There is no game like this today

PeteRoy

Senior member
Jun 28, 2004
958
2
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www.youtube.com
Atlantis The Lost Tales, a quest game from 1997, a game that besides being fun to play also has something missing in todays games, it gives you another perpsective about life, people and knowledge, the story has ideas that you games don't usually give you.

I bought it back when it was released in 1997 and I loved it, playing it today on Virtual PC 2007 I find that even now I still appreciate it as much as I did 13 years ago.

Now that I play it again I decided I will record it and upload to youtube since I haven't seen anyone else do a full playthrough in english of this game.

I already have all the files ready to upload but my connection being slow I can only do a few uploads a day while im at work

here is the playlist of what I uploaded
 

digitaldurandal

Golden Member
Dec 3, 2009
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I disagree. There are plenty of games that attempt to give some life lesson or perspective about people. Many of the latest RPGs have a lot of relationship building in them, and messages about sacrifice for a greater cause (not that I necessarily agree with all of these messages) or about selfishness.

I think back to games such as Fable, Dragonage, Bioshock to some degree.

I have never played Atlantis The Lost Tales and to say I am going to would be an outright lie, so could you please describe to me how it taught you a life lesson. Give a for instance so that I can more aptly compare it to my experiences.
 

PeteRoy

Senior member
Jun 28, 2004
958
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It hasn't taught me a lesson but it has given me another take about life, the last part of the game shows you how mankind can be distracted by the knowledge and how knowledge is like fire, which can be used for good or evil.

It delivers this in a way no other game does it today and I have too played many games and I just wish new games would come out that has this sort of thing.
 

Zenoth

Diamond Member
Jan 29, 2005
5,202
216
106
I also disagree, of the latest games I've played which explored human nature, went in deep in philosophy and perspectives of life via various context and subjects, I can easily name Mass Effect, Mass Effect 2 and Dragon Age: Origins, not to mention that such games are supported by phenomenal voice acting, and the main character(s) along with your party members or even "lesser" figures all have unique personalities, most of them being well crafted to the point of sincere attachment to the virtual, suspension of disbelief or not.

What I would say isn't that there's no "games" like this anymore nowadays, but that there isn't many developers willing to, talented enough for, and/or having enough time and resources to create such profound games, to that yes I would definitely agree, but there still are a few jewels from time to time, the only "problem" (if it is one) would be that they often come from the same developers (I myself don't think it's a problem, as long as they keep their recipe away from too much ingredients to keep themselves on track with what they know works, and what they know they can do well).
 

Via

Diamond Member
Jan 14, 2009
4,670
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I was playing Mass Effect, and I was kind of interested in the tough human chick. The alien chick came across as a little needy.

But the human girl hated me and was rude to me.

Then, all of a sudden, she liked me.

I guess it taught me that women are unpredictable. You never know what they're thinking.
 

skace

Lifer
Jan 23, 2001
14,488
7
81
I was playing Mass Effect, and I was kind of interested in the tough human chick. The alien chick came across as a little needy.

But the human girl hated me and was rude to me.

Then, all of a sudden, she liked me.

I guess it taught me that women are unpredictable. You never know what they're thinking.

Then it taught you a real lesson.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
I know this isn't a console game, but Lost Odyssey has a lot of written stories that serve as memories and sort of teach lessons. It also illustrates being immortal would suck.
 

clok1966

Golden Member
Jul 6, 2004
1,395
13
76
I was playing Mass Effect, and I was kind of interested in the tough human chick. The alien chick came across as a little needy.

But the human girl hated me and was rude to me.

Then, all of a sudden, she liked me.

I guess it taught me that women are unpredictable. You never know what they're thinking.

it gets worse, try sticking with the same one for awhile. Since the game "taught" you that, i shudder to think how you are going to deal with the real thing... much much worse. No will mean no, but sometimes it means yes, and of course once and awhile its maybe. We wont even factor in "yes, but 2 weeks from now" or "yes, but only if you can read my mind and do that one thing i want you to do".... heck i wish it was as simple as Mass Effect :)

with all that said.. i still keep trying.. maybe I'm the problem?


as for OP, Atlantis was pretty good for its day.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
it gets worse, try sticking with the same one for awhile. Since the game "taught" you that, i shudder to think how you are going to deal with the real thing... much much worse. No will mean no, but sometimes it means yes, and of course once and awhile its maybe. We wont even factor in "yes, but 2 weeks from now" or "yes, but only if you can read my mind and do that one thing i want you to do".... heck i wish it was as simple as Mass Effect :)

with all that said.. i still keep trying.. maybe I'm the problem?


as for OP, Atlantis was pretty good for its day.

