R10.P12 (#120 Overall)
THE DIG

Format: PC
Year of Release: 1995
Developer: LucasArts
Genre: Point and Click Adventure
Why I picked it: Art Design & Nostalgia
If you haven't got the idea by now that I'm a hopeless aesthete when it comes to all forms of visual media, here's 9 more frames of faded pastel-hued mid 90s pixel art to really drive the point home. Like
@Padrino , I am a sucker for any game with an eye-catching and internally consistent visual style and
The Dig certainly makes an impression with its art design. The LucasArts point and click adventure game was a whole genre unto itself stretching from the late 1980s to the early 2000s. Unique amongst their catalog, though, was
The Dig's somewhat incongruous mixture of the familiar cartoon aesthetic employed by that legendary design studio with a super serious philosophical sci-fi tone. Most dismissed this game upon release as a disappointment -- a game stuck too long in development hell and saddled with some of the corniest video game dialog ever recorded. But for me (and a few like-minded diehards) this stands out as the apex of that very productive time period in the golden age of adventure games.
The Dig was marketed with one name at the top of every print ad so I might as well bullet it up front too --
from the mind of Steven Spielberg. In the mid 90s that name was instant box office gold and yes he did have some tangential involvement in the story scripting process but probably not as much as the top billing implies. Initially this was to be a spin-off of a TV series idea which was never filmed -- a story about competing archeologists on an alien world. Three lead designers and as many abandoned half-finished attempts later, the eventual finished game features an opening plot about a mission to blow up a giant asteroid heading toward Earth which quickly takes things in a decidedly more Carl Sagan direction than the two big-budget films which mined the same dramatic territory several years later. And so our cast of three finds themselves stranded on a seemingly abandoned alien planet with only a few tools to start putting together a self-rescue plan.
The rest of the game sees you in the role of Commander Boston Low tinkering with alien gadgets and trying to decipher your unseen hosts' weird hieroglyphic language. Actually most of the translation work is left to your cranky co-worker Maggie Robbins to do off-screen -- yet when you finally get to speak to an alien for the first time it's the Commander who does all the talking. Hmm, I think I understand why Ms. Robbins is so cranky. The main thrust of the story involves an addictive substance which has life giving properties and takes us through some plot beats borrowed from the John Huston classic
Treasure of the Sierra Madre -- I suppose that's where
The Dig earns its title? This storyline is the game's strongest quality and it ultimately leads to one of the more shocking moments I experienced in a game up to that point, though by today's standards it's pretty tame. I won't spoil it though in case anyone reading this might want to have the experience for themselves.
On a personal note, this is another game that I can't help but remember as a shared experience -- my brother and I taking turns being stumped by some of the more obtuse of the games many puzzles. There is a lot of
Myst in this game, right down to the "who in their right mind would ever think up that solution on their own" resolution to two of the game's most annoying puzzles. This is another of my old childhood favorites that I have long earmarked as a potential movie or TV show idea (a re-birth really in this case since it was supposed to be a TV show to begin with) but that process of adaptation involves inventing about 80% of the story. What's here is compelling but it amounts to little more than a killer setup and a handful of translatable set-pieces. Also the ending isn't great. All of that walking around and clicking on stuff just won't hit the same on a big screen.
Speaking of big screens, since this was developed on the Skywalker Ranch as a pet project for Steven Spielberg to indulge in his love for video games, there is also another first here which to my knowledge has not been repeated on any other title before or since. Some of the cut-scenes in
The Dig -- all of the scenes where we watch a blue hamster-ball shaped vehicle traveling between the five main spires that make up the game world
-- were created by staff at Industrial, Light, and Magic. Think of the mine car chase at the end of
Indiana Jones and the Temple of Doom but with much blockier rendering and no dramatic tension at all. Whee!
And as always, I've saved the best for last -- it might just be nostalgia speaking but of course I'm going to say that the music here is fantastic as well and adds a lot to the overall experience. This is another computer game for which I've bought the soundtrack CD and I actually do listen to this one quite a bit when I'm in the mood for something ethereal, haunting, and dripping with Casio keyboard charm. Credit to composer Michael Land for finding
the right aural accompaniment to hours of walking around rocky spires in perpetual twilight feeling confused.
I'm sure I've oversold the magnificence of this game. There is more "you had to be there" about my love for
The Dig's many quirks and my willingness to look past the flaws than is true of any of the other picks I've made so far. This game arrived in my life in teaser form as a playable demo of the first 15 or so minutes packaged with a 3D rendered virtual tour of a futuristic Dodge dealership. Yes, really! That initial taste of a few pixelated and charmless astronauts stuck on a strange alien world was enough to hook me back then and it's still enough for me to add it to my personal library of virtual comfort food. Would it be enough to keep anyone else's attention among the millions of other entertainment options available now? Perhaps not. Nonetheless, I'm really happy to make this my 10th pick and sail right past the irony of drafting not just one but
two games about wandering around on deserted islands with which to populate my own hypothetical desert island.