Blaugust 2018

Saturday, June 20, 2026

The Fifth Bell Tolls But Not For Me


Two more demos down. One still to go. I have to say I've been impressed with my picking skills this time. No complete duffers yet. 

On the other hand, there's only one out of the five I've tired so far that I might buy when it comes out, that being Hawthorn. Not every game can be for everyone, even the good ones.

I was going to write up both demos in the one post but to no-one's surprise, I'm sure, I've ended up saying so much about the first there's no room for the second. It was pretty amazing I managed to cram the first three into one post on Thursday. I'll try and get the final pair into one more post next week.

The Fifth Bell  (38 minutes - Not Wishlisted)

Playing this was an interesting experience but precious little of that interest came from the story or the characters, which is a bit of a problem for a game that so obviously styles itself on the great narrative-led, character-driven point and clicks of the past, particularly a certain very well-remembered series from the 1990s. 

I'll start there. I'm used to adventure games wearing their influences proudly, as badges of respect and honor. There's nothing wrong with that at all. In the case of The Fifth Bell, though, it sometimes felt as if the primary influence might be  The Da Vinci Code, not Broken Sword

The demo begins where, I assume, where the full game will too, with the player character talking to himself as he rides his motorcycle down the hill into Strasbourg in a beautifully animated scene that really didn't work at all for me, for a couple of reasons. 

For a start, it's so lovely to look at and such a surprise at the very beginning of the demo that I didn't really take in anything I was being told. Consequently, when I arrived in the town square, I had no idea why my character was there or what he was supposed to do next.

Secondly, although I've never been to Strasbourg, I was under the impression it was a fairly large city. As you can see from the screenshot, the introduction makes it look like a small market town, as you approach it down an empty, country lane. It does look more like a city when you get there but it's still disconcerting.

All of which brings me naturally on to the graphics, which are by far the most striking and appealing thing about the game. That could also be a problem because this is one of nearly twenty per cent of all demos in the current Next Fest that come with an AI warning. In this case, AI was used "for the 2D background art, character sprites, and audio". All particularly problematic uses for many people.

I read an informative and revealing article on AI by Rob Fahey at GamesIndustry today. It makes a number of telling points about the dubious utility of AI, evidence against which is beginning to mount up now many companies, large and small, have had a year or two to try it. We're nearing the moment when the promises made for the technology are either going to be broken or fulfilled and it seems more likely to be the former than the latter. 

Fahey also observes that, even if the utility is there, it will come at a cost that might be more than most businesses will be willing to pay. Not only are the AI companies beginning to ramp up their charges in an attempt to claw back some of their vast investment but opposition from the end users, gamers, to any use of the technology at all seems to be both increasing and hardening. 

Those two factors combine to make the whole affair seem much less attractive than it did a year ago. Then, the worry would have been being left behind in the gold rush; now the safe option looks like sticking with the tried and true.

None of which necessarily impacts a game like The Fifth Bell, which looks to me as though it might be the work of a single developer. For someone making their own game, the attractions of automatically generated art and sound must seem extremely enticing. 

And the results are mildly encouraging, in a way. As I said above, the visuals are the best part of this game. The scenes are pretty to look at; well-composed and coherent. I suspect they're also mostly AI-generated, even in their final form.

The Steam AI proviso says they were "extensively edited, cropped, and manually integrated by hand", which initially makes it sound as though the end result was mostly the work of a human, until you realize what it actually means is that someone took the AI-generated output, tidied it up a bit, trimmed it to size and added it to the game. 

I'm not sure how rigorous the editing can have been, either. I spotted one error that certainly should have been caught in that editing process but wasn't. The game is set in 1994, when the currency in France would have been the Franc. The text of one puzzle correctly asks you to get hold of a one-Franc piece to make a call from a payphone but the menu boards inside and outside the cafes show all the prices in Euros, a currency not in use until almost a decade later. 

