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Pilgrim: Faith as a Weapon

Pilgrim: Faith as a Weapon is a 1997 adventure video game, written by Paulo Coelho, who wrote The Pilgrimage, the novel on which the game is based. Pilgrim has been described as a "commercial cultural heritage game"[1] and "graphic interactive fiction".[2] It is the premiere title of Arxel Tribe[3] and the first in The Paulo Coelho trilogy, which also includes The Legend of the Prophet and the Assassin (1999) and The Secrets of Alamut (2001).

Pilgrim: Faith as a Weapon
Developer(s)Arxel Tribe
Publisher(s)Infogrames Multimedia
Designer(s)Nicolas Fructus, Moebius
Writer(s)Paulo Coelho
Composer(s)Jacques Nelissen, Kristjan Cocev
Platform(s)Microsoft Windows
ReleaseNovember 1997
Genre(s)Adventure, educational

Plot edit

 
The second half of the game sees a tonal shift from the first. Upon meeting the character of Petrus (pictured), Pilgrim goes beyond a series of fetch-quests and becomes infused with the philosophies of Coelho's novel and encompasses a larger spiritual narrative.

The game is loosely based on Paulo Coelho's 1987 autobiographical novel The Pilgrimage. It is a time of superstition and religious persecution,[4] where Catharism reigns supreme. Set at the beginning of the Albigensian Crusade (1208) in the south of France, the story sees Simon Lancroix aim to complete his dying father's wishes by finding a secret manuscript and delivering it to a friend named Petrus. It is revealed that this is actually a Coptic manuscript that a renegade Templar brought back from the Crusades; it is believed to be the lost Gospel of Saint Jean. This manuscript is passed around to various characters in different locations. Meanwhile, Pope Innocent III orders the inquisitor, Diego de Osma, to retrieve the manuscript. Mystical creatures such as angels and demons also become entangled in the battle.[5]

The first half of the game sees the player complete a series of tasks to help other characters. They in turn help the player. Halfway through the game, the player meets Petrus. He reveals that the player's father was the leader of a fictional religious sect called "The Tradition", which aims to bring an absolute truth that no other religion can.[6] From this point the game covers symbolic, spiritual, and supernatural philosophies such as dreams, peace, compassion, love, salvation, the Four Horsemen of the Apocalypse, growing up and giving up, and re-learning what we knew as children; the final scene takes place in Limbo.[6]

Gameplay edit

Pilgrim is a first-person point-and-click adventure. Players click through a series of static frames—a slideshow of pre-rendered 3D environments—to move around. The player is not free of their movements and must often strategically click screen points in a certain order to reach a destination.[6][7] The cursor becomes an arrow to indicate a possible movement, and a click transitions the player to the next location.[7] It is possible to die in the game; one cause of death includes the player failing to accomplish certain time-dependent challenges.[6] If the player dies they are returned to the beginning of the latest checkpoint, often after a cutscene.[5][6] There are also two unwinnable states. One of them occurs if the player gives all their money to a beggar in Toulouse, in spite of needing it to go past the very next door.[6] The player is encouraged to "save early, save often".[6] The game's final puzzle has been described as "no less than an exam about what you're supposed to have learned".[6] The game comes with two discs, which are required to install the game; regardless of where the player is,[clarification needed] Disc 1 must be inserted every time they boot up the game.

The "Inventory" interface has three elements. "Bag" is used for acquired items.[5] The number of items and the weight a player can carry are limited.[7] "People" contains the characters the player has encountered, knows about, or wants information on.[5] "Items" has the objects which have been seen or heard about but not acquired.[5] "People" and "Items" of interest can be brought up as topics of conversation with others.[5] To use an item in "Bag", the player clicks on it to activate it (it then has a yellow box around it), then clicks "View".[7] To offer a topic of discussion, the player clicks on an item in the "People" or "Items" tabs to activate it. They then click on a character in the "View" screen to talk about it.[7] The puzzles require both reflection and patience.[5] The "Bag" items and the clues within the "Encyclopedia" can be applied and manipulated to solve puzzles thereby advancing the story.[5] The latter is similar to how the Chronopedia in used in the Broderbund adventure game Carmen Sandiego's Great Chase Through Time.[8] The game has a hint system to provide clues for the more obscure puzzles.[5] The entries in the in-game "Encyclopedia" have been described as "spartan", consisting exclusively of text.[6] Sometimes when a character mentions a topic that is available in the "Encyclopedia" during a conversation. A keyword will appear on the screen which may then be clicked to bring up the corresponding entry.[6] While not required, this feature allows the player to delve deeper into the interesting historical nuggets featured throughout the game.[6] The player has an in-game notebook, into which they may copy-paste extracts from the "Encyclopedia".[6]

Development edit

 
 
Pilgrim was based on a novel by Paulo Coelho (above), who served as the game's screenwriter. Moebius (below) joined the project as lead designer.

Inspiration edit

Arxel Tribe was founded in 1990 by two Slovenian architects — Matjaž Požlep and Diego Zanco.[6][9] Before Pilgrim, the company was known for designing and producing animated computer graphics for the architecture industry on Silicon Graphics computers at three agencies in Ljubljana, Paris and Milan.[10][11] Frenchmen Stephen Carrière and Guillaume de Fondaumière joined the company three years later in 1993.[6] They helped to diversify it into a special effects company for the advertising industry in 1994 by creating an educational film for an Italian design agency, which went on to win awards and be featured at the Berlin Film Festival.[11] That experience gave the team a desire to create graphics as a means of expression and to pursue more ambitious projects in the entertainment industry — specifically video games.[11] Arxel Tribe tried unsuccessfully to raise funds for over a year to pursue this goal.[11] In 1996, Anne Carriére Multimédia was founded as a subsidiary arm of Éditions Anne Carrière, the French publisher of work by Brazilian novelist Paulo Coelho[12] and French cartoon artist Jean Giraud (also known as Mœbius).[6] The subsidiary was created to specialise in the production of a genre of video games called "author games"; they chose Arxel Tribe to serve as the title's development team.[13][14] Stephen Carrière's mother, Anne, was the head of Éditions Anne Carrière. This connection gave Arxel Tribe the opportunity to collaborate with a high calibre of creative talent on its debut foray into the video game space.[6][15][16]