You just need to raise your RL paragon or renegade enough to defuse any situation.
 

EvilComputer92

Golden Member
Aug 25, 2004
1,316
0
0
No game has ever, and probably ever will, compare to the story telling in Cryostasis. The game ran terribly and had slow gameplay, but it's story was nothing short of masterful. Mass Effect 1 and 2 are child's play compared to it. Most importantly, it required the player to think to understand what was going on. It actually made sense if you thought about it. It spoonfed you nothing

Some guy did an analysis of the story which is pretty accurate. If you have no intention of playing it or have anything less than an 8800GT, go ahead and read it. Otherwise, I recommend you buy it off steam for $15. I guarantee that if you have the patience and mind to finish it, every other game's story will seem pale in comparison.

Epic wall of text follows

To begin with the basics, there's one important piece of information in understanding the game which isn't emphasized much. Alexander Nestarov arrives at the North Wind in 1981. The North Wind wrecked in 1968. In other words, the ship has been out of commission for over ten years by the time Alexander boards. Yet, even without its power source, parts are still functional and fires still burning. furthermore, when you consider the ending, in which the crew saves Alex from falling into the ice, it makes no sense given the dates. That is, unless you realize that Alex is dead, having perished shortly before the start of the game when the ice broke.

The game does not take place in reality, but rather a sort of afterlife (explained in more detail later). This can be seen in the prisoner's cafeteria where you can see into a void through the hole above the globe, which is the same void that you see later in the final chapter. This explains the odd state of the crew. As is seen in the echoes, there are two phases of corruption, one which produces zombie-like but still human enemies, and another which produces bizarre and otherworldly foes. The zombie-like foes likely come from the ship's reactor failure which lead to the massive radiation poisoning seen in the sick bay scenes (oddly enough, Arktika class ice breakers used pressurized water reactors, while the North Wind uses a Graphite Moderated reactor. The latter is famed for its involvement in Chernobyl. There may be some intentional parallel here, though). This would explain why they are present when the ship and crew are still alive. All of this leads to widespread fear, and after the ship effectively collapses during the helicopter's attempted escape, those who are left find their will broken as the temperatures continue to plummet. As a parallel to the story of Danko, they become bound by their own fear to the point where they sacrifice their humanity and become warped in this world of stasis. Notice that all the warped enemies feature locks, bars, chains, or other bindings (save, perhaps, the flys, though they may still be bound in some fashion. It may also be noted that all of these enemies, including the fly and Kronos, are blind, their eyes bound or altogether missing).

The nature of these enemies also leads us back to Alex. If Alex is dead, how is it that he can die again at the hands of these enemies? The simple truth of the matter is that he can't, just like the surviving crew could not. Notice that his "life" is represented by heat. Think of this, instead, as will. If his will is broken, then like the crew, he surrenders and is bound to the ship. Will, in such a situation, can easily correspond to heat, since when one is cold it is hard to keep moving. You simply want to sit there and drift off into the darkness...

What, then, is the world in which the story takes place? The mental echo offers the key to this. It is a world formed by the fears and regrets of the crew, it is a world of memory, a mnemosyne; ethereal in form, but real to those whose memories are bound within. This is why changing the memories of the crew also changes the reality of this world--it is formed by memory, and so can be changed by it. It is a world stuck forever in 1968, or rather the memories thereof, locked in time just as much as it is ice.

This leads us to a few anomalies—the strange cloaked man you cross several times aboard the ship and then during the final chapter, and the figure of Kronos. On these items, I am still uncertain. One suspicion is that the cloaked man is, in fact, the captain, or rather his wrathful emotions embodied, still wandering his ship and striking down those whom he crosses (a world formed be memory can also be populated by emotions given form). This would explain why he appears at the end, but at the same time, during the scenes with him, you don't take his frame of reference. Instead, you take your own. In other words, it is quite possible that this figure is, in fact, Alex (he does bear a similarity, especially to faceless corpses of Alex encountered in the first chapter. If I could read the Russian on his coat, that might offer a clue, but I am unable...). This is why, when you do a mental echo on him, you see into your own memories--memories of memories (also note that Alex's hand is different during the final area--there is no coat or glove. Oddly enough, though, if you look at yourself via mental echo, you're still in your coat and gloves...). Of course, this explanation seems odd due to the encounters while on the ship—why would you be haunting the ship and why would you kill yourself? It may be that there are two different figures, but the difference in Alex's hand may be key in figuring out who he is, and this also leads us to Kronos.