In fact, if I was going to be really picky, they also show what look very much like 2026 prices, not even the correct prices for the earliest date the Euro would have been use, namely 2002. It just shows how careful you have to be if you use generative AI and how much clean-up work you could end up doing.

Perhaps the most obvious warning sign, though, is that, as I suggested in a previous post, I could somehow sense the AI in the screenshots on the game's Steam page even before I read the disclaimer. Once I got into the game itself, that sense that something was subtly off intensified.

Would it have put me off playing, had the story grabbed me more firmly than it did? No, I can't say it would. The pictures might feel a bit bland but they're not unattractive. Plenty of hand-drawn games have art that looks a bit wonky to me so it's not an aesthetic deal-breaker. If anything, found the odd, sidling, diagonal movement of the main character, presumably not the result of AI, more disturbing than the slightly flat backgrounds.

  

Leaving the visuals for a moment, what about the sound, for which AI was also at least partly responsible? Here I found the artificiality harder to ignore and less worthy of a pass. 

One of the core requirements of an adventure game of this stripe is convincing, engaging voice work. The Broken Sword titles are the gold standard. I can hear George and Nico's voices in my head even now and Mrs Bhagpuss, who hasn't heard them since the 90s, still occasionally imitates them in conversation for comic effect. The voice acting in that series, and in several other adventure games I've played, often does as much of the heavy lifting as the plot or the puzzles.

In The Fifth Bell, the dialog isn't all that inspiring to begin with but the vocal interpretation sometimes drags it down a little further. It's not bad, as some human voice acting I've heard in games has been. It's mostly just a bit flat and unconvincing.

The thing is... the voice-work here isn't very good AI. There were a handful of minor line misreadings that I would say were typical of AI, which I would have thought, once again, should have been dealt with in the edit. And it wouldn't have been hard. I've heard - and indeed created - more convincing speeches generated by free online resources. 

After I'd finished playing, I copy-pasted a chunk of my own prose into Suno and had it create a spoken-word version, just to see if I was being over-critical. Suno did a better job on the first attempt and a much better job once I'd tweaked it a bit.

That only took me about a quarter of an hour, most of which was spent listening to the output. I don't think it would be hard to produce some convincing voiceover for an adventure game using AI. On the other hand, I'm sure I could do a better job myself, just reading it aloud, and so could most people, I'd have thought. I'm not sure voice acting is a part of the creative process that really needs much automation.

The parts of the game that apparently don't have AI at the back of them are the story, the gameplay and the mechanics. The last of those is easy to dispose of: the mechanics are solid. Nothing much wrong with them at all. Everything works, nothing is more awkward than the average adventure game, which admittedly isn't saying a lot because the entire genre is generically fiddly. I didn't come across any bugs or glitches.

Gameplay is absolutely traditional for the genre. Walk around, inspect things, pick up anything that isn't nailed down, talk to anyone who'll talk to you, do whatever they want you to do, solve problems and remove obstacles by using Item A on Item B... We all know the drill. 

I found all the puzzles reasonably easy to solve without a walkthrough. Most of the solutions were at least semi-rational although I think it's fair to say no-one in any adventure game ever made has ever behaved entirely rationally. The characters were quite engaging for the most part. The builder was amusingly aggressive, the girl and her disturbingly photo-realistic dog were charming, the waitress was suitably harried and irritable...

The plot is mildly involving. During renovations, someone discovered a modern cassette tape, hidden impossibly in a medieval wall in Strasbourg cathedral. On the tape was some kind of dire warning about not allowing a fifth bell to ring. I was never very clear what would happen if it did or why the character I was playing, Evan Marek, an archivist, was involved in trying to find out but I was willing to go along with it.

The biggest problem is the sudden start I alluded to earlier. Most adventure games begin with a fairly lengthy, slow set-up, during which you get to know the characters as they're slowly drawn into some kind of mystery. The Fifth Bell, in contrast, begins with a short voice-over and then there you are in the cathedral square in Strasbourg with not much of a clue why. I didn't find it to be a start that engendered much commitment.