The premiere project of the new venture was chosen by Anne Carriére Multimédia to be an adventure game based on Coelho's The Pilgrimage (1987). The artistic direction was handed to French comic artist and frequent video game collaborator Jean Giraud (aka Moebius); The Pilgrimage would be his last gaming project.[13][14][17][18] Moebius had previously illustrated the French edition of one of Coelho's books,[6] and had designed covers for gaming projects such as Panzer Dragoon (1995) and Fade to Black (1995).[18] Coelho's books had sold millions of copies providing an incentive for the threads of his work to be woven into PC games.[19] According to SK Online, Coelho "accepted the proposal with great pleasure" after learning that the general appearance of the game would be decided by Moebius.[20] Moebius and Coelho began the design work in 1996.[21][22] Also in 1996, a year since their last diversification, Arxel Tribe had a meeting with Coelho and Moebius. This resulted with the company switching gears to become a video game development studio and signing onto the project, which was to be published by Infogrames in 1997.[23][24] Fondaumière recalls "sitting at a bar in Frankfurt with Paulo Coelho [and] discussing the crazy idea of creating a videogame together".[25] Carrière and de Fondaumière helped Arxel Tribe re-position itself as a developer of "author games",[26] and the company bought the rights to publish a video game adaption of Pilgrim.[11] Arxel Tribe had made a lot of money in the advertising industry and was increasingly interested in moving into the video gaming industry; they were in a financial position that enabled them to pursue this vision.[27] Moebius required an investment of 20 million francs (approx. $4 million US at the time) to become involved.[28] Matja Požlep noted that creating a game based on Coelho's work was a good idea because potential customers would already be acquainted with his work.[29] Guillaume de Fondaumiere recalled that as professionals, Coelho and Mobius charged a high price for their work and had a highly ambitious, challenging, and expensive vision. Arxel Tribe's lack of experience in video game development meant that the collaboration became a "fantastic, but also a painful experience" much to their dismay.[11] The game was originally called Pilgrim during the development stage, and by its release had the subtitle Faith as a Weapon.[13][14]

Arxel Tribe chose adventure gaming because the genre had recently been experiencing technological advancements that were comparable to those seen in the shooting genre. New releases such as Doom (1993) and Quake (1996), had opened up new graphical and narrative possibilities.[9] Arxel Tribe aimed to create an adventure game with an "epic" and "gripping" narrative that did justice to the source material's "initiatory, romantic and spiritual journey".[13][14] They wanted to make a "humanist journey with a very deep storyline", instead of being "just another adventure game".[22] The development company collaborated with Coelho in adapting the story into more of an investigative detective mystery to better immerse the player while encouraging them to use logic and their imagination.[13][14] The early 13th century was chosen as the game's time period because of its "historical and mythical richness" abundant with heresy, crusades, and errands by knights. The developers felt this was the ideal setting to illustrate the "generous and humanist philosophy" inherent in Coelho's book.[13][14] Carrière said that video game manufacturers were drawn to comic book writers, screenwriters or cartoonists because of their desire to create a unique graphic universe that sets the game apart from the rest of the market.[30] Matjaz Požlep said the company worked within an adventure gaming niche and within that an intellectual gaming sub-niche.[9] At his time 46 people were working on Arxel Tribe games at their Ljubljana headquarters.[29]

Design edit

 
 
Examples of the original concept art by Moebius (above) and the final 3D models featured in the game (below).

While Guillaume de Fondaumière considered video gaming a mere extension of their 3D studio business, he was neither a programmer nor a graphic artist, so he assumed the role of producer and sought to find people who cared about the creative side of game development.[27] With a team of "galley slaves", they managed to complete the game in a mere 15 months.[11]

Moebius collaborated with Arxel Tribe's artistic director Nicolas Fructus on the game's design elements to draw the concept art for scenes and characters.[12][31] The development company felt that Moebius' drawings enhanced the magical quality of the story, and provided a sense of cultural and spiritual curiosity, transcending the generic conventions of the adventure game genre.[13][14] The 2D character design work was done in both Ljubljana and Paris, while the adaptation of the designs using 3D graphics software was completed in Ljubljana[15] Computer artists created 3D images from Moebius' drawings using Silicon Graphics computers (such as Onyx and Indigo 2, which they had used in previous non-video game projects[32]); they mixed traditional computer graphics techniques, such as rigging, with motion capture to animate the characters.[13][14][33]

The game's 3D engine was created in-house at Pilgrim, and the computer-rendered elements like scenes and characters were made to look on a par with the top-level video game developers of the time.[15] Marcin Mierzejewski Zenzire approached Arxel Tribe in 1996 to become a 3D modeller and animator but was hired instead as a coder for this game. At the time the company had limited coding experience from their previous multimedia projects, so needed a professional coder.[34] Zenzire "set up the initial architecture for the game engine, coded some UI routines and the game's interactive encyclopedia", using expertise from his work using hypertext. He also "supervised the code and offered assistance with other programming tasks".[34]

Early in development, complete literature research was carried out to provide the team with a comprehensive and faithful design guide containing each historical element the project required, such as clothes, architecture and landscapes.[13][14] To give the player a colourful window into the complexities of the time period, a multimedia "Encyclopedia" containing biographical information such as maps, articles, and paintings was included in-game; the over 150 page data bank is divided into three parts: "History & Geography", "Life in the Middle Ages" and "Religion".[5][13][14] This 13th-century information was added to provide additional historical knowledge and context.[15] The game was created with the participation of Le Centre National de la Cinématographie and the Ministèr Délégué à la Poste aux Télécommunications et à l'Espace.[35]

Most of the game's background music was not written for the game; it was chosen instead from preexisting music, largely from the Medieval and Romantic periods.[16] This includes Symphony No. 1 in D major by Gustav Mahler, a piece by Fernando Sor, a guitar-transcribed version of Isaac Albéniz's piano pieces Suite Española No. 1, Op. 47 and Cantos de España and "Greensleeves".[5][7] The pieces are relatively short and loop indefinitely in their respective locations.[6] The game is in the SVGA 640x480 aspect ratio,[7] and was made available in English, French, German and Brazilian Portuguese.[22]

Release edit

In June 1997, Arxel reported on their website that the game was likely to be completed by December with a world release planned for Spring 1998.[13][14][15] At the time, Anne Carierre Multimedia was confirmed as co-producer of the game, while negotiations were still going on with the major worldwide distribution companies.[13][14][15] Later that year, Infogrames Entertainment signed a first publishing and distribution contract with Arxel Tribe.[21] The project was officially announced to the press during a candlelit dinner held in a castle in Ljubljana in September 1997, with an intended release date of November 1998.[12] The small multimedia studio treated the journalists to a sample of local handicrafts at the beginning of the evening. It then invited them to a conference in the castle hall.[36]

