Developed by Footprint Games
Released in 2018
A chicken in a detective
outfit has just used a pot of maggot infested yellow paint on a ceramic chest
in an attempt to woo woodworms. Despite it being large enough to climb inside,
the Poultry Poirot still manages to place this chest in his pocket and
continues on his way. In most other game genres, such absurdity would encourage
the raising of an eyebrow, but for adventure game fans this is not unusual.
It’s certainly something Italian brothers Francesco and Maurizio De Angelis are
used to.
“We are true fans of graphic
adventures” says Maurizio. “We’ve played a lot of adventures (and we’re still
doing it) for a very long time.” Given Maurizio’s favourite game growing up was
‘Day of the Tentacle ‘
And Francesco’s was ‘The
Secret of Monkey Island’ it’s no surprise that when they came to create a game
as Developer FootPrint, pointing and clicking would be involved.
After securing €15,000 on
Eppela, the Italian crowd funding platform, the brothers divided up creation
responsibilities: As an electronic engineer Francesco became the
“technique soul” creating the User interface. Maurizio meanwhile was the
“artistic soul” working as scriptwriter and illustrator. With support from
Mauro Sorghienti and Gennaro Nocerino, ‘Detective Gallo’ was the end result of
the brothers’ hard work.
‘Detective Gallo’ is very
much a point-and-click traditional adventure in all respects.
For modern players, the game
can be played using touch screen controls when the Switch is in handheld mode.
However when docked, the interface will instantly be familiar to anyone who’ll
recognise a code-wheel. The left analogue stick moves an onscreen cursor, the Y
button is the primary interaction used to pick up objects and the B button is
used to inspect. Items stored in a top-of-the-screen inventory can be used in
an environment or combined together. Finally as a helping hand to the A or L
button highlight all interactive elements. It’s deliberately mechanically
familiar, consciously trying to fit an established template, a familiar hug for
aging LucasArts fans.
It’s a game clearly inspired
by the adventure genre’s golden era and like its forebears, the puzzles won’t
go easy on you. As you meander around interactively-rich locations, you’ll
acquire a great number of items, which are used to solve the many, many
narrative roadblock puzzles. The challenges in the game are overcome by two
ways. If talking to someone doesn’t remove the problem, using the right
inventory items on the right things at the right time should solve a conundrum.
Of course to do this you’ll have to scour all locations for anything that’s
collectible and you’ll also have to subscribe to the game’s own brand of logic.
True to the genre, ‘Detective Gallo’ lacks flexibility, there’s only one way to progress through the game and if you don’t use a specific object in the Developers intended way you simply won’t be able to progress. To criticise this would feel slightly like criticising the genre as a whole though. Using every item on everything in sight is a tradition in point-and-click games. You wouldn’t condemn a bullet hell shooter for being too hard for example. That being said ‘Detective Gallo’ does include many items that are very similar but behave in very different ways. For example, to make a paintbrush handle you could use a golf club, fork, extendable trimmer, wooden leg or spray paint can. Only one of these will work and too often finding the right one feels like trial and error. Frequently you’ll be able to imagine how to solve a puzzle and then have to find the right combination of random things to make it a reality. In some even more frustrating situations, the correct combination of items can’t be used until you have said a specific thing to a specific character, even if that dialogue tree may feel utterly irrelevant.
True to the genre, ‘Detective Gallo’ lacks flexibility, there’s only one way to progress through the game and if you don’t use a specific object in the Developers intended way you simply won’t be able to progress. To criticise this would feel slightly like criticising the genre as a whole though. Using every item on everything in sight is a tradition in point-and-click games. You wouldn’t condemn a bullet hell shooter for being too hard for example. That being said ‘Detective Gallo’ does include many items that are very similar but behave in very different ways. For example, to make a paintbrush handle you could use a golf club, fork, extendable trimmer, wooden leg or spray paint can. Only one of these will work and too often finding the right one feels like trial and error. Frequently you’ll be able to imagine how to solve a puzzle and then have to find the right combination of random things to make it a reality. In some even more frustrating situations, the correct combination of items can’t be used until you have said a specific thing to a specific character, even if that dialogue tree may feel utterly irrelevant.
Thankfully it’s impossible
to be permanently stuck in the game, if you find every item you can always
progress. There is however an instance towards the end of the game when exact
timing is required and that’s when ‘Detective Gallo’s PC origins become far
more obvious. Regardless of control mode, it suddenly becomes incredibly
frustrating on the Switch as your protagonist doesn’t respond quickly enough to
your input. It’s a short section but it does sour the experience of an otherwise
relaxing game.
