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By Doug Skiles, 12/20/2010 The "novel" element of these games is most clearly seen in
the extensive use of well-written dialogue. Much of CING's following revolves
around their ability to create fully-realized, three-dimensional characters.
Though their games almost exclusively favor text-based dialogue over actual
audio, it's a testament to the quality of their storytelling that reading
the exchanges between the characters remains consistently engrossing...
for the fans who can handle them. There are plenty of gamers, however,
who are bored to tears when reading lengthy segments of text-based dialogue.
As if CING's titles weren't already made esoteric enough just by being
modern adventure games, they're made even more unique - for good or ill
- by the inclusion of text exchanges that can last as long as 10-15 minutes
in some cases. In comparison to something like the Phoenix
Wright series, the Another Code / Trace Memory games are definitely
less heavy on text and more focused on adventuring, but the amount of
reading is still noteworthy.
CING's first experiment in "interactive mystery novels" came
in 2005 with the release of Another Code: Two Memories. It was renamed
Trace Memory for its eventual American release, but in all versions the
story deals with Ashley Mizuki Robbins, a half-Japanese teenager living
in Seattle with her aunt. She is about to celebrate her 14th birthday
when she receives a message from her father, who invites her to come see
him on Blood Edward Island. The only problem is that Ashley has believed
her father to be dead for the past 11 years. Her aunt quickly confirms
that Ashley's dad has been living on the island in secret for the previous
decade, however, which leaves only the questions of what he's been doing
there and why.
Both the first game and its Wii sequel involve Ashley teaming up with
a male sidekick to investigate the secrets of their respective pasts.
In both stories, the investigation winds up revolving around a machine
known as "Another" - "Trace" in the American version
- that can manipulate human memory. Although the twists of both tales
can occasionally feel predictable, there are more than enough surprises,
engaging characters and clever puzzles to make both of Ashley's adventures
worth experiencing. Unfortunately, only the first made it to North America;
the beautifully refined sequel received an English translation in Europe,
but traveled no farther. TraceAnother
Code: R - A Journey Into Lost Memories @
Trace Memory / Another Code: Two
Memories / Another Code: Futatsu no Kioku (アナザーコード 2つの記憶) - DS (2005)
"Dear Ashley, I'll be waiting for you here on Blood Edward Island. I want to spend
your fourteenth birthday with you. Your father, Richard" Ashley is understandably taken aback. Jessica, however, is not surprised.
She always knew that Richard was alive, and that one day he would come
back for Ashley. Jessica doesn't know why Richard gave up Ashley and
went into hiding, though. She knows only that Richard asked her to take
care of Ashley, and made her promise never to tell Ashley that he was
alive. Ashley feels equal parts happy to get her father back, confused
by his extended absence and betrayed by her aunt's long-held secret. Her
confusion is further exacerbated by a recurring nightmare she's been
having... a nightmare in which she sees her mother telling her to hide
before a mysterious individual comes in with a gun and fires. Given
that Ashley was three years old when she last saw her mother, Jessica
assures Ashley that the nightmare is nothing more than a dream - after
all, Jessica assures her, no one remembers things from when they were
so young. Even so, Ashley can't seem to shake this possible memory.
What does it all mean? Does she really remember seeing her mother attacked?
If so, by whom? Why was her father hiding on an isolated island for
11 years? What is the "Dual Trace System" for, and why did
he send it to her? If her father has been alive this whole time, does
that mean that her mother might still live as well? And so the stage is set for Ashley and Jessica to travel via boat to
this island in the Pacific Northwest. Upon their arrival, both are dismayed
to find no one waiting at the dock. Where is Richard? Jessica heads
off to find him, but fails to return. That leaves it up to our heroine
to head out in search of both Jessica and her absentee father. Matters
are soon complicated even more when Ashley happens upon a graveyard
where she meets the ghost of a young boy. Her initial shock gives way
to irritation when the ghost begins to laugh joyously. He explains that
he's been dead for dead for 57 years, wandering the island endlessly,
yet no one has been able to see him... until Ashley came along. As she is the first
person to be capable of seeing him, he hopes that she will also help
him recover his memories so that he can move on from this world. The
ghost can only remember that someone called him "D" and that
the last thing he saw was an outstretched hand - an image that is burned
into the chest of his spectral form because of its significance. Once
Ashley brings herself to terms with her new ghostly companion, the two
start off on the mission of exploring their pasts. D needs to unravel
the secret of the mansion on the island - the old Edward mansion. Ashley,
in turn, finds a series of messages left by her father, asking her to
journey progressively further into the very same mansion. Trace Memory's gameplay is
divided into "chapters". Aside from the first chapter, which
takes place outdoors, you spend the entire game delving deeper into
the Edward Mansion, entering a new chapter whenever you open up new
areas of the mansion to explore. Most of the game takes place from a
top-down perspective. The visuals look pretty good for the DS hardware
throughout these segments, with the mansion's numerous rooms each getting
a distinct look to it. There are a few bonus touches such as streaming
beams of light and fluttering birds that show some extra care was taken
with the visuals. Even so, the completely top-down perspective is kind
of an unusual choice for something that's fully rendered with polygons.