The game was released in the US and Europe in November 1997 in English, French (Pilgrim: Par le Livre et par l'Epée), and German (Pilgrim: Das Geheimnis der Schrift). The a Brazilian Portuguese edition entitled O Diário de um Mago was released in January 1998.[12] The game ended up being published first in the UK in February 1998 by Infogrames Multimedia; the French publication was handled by Wanadoo Edition (formed by Index+'s acquisition of France's Télécom Multimédia), and the French trailer was created by Eurospace, advertised by Infogrames, and directed by Lioux Philippe.[21][37] The game could also be purchased from the Arxel Tribe webstore.[38] As a promotion, Arxel Tribe announced they would give a free copy of the game to the first 200 people ask the company for it.[32] In total, $2 million was invested in the venture; of this, $1 million went toward the production of the title by Arxel Tribe and Anne Carrière Multimedia, while another $1 million was spent to promote the title which was distributed worldwide by French company Infogrames.[12] 250,000 copies of the video game were published.[39]

Just Adventure described Pilgrim as a "little-known title", noting that by the time of the release of its sequel, The Legend of the Prophet and the Assassin in 1999, Pilgrim had still not been released in North America.[40] It noted that there were three potential culprits for the gaming "gem" suffering lack of recognition: little to no marketing by Arxel Tribe, the publisher not understanding how to sell the product, and the gaming industry simply being apathetic toward adventure games at the time.[40] Game coder Marcin Mierzejewski Zenzire later argued that while the title was a decent success among adventure fans and created a reasonable amount of media buzz, Arxel Tribe used the boom in popularity to promote themselves rather than the game. This meant a "comparatively small number of copies was [sic] printed and therefore sold out almost immediately".[34] SK Online wrote that the game was only a half-hearted success, partly because of the lack of advertising, but also because it had some technical deficiencies when compared to its contemporaries.[20] Clovis of Gameboomers noted that during its rollout, there were "significant delays in delivery".[38] Just Adventure reported that Pilgrim was originally supposed to be included as a bonus feature in the release of The Legend of the Prophet and the Assassin, but that this idea was later abandoned, describing it as "yet another marketing mistake".[41] The article, published between Pilgrim's original and re-releases, further explained that while the game was very rare, it could occasionally be found on eBay and the Game Trading Zone.[41] In its review of The Secrets of Alamut in July 2001, Just Adventure wrote that Pilgrim had experienced a "rejuvenation in sales" in the time since it had been listed it in "The Ten Best Games That (Almost) No One Has Ever Played" article.[42] Despite that, in 2002, Tap Repeatedly still lamented that the game had sunk into relative obscurity between its 1998 and 2001 releases.[43] On the contrary, VGDb said the game was a "great success",[44] while Arxel Tribe asserted that their game had been recognised by both players and critics for its originality and being faithful to Coelho's work.[45] Guillaume de Fondaumiere told Game.EXE that the game sold "surprisingly well", and that due to the efforts of Infogrames, 40,000 copies were sold in France alone.[11] Relations Presse asserted that the game received an impressive number of articles in the public press as a result of their public relations stunt at the Ljubljana castle.[36]

The game was not reprinted until three years after its original release. It was re-released in France in March 2001, and the US in November 2001, (by Selectsoft Publishing) as a Deluxe Edition — in some cases simply as Pilgrim without its subtitle.[34][46][47] The re-release contained 3 CD-ROMs: the game discs and a bonus "Making Of" disc featuring an interview with Coelho, 14 storyboards by Moebius, an Encyclopaedia of the Middle Ages, and a walkthrough solution of the game.[47] On February 28, 2001, French adventure company Nival Interactive announced that it had signed a contract with Wanadoo Edition for the release of a Russian version of Pilgrim in the second quarter of that year. This project was never realised, however, 1C did publish the Russian versions of the sequels.[16] In March 2001, Guillaume de Fondaumiere expressed a desire to find a publisher to facilitate the localisation and distribution of the title in Russia, suggesting that players should play the game in their own languages to fully appreciate it.[11] In 2002, CD Projekt issued a Polish version of the game in response to the wave of popularity around Paolo Coelho and The Pilgrimage at the time.[48] While created for Windows 3.1 or Windows 95, to be played using a Pentium 75 MHz chip and at least 16 Mbytes of RAM, the game is able to run under XP and Vista on 32-bit.[7][12]

Reception edit

In June 1997, before the game's release, Stop magazine published an article which described the game's genre as most akin to the video game Myst (1993), in terms of its technical design.[15] Upon the game's announcement in September 1997, Marijô Zilveti of Folha De S.Paulo expressed joy that the game would bear a resemblance to Coelho's novel as he was directly involved in the creation of the script.[12] In October 1997, PC Jeux wrote that its beauty and intensity made up for its "technical poverty".[49] In November 1997, La Croix selected the game for its article Les créateurs français innovent avec poésie (French Creators Innovate with Poetry), describing the game as a "historical-New Age quest".[50] That month, PC Joker wrote that the game's bugs were enough to sour the player experience, despite the title's beautiful aesthetic design.[51] In December 1997, PC Player said it was initially turned off by the cumbersome, bland, and strange game, but after a while became enamoured by the "mystery and profundity" of the game's images and sounds.[52] Power Play negatively compared the game to Broken Sword: The Shadow of the Templars,[53] PC Action described the interface as "unusual but very intuitive",[54] GameStar negatively compared the game to Riven and Zork: Grand Inquisitor while accusing it of being both too complicated and obsolete,[55] and PC Games said the game lacked tension, variety and mental challenge.[56] In January 1998, PC Power praised the animations and the elaborate background information, though lamented that it missed award status by having handling and gameplay issues.[57][58] That year, Joe Nettleback of PowerPlay wrote that he was pleased with the German dub.[59] In 1998, Nataliya Dubrovskaya of Game.EXE said that the game was a beautiful entry in the "Euroadventure" genre, along with contemporaries such as Dark Earth, Nightmare Creatures, and Cryo Interactive titles like Atlantis: The Lost Tales, Dreams to Reality, and Versailles. ; the site praised the game's beauty and solid story.[60] Privat Computer PC loathed the game, describing it as a "French failure"[61]

In 2001, Ray Ivey of Just Adventure, a self-professed fan of the developer who enjoyed Ring (1999) and Faust (1999), picked up Pilgrim "mostly out of academic interest" to examine Axel Tribe's debut work; he described the title as "lovely", "mysterious", "educational", "compelling", and a great entry in the adventure game genre.[2] That same year Randy Sluganski ranked the game 7th in his list of The 10 Best Adventure Games That (Almost) No One Has Ever Played in the same publication, complimenting it for tackling subjects such as theology and superstition, and describing it as an "artistic tour-de-force" that addresses its themes with a sense of adventurousness, power, and scope.[41] Gordon Aplin of Metzomagic and Quandary did not buy the game when it was originally released as the box cover mislead him into thinking it was an action/adventure game like Knight's Chase. After playing the game in 2001 he deemed it a valiant first effort by Arxel but incomparable to the later titles like Ring and Faust.[62][63] In a 1999 Faust review Metzomagic's Steve Metzler said the company had "improved tremendously" when compared to Pilgrim's "incomprehensible" puzzle design.[64] In a 2002 review Tap Repeatedly's Enigma described Pilgrim as "mind-blowing", "stunning", "outrageous", and "constantly interesting".[43]

