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Normality (1996, DOS) Review


DISAPPOINT AND CLICK: A 3D EXPERIMENT


Also for: Linux, Macintosh, Windows


Normality is an old forgotten oddity, a genre mash-up from Gremlin Interactive that I played a little bit of as a teenager. It combines a two-and-a-half dimensional engine (like the original Doom) with point-and-click adventure gameplay, creating something unlike anything I've played before or since (well, maybe apart from Gremlin's own horror game Realms of the Haunting). The idea is an entertaining but frustrating experiment that ends up combining the worst of both genres, like a reverse centaur with the horse part on top and the human part at the bottom.

The story - tonally inspired by rad 90:s movies like Wayne's World and Beavis and Butt-head do America - has aged very poorly. It goes for juvenile satire, depicting a cartoon dystopian city where everyone is required to dress, speak and behave "normally". Anyone refusing to conform must be punished, which is what happens to the zany protagonist Kent Knutson one day when he starts whistling a tune as he walks down the street, which is seen as a rebellious act. He gets arrested and whilst in custody, someone slips him a note under the cell door, suggesting that he seeks out a resistance group somewhere in the city.


After you escape the "tutorial room" (your own apartment), where you're confined, the rest of the adventure can start with you trying to find that resistance group. And right away, the interface and brand new perspective start to feel like a hindrance. It's the type of game where you pick up everything not nailed down, because you might need it later to solve puzzles. In classic adventure game fashion, you need to combine items from your inventory to craft distractions, gain access to sealed-off areas and bribe different characters around the city.

With a world map divided into several different areas, the game covers too much ground. Items are placed where it makes no sense, because this is such an edgy game, remember? This makes it difficult to figure out what items to look for and where they could be. All the visual clutter doesn't help. The most insignificant wall texture could be crucial, and with illogical puzzles (although sometimes pointed out by rather obvious hints) the solution can take a long time to figure out.


Some items are red herrings, or they might be part of alternate solutions to puzzles I never thought of attempting. This leaves you with a lot of unwanted items that clutter your inventory and prolong the frustrating "try everything on everything" segments you resort to after running out of ideas. On the plus side - and it's a big one - I'm happy to report it has no "dead ends", meaning you can never lock yourself into an unwinnable state.

Controlling with mouse and keyboard feels very clunky. First-person movement is way too direct and busy, and the perspective is too narrow. The best point-and-click adventures handled movement gracefully - you just clicked on the screen and the character moved automatically. In Normality, you need to do everything manually, which takes up too much of your attention when all you want is the freedom to think about weird puzzle solutions.


Besides, finding items was never a matter of placement and perspective in classic adventure games - you just scanned the screen with the mouse pointer to highlight important details. It was such a laid-back experience. Ah, I miss those days.

In Normality, you run around like crazy, occasionally stopping to check what's interactable. Right-clicking anything brings up the interface, where you get your choice of commands: talk, use, pick up, open and examine. But small objects might be hard to highlight with your pointer, especially ones that move around. You have to time the mouse-clicking just right to get the correct input. The first-person perspective requires you to carefully search every nook and cranny of every room, even the floor and ceiling. And you often have to backtrack, because progressing the story might have opened up new possibilities in already visited areas.


Without a guide, a playthrough could come to a complete halt for hours. The story is too crappy to justify such a time sink, relying on pothead humor and puns, with voice acting and recording quality all over the place. The dialogue is unskippable, and you'll end up hearing the same lines over and over every time an item is used the wrong way. And as the absurd storyline spills over into the puzzle logics, the end result can only be described as "ass".

A genre mashup is a great idea, nevertheless, and I salute Gremlin for the creative attempt. It is the key to invent truly original concepts, and maybe even give rise to new subgenres (look what Fortnite made just by adding crafting to Battle Royale). More people should experiment with the good old point-and-clickers. Quest for Glory (1989-98), for instance, was a wonderful series that added RPG mechanics and combat to the genre, allowing the player to solve puzzles by different means, depending on class choice.

The first person point-and-clickers (FPPC:s?), however, never gained any traction, because they combined the wrong things from the right genres. They should've added dialogue, more complex puzzles or a story to the Doom experience, instead of adding the Doom perspective to the adventure game gameplay. Normality would have been decent as a traditional adventure game. As it turned out, it doesn't present a strong argument for existing except as a warning sign: "Let the crazy dead ideas rest in piss."

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