This isn't the 3/4-view of the classic Zelda games; you're staring at
Ashley's scalp pretty much the whole time. You only really get to see
all of the polygons that make up the characters when you complete a
puzzle that unlocks a new area, after which the camera will zoom in
closer and go into a 3/4 perspective to show you that a new door is
opening or whatever. Other than that, the polygonal style seems to be used
mostly just to zoom the perspective in and out whenever Ashley climbs
up or down some stairs. You move Ashley
around with either the D-pad or the stylus, and starting with the second
chapter, D follows you everywhere you go. Don't worry about falling
off a cliff or anything; there is no way to die in this game. That's
something that remains consistent across both of the Trace Memory/Another
Code titles. You can't really "lose" in a traditional sense.
Other than potentially getting the bad ending on the DS game, the only
danger is getting stuck on one of the puzzles. As you wander
around in the top-down view, you're treated to ambient music that can
sometimes be pleasantly atmospheric, while at other times - during chapters
two and three in particular - just grating. The incessant loop of these
annoying tunes serve as the weakest part of Trace Memory. Luckily, they
don't diminish from the story and gameplay, and there aren't too many
times when you'll need to hear the sound in the game anyway. Feel free
to turn the volume down. Once you come
across something that can be examined in more detail during your top-down
excursions, the magnifying-glass icon in the top-right corner of the
touchscreen will light up, and the area you can examine appears as a
CG render on the top screen. These look great, but naturally very static.
You can tap on the magnifying glass (or just press the "A"
button) to move the render on the top screen down to the lower screen,
at which point you move the cursor (either with the stylus or the D-pad)
to point at whatever you want to search, tapping with the stylus (or,
again, pressing A) to have Ashley take a look at it. Depending on
the thing you're looking at, examining something by tapping on it could
have a number of different results. Most often you'll be given a description
of the item in question. Since the game has such a focus on dialogue,
this will often cause Ashley to offer her personal thoughts on the object
in question, with D occasionally chiming in. It's a charming touch that
keeps the descriptions from becoming too rote or boring. Ashley will
also pick up any useful items when you do this, frequently commenting
on possible uses as she does so. If you examine something that deals
with the history of the house, like a painting or a diary, D will get
a flashback and tell you what he remembers about his life. Finding these
memory-jarring items is critical if you want to get the good ending
of the game. Lastly, there's
the dialogue mechanic. If you try to click on and examine an actual
person, you'll notice that the magnifying glass in the top right-hand
corner of the touchscreen changes to a blue "talking" icon.
At this point, Ashley will engage in a conversation with the individual
in question. As the person talks to Ashley, statements of interest will
be highlighted in red. When that individual finishes talking, you can
select one of the "statements of interest" from the touchscreen,
and Ashley will inquire further into that issue. These conversations
aren't as interactive as they first appear - in truth, Ashley will almost
always have no choice but to discuss every single "statement of
interest" to the fullest with every individual she meets. The only
thing you can change is the order in which you discuss the points in
question. These are the parts where the game becomes more of a reading
experience than anything else. Some conversations are over and done
in less than a couple of minutes, while others can drag on far longer.
Luckily, the dialogue is so well-written and offers so much insight
into the characters that it's hard to mind it too much. In addition,
the manga-style portraits that accompany the dialogue give all of the
characters a lot of personality and expression as they speak. They change
throughout each conversation so as to convey the characters' flow of emotions.
During particularly important parts of the story, you'll get cinematic
artwork on either one or both screens that show the actions and reactions
of the various characters. They're nicely drawn and contribute significantly
to the game's emotional impact. Where
the gameplay shines the most is in its puzzles. Since Trace Memory was
released early in the DS' lifespan, it's one of those games that wants
to make use of everything that the DS has to offer. As a result, you
can expect to be touching, spinning and blowing all over the place.