There’s also lot of
backtracking required, exacerbated by the fact that there’s not a huge number
of locations to visit. Travelling from the mansion to the dump is only possible
by passing through four different areas for example. Admittedly, it doesn’t
require too much effort to move between locations as you can fast travel by
double-tapping on the edge of the screen. However, even with this it’s still
exceptionally Monotonous, especially when you only have to return to a
previously visited location to use one object on a specific environmental feature.
A world map could have streamlined the whole process. With more locations, the
objects needed for puzzles could have been given a more natural home. More
locations would mean more space for new faces; in so doing some of the existing
multi-purpose characters could have been simplified by dividing their narrative
responsibilities amongst several NPCs. Instead the solution seems to have been the
“everything for everybody” emporium, which ultimately is just an elegant way of
disguising a dumping ground for single use inventory items. Similarly phoning a
trusty informant, seems to be an equally convenient method of giving the player
narrative exposition.
Spanish speakers will
already have noticed that Gallo means Rooster, and appropriately the game’s
protagonist is a grumpy avian private-eye struggling with a very tricky case.
He works in a surreal, exclusively poultry populated, world of crime and
corruption.
The story bizarrely focuses
on solving the murder of five exotic plants. With the support of his cactus
assistant, Thorn, it’s up to Gallo to investigate, interrogating bizarre
characters and venturing into a gritty world of gangsters inspired by 1940’s
film noir. “Since the very beginning, we had the idea to create a comedy-noir
game” says Maurizio. “So, we needed to base the story around a protagonist who
would well represent the comic contrast between the noir movie style [...] from
that, we laughed thinking about a rooster playing the role of a tough
detective!” But classic Hollywood and classic point-and-click weren’t the only
ingredients in this comedy melee. Francesco also thanks the TV series ‘Duck
Tales’ and cult-comic ‘Dick Tracy’. According to Maurizio ‘Defective Gallo’ is
a fusion of the brothers’ great loves. “We’ve mixed together thriller-noir
moods from Agatha Christie, Raymond Chandler and Rex Stout with the most famous
“comic detectives” of videogame history, such as ‘Sam & Max’, ‘Tex Murphy’
and [Anachronix’s] Sly Boots !“
With his laid back stride,
detective suite and penchant for shooting objects, Gallo certainly echoes Steve
Purcell’s famous canine Detective, but while he has Sam’s dry wit he lacks his
warmth. “Gallo hates everybody. He’d kill everybody, but he can’t” says
Francesco. “He knows he must behave like a civil rooster.” Our protagonist
seems to have a comeback for every slight and a sarcastic comment to make on
every ludicrous player suggestion. With such an engaging focus it’s easy
to get lost in the world of ‘Detective Gallo’. Much humour comes from Gallo
referencing his own life defining rules, and there’s a wonderful self-aware
postmodern humour.
The Gumshoe willingly points out the illogical nature of some puzzle solutions and the unbelievable circumstances that arise. Even the traditions of the point-and-click genre are ripe for ridicule; the titular hero points out that there’s “no limits to a standard pocket” as he picks up a comically large curio. While Gallo’s understandably the stand out character in the game, others certainly cause a giggle. There’s laughs a plenty as the informant amusingly attempts to avoid talking to Gallo, Phil Chloro’s bluster will prompt a smile and a will always laugh at a Latino love god that looks a lot like a cactus wearing sunglasses. It’s largely family friendly humour, where realism never blocks silly. Two scenes especially stand out for their memorable outlandishness: one where you create a hallucinogenic cocktail to extract information from someone’s psyche. Another comes after you waste so much electricity that the supply gets cut and you then must deal with the repercussions in complete darkness.
The Gumshoe willingly points out the illogical nature of some puzzle solutions and the unbelievable circumstances that arise. Even the traditions of the point-and-click genre are ripe for ridicule; the titular hero points out that there’s “no limits to a standard pocket” as he picks up a comically large curio. While Gallo’s understandably the stand out character in the game, others certainly cause a giggle. There’s laughs a plenty as the informant amusingly attempts to avoid talking to Gallo, Phil Chloro’s bluster will prompt a smile and a will always laugh at a Latino love god that looks a lot like a cactus wearing sunglasses. It’s largely family friendly humour, where realism never blocks silly. Two scenes especially stand out for their memorable outlandishness: one where you create a hallucinogenic cocktail to extract information from someone’s psyche. Another comes after you waste so much electricity that the supply gets cut and you then must deal with the repercussions in complete darkness.