Edit: Upon reviewing the final chapter, I noticed something curious. Though it may appear at a glance to be the same faceless coat-wearing man in all three scenes, it seems reality is otherwise. I first noticed, when looking at the engineer's area, that the figure seemed odd. He was made of stone, or at least, looked like it. I then headed to the security officer's area, and this time, the figure was coated in blood. Finally, I headed for the first mate, and found the figure covered in black spots. Though I may be a bit off, it seems that these figures are in fact the embodiment of the respective crew members' fears. Each area opens with them saying something expressing their current state, and the figures sit opposite of them, except for the first mate's. The areas as a whole reflect their personalities, warped as they are by now. The security officer goes on about how he must strike first, lest they devour him. His area is a table which consists of an unhinged door supported by swords and guns, with chairs made likewise. The engineer murmurs a message of futility and surrender. His area is a bed supported by gears, books, and a globe, reflecting his call to simply lie down and surrender. The first mate expresses paranoia, saying that they must be tainted and deceived, and his area reflects his desperation to be in control (the chess table seems a bit off, though I'm no expert on the matter. The king is knocked over, but is not checkmated. Rather, the rook is in checkmate, which means it may have been a mistake of placement...). I would be curious if anyone could confirm if the appearances of these figures while exploring the ship bear similar resemblances to the ones here (stone, blood, and corruption/tar)./Edit

I at first thought Kronos might be the captain, but this didn't quite work out. Kronos is the antithesis of the captain. Whereas the captain is represented by red, the color of heat and blood, Kronos is represented by blue, the color of cold and ice, a distinction which is rather important in the game (notice, for example, that when you shoot enemies, they're wounded with red, while when you're hit, the screen flashes blue). Kronos is, then, one of two things, either an amalgam of the three (engineer, first mate, and security officer, relating to how Kronos struck down his father (the captain) and seized the throne, but out of fear, began to strike down his own children (the crew) who would usurp him as he had his father (they had taken out the captain, and in the end, it seemed the crew was poised to take them out were it not for the helicopter). Note that it is Kronos, the titan, not Khronos, god of time. They may have intentionally merged the two, though, due to the hourglass/stasis symbolism, as well as the fact that Khronos was said to have three heads, akin to the heads of these three), or the fearful and wrathful emotions found within the whole of the crew (they both seem to be possible as both can be related back to the story of Kronos, though the parallel is a bit stronger with the three, especially the first mate). Kronos stands in the void where heat and confidence once arose, and where now only fear and despair can be found. While the crew, or what's left of them, yearn for freedom, Kronos strikes them down, chaining them to their prison of fear. Thus, they must be freed and this fear which has seized the heart dispelled. And this brings us back to the previous bit.

The fight with Kronos is activated by using the mental echo on a red, glowing hydrogen atom. This atom is seen once before inhabiting the outline of the captain, and is linked with the heart/reactor due both to its color (that of blood) and its nature (Hydrogen, often associated with the nuclear process due to the Hydrogen bomb). What does this all mean? Basically, in that final fight, you are not Alexander, but rather the captain. Your goal is to dissipate the fear of your crew, embodied by Kronos, and finally give them peace. In the past, when the captain attempted to destroy this fear, he failed both in reality and in this battle, leading the ship to be encased thoroughly, inside and out, in ice (during the battle, the ship still seems to be in repair, as opposed to when you come across it). This parallels the story of Danko up to that point where Danko seems fated to perish at the hands of his people's fear. But, due to Alexander, the captain succeeds in quelling Kronos, the collective fears of his crew, and then needs only to reverse what happened in reality. Thus, he faces the three, locked in prisons of their own making just as with the rest of the crew, and along with them is Alex. Upon dispelling the fear both in reality as well as in memory, the captain is able to lead his crew at last to peace, mirroring the shift in Danko's story in the end.