In 2003, Polish adventure game review site Przygodoskop wrote that the title had outdated graphics, a dull narrative, and ordinary puzzles, and considered its Polish release a cash-grab due to the popularity around the author at the time.[48] In a 2004 review of the game, JPP of Jeux Video said he preferred the beginning of the game due to its logical puzzles, as opposed to the latter half's "spiritual initiatory quest" narrative which has vague puzzles to match.[65] In 2006, Avsn-nikki of Adventurespiele admitted that the graphics appeared outdated, and noted that in order to succeed you need to ask every individual character every tiny conversation thread.[66] Old-Games.ru listed the game in its International Festival of Adventure as a rare and interesting entry in the genre.[67] The site noted that the game was released just after historical-themed adventure games came into fashion in the late 1990s, while praising the novice developer for Moebius' beautiful work and favourably comparing Coelho's confident script to the work of Cryo Interactive and index+; the site criticised the interface for taking up nearly half the screen and the transformation of Moebius' "cute and stylish" 2D drawings into low-polygon 3D dummies, but deemed it a historical, cultural, and entertainment achievement, and praised the developer's use of authentic melodies expressing a desire for them to continue this in their future work.[16] AVEC's Andrea Maroni thought the game did not attract "the interest it deserved".[68]

Puntaeclicca's Aspide Gioconda liked the game from both a historical and puzzle design perspective despite the game's bugs affecting its quality level.[4] Quedzas Video Games thought the game's music was beautiful and atmospheric, citing the tune playing at Saint-Sernin as evoking a sense of mystery.[5] Mr. Bill & Lela from Mr. Bill's Adventureland Review praised the game for mixing educational historical elements seamlessly into the intriguing story.[69] Abandonware France thought the graphics were plastic-like, yet detailed and impressive for the time; the site also thought the French voice acting was generally good.[7] The book Le Livre de Sagesse: Supports, Médiations, Usages noted that games like Pilgrim demonstrate how the player's actions allow them to write or rewrite history; the fate of the narrative is in their hands.[70] Studies in Medievalism explains that Pilgrim is one of only a handful of adventure video games set in the medieval period, alongside entries like Cryo Interactive's Arthur's Knights, noting that Pilgrim "tries so hard to be authentic".[71] Camille Saint-Jacques of Arts contemporains, 1950–2000 thought Moebius' contribution to the game was an example of the interest graphic artists of the time (particularly young ones) had in multimedia and the video games industry, which offered a more magnetic pull than traditional neuvième art (comic books); it noted that the Slovenian designers did not "disdain to be interested" in collaborating with a comic book artist.[72] On his review site Feibel, German journalist Thomas Feibel felt the 3D characters moved around like "living helium balloons", due to their movements lacking in detail and precision.[73] Gameboomers reviewer Clovis noted that pixel hunting is required early on and that puzzles toward the end were so obscure he was forced to use a walkthrough.[38]

Damien Poussier of Hardcore Gaming 101 asserted that Pilgrim is the resulting blend of the "relative seriousness" and "classic feel" of Arxel Tribe (which he compared with Cryo Interactive), the "great artwork" of Moebius, and the "ridiculous new age philosophy" and "low-grade proselytizing" of Coelho.[6] Poussier also compared the gameplay to Myst and liked that the game did not follow the book too closely, noting that a "stain" of the "author's influence" was not noticeable until the game's midpoint; he thought the scene with Petrus was "completely out of the blue" and "filled with absolute nonsense that even the stonest {sic]] of all hippies would find laughable".[6] The Hardcore Gaming 101 reviewer also criticised the plastic-like characters which did not resemble Moebius' work, having to wait for characters to complete an animation before answering each question, and the "excruciatingly awful" voice acting of many characters, particularly the incorrect French and Spanish accents.[6] Poussier praised the atmospheric music, as well as the "well-handled" education despite lamenting that the encyclopedia would have been more palatable had its walls of text been sprinkled with some images.[6]

Legacy edit

The game received the Golden CD-ROM award in France and other international awards.[21][74] According to Arxel Tribe, the game's release saw the developer become recognised for its "author games", which had beautiful graphics and an in-depth scenario.[75] The game turned out to be Arxel Tribe's prelude; it was followed by the company's "international breakthrough" hit Ring (1998), based on an opera by Richard Wagner, which would sell 600,000 copies.[3][76] Ring's game engine was based on the one created for Pilgrim, so the titles had a similar architecture and design.[34]

After the release of Pilgrim, Paulo Coelho decided to use this collaboration and newfound interest in interactive entertainment as the inspiration behind a recurring plot point in his 1998 novel Veronika Decides to Die. This was released the same year as Pilgrim's sequel The Legend of the Prophet and the Assassin. In Veronika Decides to Die, the suicidal Ljubljana-born heroine reads an article in the French magazine Homme about a computer game developed in Slovenia and written by Coelho.[20][45][77] There are many references to Pilgrim and Coelho's thoughts on the experience throughout the book; the following passage illustrates this:

"Having nothing more interesting to do, [Veronika] decided to read the whole article, and she learned that the said computer game had been made in Slovenia -that strange country that no one seemed quite able to place, except the people who lived there – because it was a cheap source of labor. A few months before, when the product was launched, the French manufacturer had given a party for journalists from all over the world in a castle in Vled. Veronika remembered reading something about the party; which had been quite an event in the city, not just because the castle had been redecorated in order to match as closely as possible the medieval atmosphere of the CD-ROM, but because of the controversy in the local press: Journalists from Germany, France, Britain, Italy and Spain had been invited, but not a single Slovene..."

— Paulo Coelho, excerpt from his 1998 novel Veronika Decides to Die[77]

