I creep along the dark winding 
      tunnels, desperately trying to find a way out of here. There are so many 
      locked doors, and behind them are most certainly supplies I need. It is so 
      dark in here though, and while hiding from the lurking dogs and avoiding 
      the skittering critters, it is so easy to lose my way in the many twists 
      and turns. Why, oh why, did I ever pursue this quest? A letter from my 
      father, dead these thirty years, told me about this place. Foolishly I 
      have come to unravel the past, and in doing so, may lose my life or at 
      least my sanity.
      It’s a game. It’s a game. It’s a game. You must keep 
      telling yourself that. Send kudos to the game developers for creating a 
      convincingly spooky and palm sweaty atmosphere. From running through the 
      brightness of the ice blizzard to tumbling down into the mine, from 
      disjointed notes and clues scattered throughout the winding darkness of 
      the tunnels to the ambient sounds of hostile creatures -- all is effective 
      for placing you in a discomfort zone.
      If that is all the developers were trying to do in this 
      first episode of a trilogy, then they have succeeded. However, if they 
      meant this to also be fun – for me it wasn’t. I can see raising the 
      heartbeat during a few instances in a game to flesh out the story. Here, 
      though, was a steady diet of action and discomfort. Much of the discomfort 
      comes from the controls. In using them, I felt like I had my strong hand 
      tied behind my back, and I was trying to thread a needle using only my 
      weak hand. (More later about the controls.) 
      “I don’t like 
      spiders and snakes,
      And that 
      ain’t what it takes
      To love me,
      Like I want 
      to be loved by you”-Jim Stafford (from the song Spiders and Snakes)
      First, this is not an adventure game, and I don’t care 
      who says it is. This is an action adventure game. Or perhaps one could 
      just call it a horror game, which is also fitting. It does have the same 
      feel as the Silent Hill games, and if you are a fan, then you may well 
      find this an enjoyable romp. Or maybe a Crystal Key game turned into its 
      nightmare counterpart. But I can’t call a game an adventure game when half 
      of the time you are running, sneaking, fighting and being attacked by 
      horrific creatures. The screen view is clumsy during combat and you find 
      yourself fighting air. What’s more, your character is so useless that if 
      he LOOKS at said creatures, he becomes faint and the screen blurs. Enough 
      already!
      “Heroics are for Hollywood actors and fairy tales”- 
      Penumbra
      On the plus side, there are no sliders for those who 
      don’t like them, and the puzzles are quite simple. Most of them consist of 
      finding a way into locked rooms (without becoming something’s meal du 
      jour), discovering notes left by former occupants, and using clues left in 
      the notes to make machines work or to put together various paraphernalia 
      to aid in your escape. It was interesting to read the notes, and of course 
      they did give the game a story line.
      Besides the notes, there is scant story to the game, 
      which I admit is a personal peeve of mine. The developers seem to have an 
      interesting story line envisioned, but they don’t follow through (at least 
      in this episode). Who this character really is, and why we should care 
      about dragging him through endless tunnels when he wants to hide his head 
      and refuse to look at what is about to eat him alive -- these things 
      remain a mystery. And yes, you could consider the mine a big maze to 
      explore for most of the game. I did say endless tunnels, and maybe that is 
      not quite accurate. The game is rather short. It took about ten hours to 
      complete. I’m not certain how much of that time involved getting turned 
      around when fighting or hiding and then running in the wrong direction.
      
      I didn’t fail the test, I just found 100 ways to do 
      it wrong”- Benjamin Franklin
      You can’t save at will. Your game is automatically saved 
      at certain checkpoints, or when you click on artifacts. Thus, when you 
      continue the game, you are taken back to the checkpoint or artifact. If 
      you are unable to successfully navigate to the next save point, of course 
      you are going to repeat steps. Because of the awkward camera angles, the 
      inability to look at what is attacking you without becoming weaker, and 
      the control scheme, you should expect to die and repeat steps with some 
      regularity. You can hide rather than fight, but this becomes a chore, 
      staring at the game screen for dull moments wondering if you can venture 
      forward. Perhaps it is possible to hide from every single opponent, but it 
      wasn’t possible for me. I detested the necessity of killing dogs (no 
      matter that they were psychotic), and didn’t appreciate the associated 
      gore. What’s more, without writing a spoiler here, there is a later 
      opponent that can kill you in the blink of an eye. Back to the checkpoint, 
      and try, try again!
      There are also three difficulty settings, which change 
      the strength of your opponents but not the difficulty of the puzzles.
      
      “I hope that the meager food rations here will keep 
      me alive” - Penumbra
      There isn’t much dialog, but for what there is, the 
      quality of the voiceovers is very good. The music and the ambient sound 
      are also very good and fit the game well. The scratching of insect feet 
      and the moaning of the dogs will fray nerves.
      The graphics likewise suit the game -- very dark and 
      gloomy. The sense of abandonment is intense. The use of shadows as you use 
      your light source is convincingly real. What shows up in the light is 
      sometimes rather subpar, but I haven’t forgotten that this is a small 
      group of developers working on a limited budget. 
      “One point of curiosity is some kind of 
      archaeological find, an artifact buried in the earth”- Penumbra
      In regard to the aforementioned controls, there is at 
      the same time a cause for congratulation and a melancholy wish that there 
      could have been better implementation.
      You play the game from a first person perspective, 
      utilizing the WASD buttons for movement, and various keyboard keys for 
      additional actions. However, an innovative measure has been taken here, in 
      that you use the mouse for specialized and realistic interaction with 
      objects in the game. Quoting from the manual, “Almost all interaction in 
      Penumbra behaves in a physically realistic manner…You grab an object by 
      pressing and holding down (the left mouse button). To let the object go, 
      just release the same button.”
      This level of physical realism is something different in 
      a game, and at first it was fun to explore in this manner. Drawers to be 
      opened and closed, items to be picked up and flicked aside, much to be 
      explored in this new way. Indeed if this were an adventure game with an 
      adventure world to explore and no timed or combat elements, this might 
      have remained an appreciated and welcome innovation. But things don’t 
      continue to run smoothly using this type of interaction. A hatch is sticky 
      and time is running out. A hammer can’t be wielded in a physically 
      realistic manner to protect life and limb.  
      “Perhaps this mine really is cursed”- Penumbra
      All in all, I saw Penumbra: Overture as an 
      intriguing first effort from a small group of developers who are scheduled 
      to make two more episodes to round out the game. I wish that Episode One 
      could stand alone, and that it had some sort of resolution. I wish a lot 
      of things, but mostly I wish that it had not been called an adventure game 
      when it isn’t. As an action adventure game it shows promise and may 
      ultimately succeed. However, due to its many action elements and inherent 
      problems, I can’t recommend it to adventure game players.
      Grade: C
       
      May 2007
        
          
            design copyright © 
            2007
            
            GameBoomers
            
            Group