Granted, it is these final parts with which I am uneasy. Feel free to offer any suggestions or corrections. If there were a transcript of the story, it'd be easier to draw parallels between it and the game as I always notice plenty when going through it (the sides of the ships having an icy leaf pattern in line with the forest, the poisonous vapors being akin to the radiation poisoning, the bog being analogous to the flooded--now frozen--ship, etc, etc). Perhaps when I have more time, I could just alt-tab through it, but for now, I'd rather see if there's any discussion to be had.
 
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smackababy

Lifer
Oct 30, 2008
27,024
79
86
No game has ever, and probably ever will, compare to the story telling in Cryostasis. The game ran terribly and had slow gameplay, but it's story was nothing short of masterful. Mass Effect 1 and 2 are child's play compared to it. Most importantly, it required the player to think to understand what was going on. It actually made sense if you thought about it. It spoonfed you nothing

Some guy did an analysis of the story which is pretty accurate. If you have no intention of playing it or have anything less than an 8800GT, go ahead and read it. Otherwise, I recommend you buy it off steam for $15. I guarantee that if you have the patience and mind to finish it, every other game's story will seem pale in comparison.
I tried to get into this game, I really did. It came free with my GTX275 I purchased awhile back, but like 10-15minutes into the game it could crash everytime. It looks really good and started off rather engagingly, I just was never able to play it. I believe I can still download it (at least I hope I can) so I might try again, but that is doubtful.
 

EvilComputer92

Golden Member
Aug 25, 2004
1,316
0
0
I tried to get into this game, I really did. It came free with my GTX275 I purchased awhile back, but like 10-15minutes into the game it could crash everytime. It looks really good and started off rather engagingly, I just was never able to play it. I believe I can still download it (at least I hope I can) so I might try again, but that is doubtful.

That's strange because I have a GTX 275 also and played it fine. You might try disabling the PhysX effects since that was known to cause issues sometimes.

I always thought it was stupid how this game got all the attention for its PhysX effects when the game would have been equally fine and sold better running on something standard like Unreal Engine 3. The graphics were never the focus of this game, even though they are very good.

Leave it to Russian devs to release unpolished gems.
 

datalink7

Lifer
Jan 23, 2001
16,765
6
81
That's strange because I have a GTX 275 also and played it fine. You might try disabling the PhysX effects since that was known to cause issues sometimes.

I always thought it was stupid how this game got all the attention for its PhysX effects when the game would have been equally fine and sold better running on something standard like Unreal Engine 3. The graphics were never the focus of this game, even though they are very good.

Leave it to Russian devs to release unpolished gems.

I haven't played that game but your post intrigues me to possibly try it.

However, I'm sure there are games out there that would compete with it in the storytelling department. PS:T comes to mind immediately.
 

CP5670

Diamond Member
Jun 24, 2004
5,669
769
126
I'll second the vote for Cryostasis. Its story is one of the very few I've seen in PC games that is genuinely thought provoking. The last time I saw this in a game was in the Deus Ex and Freespace series many years ago. There are many games with very good and detailed plots, but it's rare to see this kind of depth.

It's a pity that the average gamer who plays Cryostasis wouldn't really understand the story, and the game is otherwise pretty weak with clunky combat and highly linear and repetitive maps. The plot is very obscure and you encounter a lot of things that seem weird and trippy but have a deeper, symbolic meaning to them. The story is only fulfilling if you're actively looking for hidden interpretations and connections in everything you come across.
 

EvilComputer92

Golden Member
Aug 25, 2004
1,316
0
0
I haven't played that game but your post intrigues me to possibly try it.

However, I'm sure there are games out there that would compete with it in the storytelling department. PS:T comes to mind immediately.

Its not that, they aren't really comparable. PS:T is an RPG that makes a choice a major part in the story. It's fair to compare it to Deus Ex or Dragon Age, since both games also make choice and open ended gameplay priority.

In contrast, Cryostasis in very linear and there is almost no choice at play. What Cryostasis does better is that it's underlying story is far more unique than any other game. It's drenched in symbolism. It's like a story that English Literature professors would fawn over because of all the multiple meanings and metaphors that are in it. Actually, within the game there are literally three parallel stories going on at once. One set in the present, the other in the past, and one that is simply told through the form of a old Russian folktale.

I don't think there is anything else to compare it to. Bioshock comes to mind in some ways, but in other ways it's more like Penumbra.