After Pilgrim, it was decided that the "fruitful collaboration" between Arxel Tribe and Coelho would continue; this resulted in the creation of two more games set in the Medieval Middle East, creating an adventure trilogy.[20][45] The Legend of the Prophet and the Assassin, also known as The Prophet's Trail, (called The Legend of As-Sayf: The Prophet and the Assassin during the development stage[11]), is sometimes referred to as Pilgrim II. It is, however, less a direct sequel and more an "entirely new story about the same era as seen from another perspective", which carries over into the third game The Secrets of Alamut.[78] Described by Guillaume de Fondaumiere as a "kind of continuation",[11] the game takes place 50 years after the events in Pilgrim, although it explores many of the same themes.[20] Just Adventure noted that when the sequel was released in North America, Pilgrim still had not been made available, so there was no point in marketing the game as Pilgrim II.[40] In some releases the two games are considered Part 1 and Part 2 of the Legend series, with the bundled release also known as The Legend of the Prophet and the Assassin.[40] Throughout The Paul Coelho trilogy, Pilgrim protagonist Simon de Lancroix evolves from a "young, sense-seeking" person to someone who has "matured to a prophet, although not loved by everyone", according to Adventure-Archiv.[79] However, Damien Poussier of Hardcore Gaming 101 argues that while Simon de Lancroix is mentioned in the sequel, the name is not referring to the same character from Pilgrim.[6] The Lancroix of the sequels is a European prophet who wanted to construct an oasis of peace called Jébus.[20] The three titles would form a collection — with The Legend of the Prophet and the Assassin (2000) and The Secrets of Alamut (2001), which continued the story — known collectively as The Paulo Coelho Trilogy.[13][14][80] Guillaume de Fondaumiere later said that while he was proud of the game, it was not particularly impressive by the standards of the time.[11] Many of the crew who worked on this game would work together on other projects. 20 members of the creative team collaborated on Faust: Seven Games of the Soul (1999), and 14 worked on The Legend of the Prophet and the Assassin (2000 – also written by Coelho).[35] Arxel Tribe would develop fifteen games. These were mostly parts of a series sharing common aspects. They were educational adventure games set in specific historical times, inspired by real or mythological events.[6] Arxel Tribe was eventually renamed Art Rebel and created the graphics production and modeling for French video game developer White Birds Productions.[81]

References edit

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  2. ^ a b Ivey, Ray (July 20, 2001). . Just Adventure. Archived from the original on July 20, 2001. Retrieved January 28, 2017.
  3. ^ a b "Guillaume DE FONDAUMIERE". DigiWorld Summit. November 20, 2014.[permanent dead link]
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  6. ^ a b c d e f g h i j k l m n o p q r s t u v w x Poussier, Damien (July 12, 2012). "Pilgrim: Faith as a Weapon". Hardcore Gaming 101. Retrieved November 15, 2020.
  7. ^ a b c d e f g h i "Pilgrim: Par le Livre et par l'Epée (French)". Abandonware France. Retrieved January 29, 2017.
  8. ^ . Learning Village. Archived from the original on September 27, 2013. Retrieved October 27, 2012.
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External links edit