The writing itself is a bit of a mix. As I said, the character dialog can be entertaining but the item and location descriptions are workmanlike at best. In general, it all feels a little perfunctory except when people are talking, at which point it sometimes seems like the writer might be having too much of a good time.

All in all, I didn't think it was a bad demo or that it's likely to be a bad game but even as a fan of the genre, I wasn't motivated to add The Fifth Bell to my wishlist. I already have a few point and click adventures on there and a couple more in my Steam library that I haven't gotten around to playing yet. All would seem to have more going for them than this one.

That said, based on the demo, I'd say it will probably be perfectly fine. If you're an adventure gamer who can't get enough of the genre and you're sanguine about AI usage, I'm sure you could do worse. That's damning it with faint praise but the demo, which I haven't finished and most likely won't, makes it feel like that sort of game. 

3 comments:

  1. I'm always a little conflicted about reviews of demos when folks get down into the details like the pricing thing you mention. I always feel like defending the dev "I'm sure that will be fixed for launch!" (I'm a Pollyanna.) But I guess if the dev is putting it out there as a DEMO and not as an alpha or a beta, then they should have things pretty buttoned up and probably they WON'T care about details like that one in the final build.

    I find it increasingly interesting how your opinion of AI and mine have diverged over the past year. In my job, we're still being pressured to use AI and in fact I use it ALL the time and it saves me hours over the course of any given week. Most of the folks I know are in the same boat.

    I wonder if the difference is in expectations of what AI does. Some people think making a game with AI means "OK ChatGPT, make me a point and click adventure game where the protagonist has to find a frog and turn it into a prince." and then you walk away and come back to find a finished game, all ready to be played. I mean, that's the pitch AI marketers are always throwing out so it is understandable, I guess. And AI might even be able to produce this game but it probably wouldn't be any good. It still needs the vision of a human to direct things because AI has NO actual experience to fall back on.

    Whereas to me using AI to make a game is closer to "OK ChatGPT, I can't get this parser to parse out strings with quotations marks in them, it crashes every time. Can you see what I'm doing wrong" and ChatGPT says "Yes in line 867 you forgot to escape the quotation mark." Things like that save me a ton of time.

    Or even "I need a nice palette for a scene where the main character gets some great news. I was thinking green, but can you suggest some complementary colors to go along with it?" And I get suggestions. I'm not a designer so I ask AI things like this a lot. When I client says "I need a blue button, hex code #2233FF, and it should change when you hover over it." I'll go right to AI and say "Can you suggest a nice subtle complementary color to use as the hover state for this button."

    Basically AI is a colleague and assistant who is always there and always has time to hash things out. I would NOT want to go back to the days of sifting through dozens of stack exchange search results to find the solution to a problem I'm encountering. Or send my code to a colleage for a 2nd set of eyes and have to wait a day for them to find time to look for my mistake.

    So to me AI is another tool, and I'm going to be VERY surprised if it goes away. I think it'll just get integrated. Some gamers will stay mad as hell about it, like the gamers that still get mad as hell if a single player game needs an Internet connection or something. But most will just get used to the idea and basically forget about it.

    Did you see that Unreal Engine 5.8 just came out an it has MCP connectors built into it, so you can connect a LLM and it'll rough out your Unreal work for you?

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    Replies
    1. What Rob Fahey is saying AI can do and is good at in that article is much the same as what you're saying. The problem he's highlighting, though, is that until now that functionality has been costing game companies almost nothing because the AI companies have been providing the service commercially at far below what it costs them to run it. At those prices, it's useful and economical for the sort of work you're describing but the pitch given to the executives who have been mandating it's use wasn't that it would make their current workers' jobs less tedious but that it would allow them to hugely reduce the number of staff they needed.

