

You will also get to analyze various people throughout the game, and this is where Moebius finally sets itself apart from the pack. If there are any people in the scene you can converse with them on a variety of topics until there is nothing more to be said, although most characters require multiple interactions as new clues open up new topics of discussion. There is a nice hint tool that reveals all the hotspots in a scene.

Gameplay is mostly traditional in that you’ll enter a new screen and click on everything clickable to get verbal descriptions and the chance to interact with anything that can be manipulated. His callous and emotionless interaction with nearly everyone he meets makes it terribly hard to identify or sympathize with your “avatar”. It certainly doesn’t help that Malachi is one of the most unlikeable protagonists in recent video game history. From the very opening moment to the rather disappointing conclusion Moebius is a by-the-numbers point-and-click adventure, only it lacks any type of gripping narrative or original gameplay to differentiate itself from any other adventure game out there. If you want any more backstory you’ll have to read the multi-page intro comic. In Moebius you’ll be playing Malachi Rector, an art appraiser with a photographic memory who ends up using his keen powers of observation and encyclopedic knowledge of historical facts for a secretive government agency.
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Even now in retrospect, I can’t tell you exactly when or why, but once that curtain of expectation and excitement was pulled aside, the game that remained was really no more engaging or entertaining than most of the mobile adventure apps you can download for your iPad for $4-7. As news trickled out during development I grew increasing excited and that feeling carried over well into my second hour of playing the final game, but then something happened and the game lost me. Moebius: Empire Rising sounded promising even back during its Kickstarter campaign. I still maintain that the worst thing to ever happen to adventure games was the death of text input and the birth of point-and-click, but that is a debate for another day. I grew up in the days of text-based adventures like Zork, and then graduated to graphic adventures like King’s Quest and Leisure Suit Larry. The adventure game genre has become sullied over the past few years, thanks mostly to the deluge of hidden-object games that pass themselves off as “adventure games” on tablets and phones.

When I heard that Jane was working on a new adventure game I was understandably excited, especially since I had missed out on her 2010 release, Gray Matter. Some of you may or may not know that I used to work for Sierra Online back in the late 80’s and early 90’s, and during that time I was able to work on several Jane Jensen projects including EcoQuest: The Search for Cetus, Police Quest III: The Kindred, King’s Quest VI: Heir Today, Gone Tomorrow, and one of my favorites, Gabriel Knight: Sins of the Fathers where I actually got to meet Mark Hamill and Michael Dorn who did voice acting for the game.