Unlike most games of this type, however, Trace Memory is content to
give you no direction whatsoever on how to interact with the majority
of these puzzles. You will, at least, be told how to take photos with
your DTS and how to overlay them in order to uncover hidden messages,
but that's as far as the help goes. You'll know you're in a special
"puzzle screen " whenever you hear a certain musical tone
and watch the top screen spin around, but after that, you're on your
own. It's up to the player to figure out what to do next. Sometimes
this is blatantly intuitive. When you wind up on a "puzzle screen"
with a keypad, you're going to be tapping the buttons with your stylus
in order to key in the correct code. And it's not hard to figure out
that when you're shown a sign with rust obscuring it, you need to drag
your stylus over the sign in order scrape the rust off. However, other
puzzles get a bit less intuitive. You see a keypad on the bottom, and
a murky-looking window on the top screen; what next? With a little experimentation
- the DS only has so many ways to communicate input - you should soon
suss out that you need to blow into the mic to show the code hidden
on the fogged-up top window, then key in the code on the bottom screen.
You'll even encounter a puzzle where you have to touch a wall at specific
points that don't appear to have any buttons whatsoever. Again, not
totally obvious, but not too far from what you'd expect. One particularly
clever example involves some ink-covered stamps that appears on the
top screen, and some blank paper visible on the bottom screen. How do
you unite the two and make the stamped images appear? You close the
DS, of course. For most of
these, the only difficulty will be understanding what item you need
to use on the object in question in order to trigger the interactive
puzzle. There are points when Ashley won't pick up something's that
blatantly useful - like, say, a hammer - until she's encountered the
puzzle she needs to solve with it, which means you'll be backtracking
in a couple of spots to reach something you couldn't pick up before.
This is kind of irritating, but not unheard of for the genre. It's hardly
a dealbreaker. And then there's
the "reflection" puzzle.
Trace
Memory Trace
Memory Another interesting mechanic the game has going for it is the chapter-ending
quizzes. Early in the game, a character tells Ashley that she'll remember
things more easily if she repeats them to herself. She takes this to
heart at the end of each chapter, quizzing herself (and more importantly,
the player) on what she saw and did over the course of the preceding
chapter. To many first-time players, these multiple-choice quizzes seem
pointless; after all, if you choose the wrong answer, Ashley immediately
corrects you on your mistake. However, they're more relevant than they
initially seem. Getting the correct answers on the first try is necessary
if you want to obtain the good ending. Ashley's story may be predictable at times, but it's more emotionally
satisfying than D's. Even after you figure out what's really going on,
it's still interesting to find out the individual character motivations
and uncover the WHY of everything. D's story, on the other hand, is
a more interesting mystery with more unexpected turns to it. There are
many points at which all the details SEEM clear, but it ultimately turns
out to be more complicated than it appears. Regardless of what ending you get or which of the parallel storylines
you prefer, the adventure is a fairly brief one. Provided that you don't
get stuck for too long on any of the puzzles, first-time players will
likely make it through in about five or six hours. That's a pretty quick
run, which might disappoint some players. The better you are at these
sorts of games, the faster that can go. Once you know exactly what you're
doing, you can wrap the whole thing up in around three hours or less.
There's some incentive to come back for a second playthrough, at least;
return visits to the Edward Mansion will replace the various memory
cards that contain Richard's journals with new information on the backstory
of the Edward Family. You'll only unlock the ability to play this version
of the game if you reach the good ending, though. The European and American translations differ beyond just the references
to "Another" as compared to "Trace." A concerted
effort seems to have been made to give even more dialogue to Ashley.
She's a little more skeptical, a little more opinionated, and in short,
a bit more of a teenager in the American translation. By comparison,
the European edit is largely more accurate to the Japanese source, as
is evident in using the original title and the original name for the
memory machine. However, the European translation spells Ashley's surname
differently than the other versions - it's "Robins" instead
of "Robbins" - and it also gives her a lot of British terminlogy
despite the fact that she's supposed to be an American teenager. She
refers to her mother as "mum" and talks about living in a
"flat," which isn't exactly how a Seattle-based 14-year-old
would talk. At least it's still a fairly understandable change. Regardless,
both versions tell essentially the same story and cover the same character
beats, so English-only gamers can feel comfortable playing either one.
Trace Memory Trace Memory
Trace Memory
Trace Memory Trace Memory Trace Memory Trace
Memory @ Translation Comparisons
Puzzles
Cinema Scenes
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