Considering this game was
originally Italian, the localisation has been superbly handled By Jack Allin. Allin
is a writer and content manager for Adventure Gamers; the largest
English-language website devoted to coverage of the genre. If anyone knows what’s
funny in a point-and-click it’s him.
Obviously the best dialogue
is only amusing if it’s delivered well and Gallo is
pitch-perfect. His grizzled world weary voice, conjures up a mental image of David Hayter in a fedora. Others stand out less and unfortunately a small number of financial backers get cameos. Thankfully they are brief enough to be forgivable but they still stick out like sore thumbs. To be honest it’s a practice I wish developers would stop doing, as while it may encourage a meagre €150 crowd funding pledge, it compromises the game indefinitely.
pitch-perfect. His grizzled world weary voice, conjures up a mental image of David Hayter in a fedora. Others stand out less and unfortunately a small number of financial backers get cameos. Thankfully they are brief enough to be forgivable but they still stick out like sore thumbs. To be honest it’s a practice I wish developers would stop doing, as while it may encourage a meagre €150 crowd funding pledge, it compromises the game indefinitely.
Gennaro Nocerino’s score could never be considered
unprofessional though. This Madrid-based composer has produced music for movies
and his involvement was much trumpeted during the funding campaign. As Francesco boats “He has perfectly captured the mood
of the game, expressing it with a series of excellent jazz/blues tracks!” The
game boasts over 50 minutes of original music and there’s enough of it that it
always feels fresh. Some locations favour more upbeat and playful, reflecting
the more comedic characters. Others offer a more typical film noir style, with
slow saxophones and strings setting a moody tone not unlike that heard in LA
Noire’. It creates an atmosphere suitable for a world bathed in constant moon
light, and the art style certainly supports this despite the cartoon
aesthetic.
“‘Detective Gallo’ is a
point-and-click adventure, wholly hand-illustrated and hand-animated” Maurizio
De Angelis reminds us. “I am the living proof that [...] Animations are made
frame-by-frame according to “old-school” animation principles: we chose that
method in order to give our game a true cartoon style. “ Visually the
game feels like a surreal fusion of 90s LucasArts and nickelodeon cartoons from
a similar time. Architecture purposely veers off at odd angles, along with
ambient touches like flashing signs and hovering flies. While many locations
are static, they’re so rich in detail they somehow continue to feel
alive.
At times the game lacks
polish though. Transitions between locations are jarring with music ending
suddenly and black loading pauses interrupting the games flow. While the
overall presentation of the game is certainly eye-catching, there are
noticeable bars at the top and bottom of the screen which makes ‘detective
Gallo’ feel like it doesn’t literally fit the Switch’s screens. The scale and
into-screen depth makes the locations feel majestic but often Gallo doesn’t
actually feel integrated in them. He jumps in sizes as he moves towards the
background unaffected by lighting and shadow. It’s of course impressive that
such a Title was created by a small team, but such short comings wouldn’t be
forgivable in a big budget Point-and-click by companies like Double Fine or
Revolution so it doesn’t seem fair to Completely ignore them here.
According to Francesco De
Angelis ‘Detective Gallo’ was originally made using AGS (Adventure Game
Studio). “We choose it because it is functional to realise old-style
adventures, even if I managed to increase the resolution to Full HD and totally
changed the interface to a new, more user-friendly version for the players.”
celebrated modern point-and-click developers Wadgeteye games have said the
struggles they’ve had porting their AGS games to consoles, so it’s to
Footprints credit that they have achieved this via unity. The Switch is
increasingly becoming a home for independent point-and-click games, and
‘Detective Gallo’ should sit proudly amongst the best. Fans of
point-and-click adventure games will likely enjoy the 5 or 6 hours it takes to
complete ‘Detective Gallo’. It’s a traditional adventure game that has an
undeniable charm, primarily down to its memorable lead character, attractive
graphics and a soundtrack that rivals much bigger budget games. The story is
utterly bizarre and may take a while to get anywhere but the conclusion is
incredibly funny and makes the, at times, convoluted journey worthwhile.
As the studio’s first foray
into their much loved adventure genre, Francesco and Maurizio De Angelis
Should are proud of ‘Detective Gallo’. I can certainly imagine children today
will love their game as much as they adored the LucasArts titles of their
youth.
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