It’s a simple job. Pick up a shipment on the planet Acturus-1 and deliver it to a military installation on Proboscis Major. It’s nothing that hasn’t done many times before. Even Captain Disaster couldn’t mess this up, could he?
The comedic space adventure Captain Disaster in Death Has a Million Stomping Boots is the first commercial game by indie developer Team Disaster. Although technically a sequel to their 2013 freeware release Captain Disaster in Dark Side of the Moon, no knowledge of that earlier game is needed to fully enjoy or understand this one, and this production is significantly improved over its modest predecessor. Although the vibrant but rather basic and inconsistent retro graphics sometimes let the game down, it still conveys a humorous and fun story which sci-fi and comedy fans should enjoy.
The Captain, our hero in this adventure, is the proud owner of a freighter but he’s also flat broke and in need of work. His ship, aptly named “Disaster Area,” needs some repairs and the Captain needs to eat, but soon the stakes become much higher. The story is a farce in the spirit of classic adventure games like Space Quest. In that vein, the Captain isn’t a hero who’s going around looking for adventure. Instead, he simply stumbles into one and must then attempt to overcome using only his wits and the occasional piece of help from his on-board computer, Zero-Bit (ZB).
The opening scene lays the amusing narrative groundwork. An evil General and his two shadowy lackeys are planning to take over the galaxy, a plot that we later learn involves arming a Megapede (it’s a giant millipede) with a million boots. Following a brief tutorial-like prologue, the game is divided into three acts, the first being the longest and most challenging. The initial goal is clearly outlined to you as you begin: transport to Acturus-1 and pick up a package for delivery. It isn’t an easy task to get the package, of course. You don’t know who your contact is, what they look like, or where they are, problems compounded by the fact you can’t speak their language because of a half-failed translation procedure. (Don’t worry, you can understand the local inhabitants, they just can’t understand you!)
Using a simple two-click interface – left-click to walk or interact with a hotspot, right-click to examine something – your first goal on the planet’s surface is to regain contact with your ship, which can only be done at the nearby dump. Naturally, you can’t access the dump straight away, so there’s a series of quests to undertake before you get in. There are five locations to explore on Acturus-1, and each is visited several times. The marketplace is the main hub, with a number of shops that you can enter, along with the Speeder Showroom, the Robobar, and the Customs office where you first arrived.
The pixel art draws inspiration from early ‘90s adventures and gives Captain Disaster a distinctly retro feel. It doesn’t attempt to mimic a particular style or game, but in attempting a style of its own, I have to say that it treads the line between being reasonable yet rudimentary and being quite amateurish. Hard lines and vivid colours work well in areas like the exterior planet scenes on Proboscis Major, the alien sky showing different shades of teal, contrasting well against the beige ground and purple hues of the Starducks Coffee Shop. In other places, however, those hard lines are replaced by uneven ones and jagged edges. Nowhere is this more obvious than the transporter room of your spaceship, where the transport pad is very crudely drawn and not realistic, even in comparison to the rest of the game. While this style may be what the developer was aiming to achieve, it can come across as a bit jarring.
Character design and animation is one of the stronger visual elements. The Captain is nicely designed, with most actions animated: transporting to and from planets, or touching the electric sign in the Energy Emporium add a layer of depth to the world. There’s a wide variety of aliens (even the evil General and his minions are essentially giant noses with legs) and they’re all animated in a believable way. Ralph the Blob, owner of Ralph’s Rocks, is a translucent alien who’s unwittingly swallowed a number of items, one of which you need to progress in your mission. None of the aliens in the marketplace stand still, their continued motion bringing a real sense of life to the location.
All characters are voiced and the acting is good, with the recording quality quite acceptable. Many have a British accent, which fits with the style and humour of the game. While most characters are simple and obviously there to serve a purpose – the General is a moustache-twirling, monocle-wearing, one-dimensional villain complete with evil laugh, for example – the Captain himself is shown to be a sympathetic character with the ability to see himself for who he is, and to use that knowledge to his advantage.
The music is well-composed and each area has its own particular theme, with a variety that shows a lot of attention was paid to this aspect of the game. The Starducks Coffee Shop music has a cool, trendy vibe to it, while the marketplace on Acturus-1 has an almost Middle Eastern feel yet still manages to sound contemporary, showcasing a wide range that nevertheless feels like part of a coherent soundtrack. Sound effects are most prominent on board the Disaster Area: the beeps and boops of computer banks working or the sound of doors opening are exactly what you would expect from a sci-fi game.
The majority of obstacles are the traditional “find an item, use that item to get another item” type, but there are a number of different puzzles that break the mold. As well as the objects you collect, you also have access to a Quadcorder, a play on the Tricorder used in Star Trek, but instead of just scanning, your Quadcorder records sounds, measures radiation, works as a super magnet, and serves as a handy bottle opener. Throughout the first two acts you’ll use this Swiss army knife of inventory tools, but the most unique and interesting application of the device is to record three sounds from the environment and present them to the DJ in the Robobar to mix into a techno track the robotic lifeforms would love.
A very well-executed, though subtle, hint system is available (at least in the first two acts), as ZB offers assistance in the form of vague but helpful clues on how to progress, with the hints changing as the story progresses. When you’re out of contact with your ship early on, there’s a news feed you can listen to that drops some useful pointers among its one-off gags. One of the best sources of hints is simply listening to the two mobster aliens in the marketplace, Ten-Eyed Tony and Denzel. Their conversation is both humorous and helpful in solving a number of puzzles.Continued on the next page...
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Posted by Syd Sacchi on Feb 21, 2018