      That, apparently, isn't happening at all but now the costs of using the services is starting to increase enormously so the attractiveness of the whole idea to the people who have to pay the bills is diminishing fast. And I suspect some of those people really did think you'd just need to write a prompt and the AI would make the game for you. They're not getting anything like what they were promised and now they're having to pay a lot more not to get it so it seems obvious where that's going to go.

      And then, again as Rob says, there's clearly a lot of resistance in the market to the technology. Gamers aren't always rational and they are clannish. I very much doubt if people playing mobile games will either care or notice if they're made using AI but PC gamers will and probably so will console gamers. If there's no alternative, they'll get used to it, sure, but if some of the industry is pro-AI and using it but some big names are anti-AI and making a big deal about not using it (Which seems to be what's happening.) then the potential is there for gamers to take sides and we all know how they love doing that.

      Personally, I don't have an ideological objection to AI being used in any of my entertainment and I enjoy using it myself. My main problem with it at the moment is that, while it may be good for the behind-the-scenes jobs, it's generally quite poor when it gets up on the stage. Even though I love the songs I've made for myself, I can't in good conscience say they don't have a specific AI quality to them that, having now heard many thousands of iterations, I can recognize immediately. I think AI needs to get quite a lot better before it will really be able to do most of the tasks its makers say it can do already and based on the way that article describes how the AI companies are trying to achieve that, they seem very unlikely to succeed.

      I think we might need another technological breakthrough on the scale of the LLM before we see a radical improvement. Just throwing more and more AIs at the same problem seems unlikely to work in the long term.

      Unreal 6 is supposed to have LLM/AI built in. When i read that, I wondered if that might be the end for Unreal. I wonder how many developers will balk at that completely and move to an alternative? And if there isn't one, it sure would open the door...

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    2. It might be that things are different in the UK. I don't really see a resistance over the use of AI among the developers that I know and work with. But values are different. Like y'all take privacy issues a LOT more seriously than most people in the US do. We (the company I work for) had to put "Will you accept cookies" pop-ups on all our sites for the EU (and California) audiences and mostly we get complaints about that annoying cookie pop-up, rather than being thanked for trying to protect the users' privacy.

      I almost think the term "AI" is used for so many different things that it's becoming almost useless. The AI that I see people wanting is "AI tools" (and Fahey acknowledges this in his opinion piece). They want AI that can read a 30 page user manual and summarize the bullet points. They want AI that can do the rough draft of the Powerpoint Slide Deck they need to present to upper management. They want AI that can read through their code base and find the typo that they just can't find right now. They maybe even want AI that monitors their calendar and helps them keep on schedule.

      But I feel like a lot of folks, including gamers, hear AI and think images/sound and then they get mad because that developer didn't pay an artist to make that background image on that wall over there.

      But do they get mad when DLSS improves their framerate even though that is an AI system? Probably not, though the purists WILL turn that off. Do they get mad when the artist using Photoshop opens one of the AI assisted tools in that program? If they do that, does the game get the "Made with AI" label?

      It all feels a little vague to me.

      Then Agentic AI... the "We'll give this a prompt and it'll work for 3 days and produce something" is the AI that is spiking the prices (as Fahey points out). I haven't used anything that long-term myself so can't really speak to how good it is. Personally if I was going to get into that I'd probably try to do it with an open source model running locally The open models coming out of China are very close in ability to the models from Anthropic and OpenAI and probably better than a lot of Google's stuff.

      I guess we'll see. I don't think this is anywhere close to the NFC debacle, but time will tell. I also wonder how much content made be AI we're seeing without realizing it is AI. I was watching a TV show ("Maximum Pleasure Guaranteed" on Apple TV) and there was an actress in it that I would have SWORN was AI. She looked just like a generic AI girl to me. Very pretty but in a very mainstream kind of way. Kiarra Hamagami Goldberg her name is. I hope she doesn't read this. But she's an office worker and in scenes at the office with her makeup perfect and her outfit perfect, she reminded me of Tilly Norwood ( https://en.wikipedia.org/wiki/Tilly_Norwood )

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