  • MobyGames
  • Featured in Electre multimédia

pilgrim, faith, weapon, 1997, adventure, video, game, written, paulo, coelho, wrote, pilgrimage, novel, which, game, based, pilgrim, been, described, commercial, cultural, heritage, game, graphic, interactive, fiction, premiere, title, arxel, tribe, first, pau. Pilgrim Faith as a Weapon is a 1997 adventure video game written by Paulo Coelho who wrote The Pilgrimage the novel on which the game is based Pilgrim has been described as a commercial cultural heritage game 1 and graphic interactive fiction 2 It is the premiere title of Arxel Tribe 3 and the first in The Paulo Coelho trilogy which also includes The Legend of the Prophet and the Assassin 1999 and The Secrets of Alamut 2001 Pilgrim Faith as a WeaponDeveloper s Arxel TribePublisher s Infogrames MultimediaDesigner s Nicolas Fructus MoebiusWriter s Paulo CoelhoComposer s Jacques Nelissen Kristjan CocevPlatform s Microsoft WindowsReleaseNovember 1997Genre s Adventure educational Contents 1 Plot 2 Gameplay 3 Development 3 1 Inspiration 3 2 Design 3 3 Release 4 Reception 5 Legacy 6 References 7 External linksPlot edit nbsp The second half of the game sees a tonal shift from the first Upon meeting the character of Petrus pictured Pilgrim goes beyond a series of fetch quests and becomes infused with the philosophies of Coelho s novel and encompasses a larger spiritual narrative The game is loosely based on Paulo Coelho s 1987 autobiographical novel The Pilgrimage It is a time of superstition and religious persecution 4 where Catharism reigns supreme Set at the beginning of the Albigensian Crusade 1208 in the south of France the story sees Simon Lancroix aim to complete his dying father s wishes by finding a secret manuscript and delivering it to a friend named Petrus It is revealed that this is actually a Coptic manuscript that a renegade Templar brought back from the Crusades it is believed to be the lost Gospel of Saint Jean This manuscript is passed around to various characters in different locations Meanwhile Pope Innocent III orders the inquisitor Diego de Osma to retrieve the manuscript Mystical creatures such as angels and demons also become entangled in the battle 5 The first half of the game sees the player complete a series of tasks to help other characters They in turn help the player Halfway through the game the player meets Petrus He reveals that the player s father was the leader of a fictional religious sect called The Tradition which aims to bring an absolute truth that no other religion can 6 From this point the game covers symbolic spiritual and supernatural philosophies such as dreams peace compassion love salvation the Four Horsemen of the Apocalypse growing up and giving up and re learning what we knew as children the final scene takes place in Limbo 6 Gameplay editPilgrim is a first person point and click adventure Players click through a series of static frames a slideshow of pre rendered 3D environments to move around The player is not free of their movements and must often strategically click screen points in a certain order to reach a destination 6 7 The cursor becomes an arrow to indicate a possible movement and a click transitions the player to the next location 7 It is possible to die in the game one cause of death includes the player failing to accomplish certain time dependent challenges 6 If the player dies they are returned to the beginning of the latest checkpoint often after a cutscene 5 6 There are also two unwinnable states One of them occurs if the player gives all their money to a beggar in Toulouse in spite of needing it to go past the very next door 6 The player is encouraged to save early save often 6 The game s final puzzle has been described as no less than an exam about what you re supposed to have learned 6 The game comes with two discs which are required to install the game regardless of where the player is clarification needed Disc 1 must be inserted every time they boot up the game The Inventory interface has three elements Bag is used for acquired items 5 The number of items and the weight a player can carry are limited 7 People contains the characters the player has encountered knows about or wants information on 5 Items has the objects which have been seen or heard about but not acquired 5 People and Items of interest can be brought up as topics of conversation with others 5 To use an item in Bag the player clicks on it to activate it it then has a yellow box around it then clicks View 7 To offer a topic of discussion the player clicks on an item in the People or Items tabs to activate it They then click on a character in the View screen to talk about it 7 The puzzles require both reflection and patience 5 The Bag items and the clues within the Encyclopedia can be applied and manipulated to solve puzzles thereby advancing the story 5 The latter is similar to how the Chronopedia in used in the Broderbund adventure game Carmen Sandiego s Great Chase Through Time 8 The game has a hint system to provide clues for the more obscure puzzles 5 The entries in the in game Encyclopedia have been described as spartan consisting exclusively of text 6 Sometimes when a character mentions a topic that is available in the Encyclopedia during a conversation A keyword will appear on the screen which may then be clicked to bring up the corresponding entry 6 While not required this feature allows the player to delve deeper into the interesting historical nuggets featured throughout the game 6 The player has an in game notebook into which they may copy paste extracts from the Encyclopedia 6 Development edit nbsp nbsp Pilgrim was based on a novel by Paulo Coelho above who served as the game s screenwriter Moebius below joined the project as lead designer Inspiration edit Arxel Tribe was founded in 1990 by two Slovenian architects Matjaz Pozlep and Diego Zanco 6 9 Before Pilgrim the company was known for designing and producing animated computer graphics for the architecture industry on Silicon Graphics computers at three agencies in Ljubljana Paris and Milan 10 11 Frenchmen Stephen Carriere and Guillaume de Fondaumiere joined the company three years later in 1993 6 They helped to diversify it into a special effects company for the advertising industry in 1994 by creating an educational film for an Italian design agency which went on to win awards and be featured at the Berlin Film Festival 11 That experience gave the team a desire to create graphics as a means of expression and to pursue more ambitious projects in the entertainment industry specifically video games 11 Arxel Tribe tried unsuccessfully to raise funds for over a year to pursue this goal 11 In 1996 Anne Carriere Multimedia was founded as a subsidiary arm of Editions Anne Carriere the French publisher of work by Brazilian novelist Paulo Coelho 12 and French cartoon artist Jean Giraud also known as Mœbius 6 The subsidiary was created to specialise in the production of a genre of video games called author games they chose Arxel Tribe to serve as the title s development team 13 14 Stephen Carriere s mother Anne was the head of Editions Anne Carriere This connection gave Arxel Tribe the opportunity to collaborate with a high calibre of creative talent on its debut foray into the video game space 6 15 16 The premiere project of the new venture was chosen by Anne Carriere Multimedia to be an adventure game based on Coelho s The Pilgrimage 1987 The artistic direction was handed to French comic artist and frequent video game collaborator Jean Giraud aka Moebius The Pilgrimage would be his last gaming project 13 14 17 18 Moebius had previously illustrated the French edition of one of Coelho s books 6 and had designed covers for gaming projects such as Panzer Dragoon 1995 and Fade to Black 1995 18 Coelho s books had sold millions of copies providing an incentive for the threads of his work to be woven into PC games 19 According to SK Online Coelho accepted the proposal with great pleasure after learning that the general appearance of the game would be decided by Moebius 20 Moebius and Coelho began the design work in 1996 21 22 Also in 1996 a year since their last diversification Arxel Tribe had a meeting with Coelho and Moebius This resulted with the company switching gears to become a video game development studio and signing onto the project which was to be published by Infogrames in 1997 23 24 Fondaumiere recalls sitting at a bar in Frankfurt with Paulo Coelho and discussing the crazy idea of creating a videogame together 25 Carriere and de Fondaumiere helped Arxel Tribe re position itself as a developer of author games 26 and the company bought the rights to publish a video game adaption of Pilgrim 11 Arxel Tribe had made a lot of money in the advertising industry and was increasingly interested in moving into the video gaming industry they were in a financial position that enabled them to pursue this vision 27 Moebius required an investment of 20 million francs approx 4 million US at the time to become involved 28 Matja Pozlep noted that creating a game based on Coelho s work was a good idea because potential customers would already be acquainted with his work 29 Guillaume de Fondaumiere recalled that as professionals Coelho and Mobius charged a high price for their work and had a highly ambitious challenging and expensive vision Arxel Tribe s lack of experience in video game development meant that the collaboration became a fantastic but also a painful experience much to their dismay 11 The game was originally called Pilgrim during the development stage and by its release had the subtitle Faith as a Weapon 13 14 Arxel Tribe chose adventure gaming because the genre had recently been experiencing technological advancements that were comparable to those seen in the shooting genre New releases such as Doom 1993 and Quake 1996 had opened up new graphical and narrative