Where to Find It
MDNA
Games $18 (includes worldwide shipping)

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