The Moment of Silence is set in New York City 40 years in the future. It is a
world in which, um, things are…, er, I don’t know. That’s how I felt even a few
hours into the game and how you will feel if you try to describe the world of
the future to someone after you start playing the game. The problem is that
things 40 years in the future look pretty much like they do today. You start the
game in an apartment furnished as you would expect to find these days, a PC with
a flatscreen monitor, a flatscreen TV, a PDA/phone unit, etc., etc. Considering
that in the past 40 years we’ve gone from rotary phones tethered to a wall
outlet and large TVs with small screens to tiny camera cell phones and
flatscreen HD TVs, it’s disappointing that there was not more imagination put
into the look and technology of a world 40 years in our future. There are also
vague references to the fact that the political climate has change
significantly, especially in the area of personal freedom, but you are left
clueless about this for quite a while. You’re not even quite sure what exactly
it is that your character does for a living or how he fits into this future
society. You’re a stranger in a strange land even though you’re playing someone
fully familiar with the landscape. This state of cluelessness detracts from the
game’s immersion factor, especially at the beginning when it is supposed to be
drawing you in to its world. The game does provide some background information
in the manual, but these types of games are supposed to make you feel as if
you’re an integral part of the story, like you’re in an interactive movie. Last
time I checked you did not have to read a page of background information before
seeing a movie to understand what the heck was going on.
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| In 2044 they have such marvels as Windows and chat avatars. |
That all being said, what you do know about the story at the beginning of the
game is that your neighbor’s apartment is raided by SWAT-like police and a man
is dragged out. Being the nosey neighbor that you are, you pry the man’s wife
for information and then offer your help in determining why her husband was
absconded and by whom. It’s an interesting start to the story, but as it plays
out it tends to rely a bit too heavily on conspiracy theory clichés that have
already been explored with deeper insight in other media. Also, the story just
doesn’t seem to draw you in from the start. The game fails to make you really
care about what has happened to your neighbor and this shortcoming will dampen
your enthusiasm for the mystery. I’m sure it has a lot to do with the disconnect
between player and game as I discussed above.
The game itself plays out as is standard for the genre. You move your
character from one connected screen to the next, and then move the mouse in
search of interactive hotspots or items to collect. For those of you without the
patience for pixel hunting, the game provides a help system – press the [h] key
and a room’s interactive spots and exit points will be marked for you, although
it seems that you must hold the key down or press it several times in order to
see all of these points. For some reason the game likes to include a lot of
cabinets, drawers, and the like for you to open that don’t contain any items and
seem to just serve the purpose of padding out the game length.
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