possibilities 9 Arxel Tribe aimed to create an adventure game with an epic and gripping narrative that did justice to the source material s initiatory romantic and spiritual journey 13 14 They wanted to make a humanist journey with a very deep storyline instead of being just another adventure game 22 The development company collaborated with Coelho in adapting the story into more of an investigative detective mystery to better immerse the player while encouraging them to use logic and their imagination 13 14 The early 13th century was chosen as the game s time period because of its historical and mythical richness abundant with heresy crusades and errands by knights The developers felt this was the ideal setting to illustrate the generous and humanist philosophy inherent in Coelho s book 13 14 Carriere said that video game manufacturers were drawn to comic book writers screenwriters or cartoonists because of their desire to create a unique graphic universe that sets the game apart from the rest of the market 30 Matjaz Pozlep said the company worked within an adventure gaming niche and within that an intellectual gaming sub niche 9 At his time 46 people were working on Arxel Tribe games at their Ljubljana headquarters 29 Design edit nbsp nbsp Examples of the original concept art by Moebius above and the final 3D models featured in the game below While Guillaume de Fondaumiere considered video gaming a mere extension of their 3D studio business he was neither a programmer nor a graphic artist so he assumed the role of producer and sought to find people who cared about the creative side of game development 27 With a team of galley slaves they managed to complete the game in a mere 15 months 11 Moebius collaborated with Arxel Tribe s artistic director Nicolas Fructus on the game s design elements to draw the concept art for scenes and characters 12 31 The development company felt that Moebius drawings enhanced the magical quality of the story and provided a sense of cultural and spiritual curiosity transcending the generic conventions of the adventure game genre 13 14 The 2D character design work was done in both Ljubljana and Paris while the adaptation of the designs using 3D graphics software was completed in Ljubljana 15 Computer artists created 3D images from Moebius drawings using Silicon Graphics computers such as Onyx and Indigo 2 which they had used in previous non video game projects 32 they mixed traditional computer graphics techniques such as rigging with motion capture to animate the characters 13 14 33 The game s 3D engine was created in house at Pilgrim and the computer rendered elements like scenes and characters were made to look on a par with the top level video game developers of the time 15 Marcin Mierzejewski Zenzire approached Arxel Tribe in 1996 to become a 3D modeller and animator but was hired instead as a coder for this game At the time the company had limited coding experience from their previous multimedia projects so needed a professional coder 34 Zenzire set up the initial architecture for the game engine coded some UI routines and the game s interactive encyclopedia using expertise from his work using hypertext He also supervised the code and offered assistance with other programming tasks 34 Early in development complete literature research was carried out to provide the team with a comprehensive and faithful design guide containing each historical element the project required such as clothes architecture and landscapes 13 14 To give the player a colourful window into the complexities of the time period a multimedia Encyclopedia containing biographical information such as maps articles and paintings was included in game the over 150 page data bank is divided into three parts History amp Geography Life in the Middle Ages and Religion 5 13 14 This 13th century information was added to provide additional historical knowledge and context 15 The game was created with the participation of Le Centre National de la Cinematographie and the Minister Delegue a la Poste aux Telecommunications et a l Espace 35 Most of the game s background music was not written for the game it was chosen instead from preexisting music largely from the Medieval and Romantic periods 16 This includes Symphony No 1 in D major by Gustav Mahler a piece by Fernando Sor a guitar transcribed version of Isaac Albeniz s piano pieces Suite Espanola No 1 Op 47 and Cantos de Espana and Greensleeves 5 7 The pieces are relatively short and loop indefinitely in their respective locations 6 The game is in the SVGA 640x480 aspect ratio 7 and was made available in English French German and Brazilian Portuguese 22 Release edit In June 1997 Arxel reported on their website that the game was likely to be completed by December with a world release planned for Spring 1998 13 14 15 At the time Anne Carierre Multimedia was confirmed as co producer of the game while negotiations were still going on with the major worldwide distribution companies 13 14 15 Later that year Infogrames Entertainment signed a first publishing and distribution contract with Arxel Tribe 21 The project was officially announced to the press during a candlelit dinner held in a castle in Ljubljana in September 1997 with an intended release date of November 1998 12 The small multimedia studio treated the journalists to a sample of local handicrafts at the beginning of the evening It then invited them to a conference in the castle hall 36 The game was released in the US and Europe in November 1997 in English French Pilgrim Par le Livre et par l Epee and German Pilgrim Das Geheimnis der Schrift The a Brazilian Portuguese edition entitled O Diario de um Mago was released in January 1998 12 The game ended up being published first in the UK in February 1998 by Infogrames Multimedia the French publication was handled by Wanadoo Edition formed by Index s acquisition of France s Telecom Multimedia and the French trailer was created by Eurospace advertised by Infogrames and directed by Lioux Philippe 21 37 The game could also be purchased from the Arxel Tribe webstore 38 As a promotion Arxel Tribe announced they would give a free copy of the game to the first 200 people ask the company for it 32 In total 2 million was invested in the venture of this 1 million went toward the production of the title by Arxel Tribe and Anne Carriere Multimedia while another 1 million was spent to promote the title which was distributed worldwide by French company Infogrames 12 250 000 copies of the video game were published 39 Just Adventure described Pilgrim as a little known title noting that by the time of the release of its sequel The Legend of the Prophet and the Assassin in 1999 Pilgrim had still not been released in North America 40 It noted that there were three potential culprits for the gaming gem suffering lack of recognition little to no marketing by Arxel Tribe the publisher not understanding how to sell the product and the gaming industry simply being apathetic toward adventure games at the time 40 Game coder Marcin Mierzejewski Zenzire later argued that while the title was a decent success among adventure fans and created a reasonable amount of media buzz Arxel Tribe used the boom in popularity to promote themselves rather than the game This meant a comparatively small number of copies was sic printed and therefore sold out almost immediately 34 SK Online wrote that the game was only a half hearted success partly because of the lack of advertising but also because it had some technical deficiencies when compared to its contemporaries 20 Clovis of Gameboomers noted that during its rollout there were significant delays in delivery 38 Just Adventure reported that Pilgrim was originally supposed to be included as a bonus feature in the release of The Legend of the Prophet and the Assassin but that this idea was later abandoned describing it as yet another marketing mistake 41 The article published between Pilgrim s original and re releases further explained that while the game was very rare it could occasionally be found on eBay and the Game Trading Zone 41 In its review of The Secrets of Alamut in July 2001 Just Adventure wrote that Pilgrim had experienced a rejuvenation in sales in the time since it had been listed it in The Ten Best Games That Almost No One Has Ever Played article 42 Despite that in 2002 Tap Repeatedly still lamented that the game had sunk into relative obscurity between its 1998 and 2001 releases 43 On the contrary VGDb said the game was a great success 44 while Arxel Tribe asserted that their game had been recognised by both players and critics for its originality and being faithful to Coelho s work 45 Guillaume de Fondaumiere told Game EXE that the game sold surprisingly well and that due to the efforts of Infogrames 40 000 copies were sold in France alone 11 Relations Presse asserted that the game received an impressive number of articles in the public press as a result of their public relations stunt at the Ljubljana castle 36 The game was not reprinted until three years after its original release It was re released in France in March 2001 and the US in November 2001 by Selectsoft Publishing as a Deluxe Edition in some cases simply as Pilgrim without its subtitle 34 46 47 The re release contained 3 CD ROMs the game discs and a bonus Making Of disc featuring an interview with Coelho 14 storyboards by Moebius an Encyclopaedia of the Middle Ages and a walkthrough solution of the game 47 On February 28 2001 French adventure company Nival Interactive announced that it had signed a contract with Wanadoo Edition for the release of a Russian version of Pilgrim in the second quarter of that year This project was never realised however 1C did publish the Russian versions of the sequels 16 In March 2001 Guillaume de Fondaumiere expressed a desire to find a publisher to facilitate the localisation and distribution of the title in Russia suggesting that players should play the game in their own languages to fully appreciate it 11 In 2002 CD Projekt issued a Polish version of the game in response to the wave of popularity around Paolo Coelho and The Pilgrimage at the time 48 While created for Windows 3 1 or Windows 95 to be played using a Pentium 75 MHz chip and at least 16 Mbytes of RAM the game is able to run under XP and Vista on 32 bit 7 12 Reception editReceptionReview scoresPublicationScorePC Power77 100PowerPlay71 Adventure Archiv70 Just AdventureAMetzomagic nbsp nbsp nbsp nbsp nbsp Jeux Video7 0 10Adventurespiele70 Puntaeclicca7 5 10Feibel3 6Play DVD5 10Przygodoskop nbsp nbsp nbsp nbsp nbsp Old Games ru nbsp nbsp nbsp nbsp nbsp PC Joker71 PC Jeux82 PC Player64 PC Action59 GameStar58 PC Games45 Privat Computer PC14 AwardsPublicationAwardJust AdventureListed 7th in article The 10 Best Adventure Games That Almost No One Has Ever PlayedLa CroixSelected for the article French creators innovate with poetry In June 1997 before the game s release Stop magazine published an article which described the game s genre as most akin to the video game Myst 1993 in terms of its technical design 15 Upon the game s announcement in September 1997 Marijo Zilveti of Folha De S Paulo expressed joy that the game would bear a resemblance to Coelho s novel as he was directly involved in the creation of the script 12 In October 1997 PC Jeux wrote that its beauty and intensity made up for its technical poverty 49 In November 1997 La Croix selected the game for its article Les createurs francais innovent avec poesie French Creators Innovate with Poetry describing the game as a historical New Age quest 50 That month PC Joker wrote that the game s bugs were enough to sour the player experience despite the title s beautiful aesthetic design 51 In December 1997 PC Player said it was initially turned off by the cumbersome bland and strange game but after a while became enamoured by the mystery and profundity of the game s images and sounds 52 Power Play negatively compared the game to Broken Sword The Shadow of the Templars 53 PC Action described the interface as unusual but very intuitive 54 GameStar negatively compared the game to Riven and Zork Grand Inquisitor while accusing it of being both too complicated and obsolete 55 and PC Games said the game lacked tension variety and mental challenge 56 In January 1998 PC Power praised the animations and the elaborate background information though lamented that it missed award status by having handling and gameplay issues 57 58 That year Joe Nettleback of PowerPlay wrote that he was pleased with the German dub 59 In 1998 Nataliya Dubrovskaya of Game EXE said that the game was a beautiful entry in the Euroadventure genre along with contemporaries such as Dark Earth Nightmare Creatures and Cryo Interactive titles like Atlantis The Lost Tales Dreams to Reality and Versailles the site praised the game s beauty and solid story 60 Privat Computer PC loathed the game describing it as a French failure 61 In 2001 Ray Ivey of Just Adventure a self professed fan of the developer who enjoyed Ring 1999 and Faust 1999 picked up Pilgrim mostly out of academic interest to examine Axel Tribe s debut work he described the title as lovely mysterious educational compelling and a great entry in the adventure game genre 2 That same year Randy Sluganski ranked the game 7th in his list of The 10 Best Adventure Games That Almost No One Has Ever Played in the same publication complimenting it for tackling subjects such as theology and superstition and describing it as an artistic tour de force that addresses its themes with a sense of adventurousness power and scope 41 Gordon Aplin of Metzomagic and Quandary did not buy the game when it was originally released as the box cover mislead him into thinking it was an action adventure game like Knight s Chase After playing the game in 2001 he deemed it a valiant first effort by Arxel but incomparable to the later titles like Ring and Faust 62 63 In a 1999 Faust review Metzomagic s Steve Metzler said the company had improved tremendously when compared to Pilgrim s incomprehensible puzzle design 64 In a 2002 review Tap Repeatedly s Enigma described Pilgrim as mind blowing stunning outrageous and constantly interesting 43 In 2003 Polish adventure game review site Przygodoskop wrote that the title had outdated graphics a dull narrative and ordinary puzzles and considered its Polish release a cash grab due to the popularity around the author at the time 48 In a 2004 review of the game JPP of Jeux Video said he preferred the beginning of the game due to its logical puzzles as opposed to the latter half s spiritual initiatory quest narrative which has vague puzzles to match 65 In 2006 Avsn nikki of Adventurespiele admitted that the graphics appeared outdated and noted that in order to succeed you need to ask every individual character every tiny conversation thread 66 Old Games ru listed the game in its International Festival of Adventure as a rare and interesting entry in the genre 67 The site noted that the game was released just after historical themed adventure games came into fashion in the late 1990s while praising the novice developer for Moebius beautiful work and favourably comparing Coelho s confident script to the work of Cryo Interactive and index the site criticised the interface for taking up nearly half the screen and the transformation of Moebius cute and stylish 2D drawings into low polygon 3D dummies but deemed it a historical cultural and entertainment achievement and praised the developer s use of authentic melodies expressing a desire for them to continue this in their future work 16 AVEC s Andrea Maroni thought the game did not attract the interest it deserved 68 Puntaeclicca s Aspide Gioconda liked the game from both a historical and puzzle design perspective despite the game s bugs affecting its quality level 4 Quedzas Video Games thought the game s music was beautiful and atmospheric citing the tune playing at Saint Sernin as evoking a sense of mystery 5 Mr Bill amp Lela from Mr Bill s Adventureland Review praised the game for mixing educational historical elements seamlessly into the intriguing story 69 Abandonware France thought the graphics were plastic like yet detailed and impressive for the time the site also thought the French voice acting was generally good 7 The book Le Livre de Sagesse Supports Mediations Usages noted that games like Pilgrim demonstrate how the player s actions allow them to write or rewrite history the fate of the narrative is in their hands 70 Studies in Medievalism explains that Pilgrim is one of only a handful of adventure video games set in the medieval period alongside entries like Cryo Interactive s Arthur s Knights noting that Pilgrim tries so hard to be authentic 71 Camille Saint Jacques of Arts contemporains 1950 2000 thought Moebius contribution to the game was an example of the interest graphic artists of the time particularly young ones had in multimedia and the video games industry which offered a more magnetic pull than traditional neuvieme art comic books it noted that the Slovenian designers did not disdain to be interested in collaborating with a comic book artist 72 On his review site Feibel German journalist Thomas Feibel felt the 3D characters moved around like living helium balloons due to their movements lacking in detail and precision 73 Gameboomers reviewer Clovis noted that pixel hunting is required early on and that puzzles toward the end were so obscure he was forced to use a walkthrough 38 Damien Poussier of Hardcore Gaming 101 asserted that Pilgrim is the resulting blend of the relative seriousness and classic feel of Arxel Tribe which he compared with Cryo Interactive the great artwork of Moebius and the ridiculous new age philosophy and low grade proselytizing of Coelho 6 Poussier also compared the gameplay to Myst and liked that the game did not follow the book too closely noting that a stain of the author s influence was not noticeable until the game s midpoint he thought the scene with Petrus was completely out of the blue and filled with absolute nonsense that even the stonest sic of all hippies would find laughable 6 The Hardcore Gaming 101 reviewer also criticised the plastic like characters which did not resemble Moebius work having to wait for characters to complete an animation before answering each question and the excruciatingly awful voice acting of many characters particularly the incorrect French and Spanish accents 6 Poussier praised the atmospheric music as well as the well handled education despite lamenting that the encyclopedia would have been more palatable had its walls of text been sprinkled with some images 6 Legacy editThe game received the Golden CD ROM award in France and other international awards 21 74 According to Arxel Tribe the game s release saw the developer become recognised for its author games which had beautiful graphics and an in depth scenario 75 The game turned out to be Arxel Tribe s prelude it was followed by the company s international breakthrough hit Ring 1998 based on an opera by Richard Wagner which would sell 600 000 copies 3 76 Ring s game engine was based on the one created for Pilgrim so the titles had a similar architecture and design 34 After the release of Pilgrim Paulo Coelho decided to use this collaboration and newfound interest in interactive entertainment as the inspiration behind a recurring plot point in his 1998 novel Veronika Decides to Die This was released the same year as Pilgrim s sequel The Legend of the Prophet and the Assassin In Veronika Decides to Die the suicidal Ljubljana born heroine reads an article in the French magazine Homme about a computer game developed in Slovenia and written by Coelho 20 45 77 There are many references to Pilgrim and Coelho s thoughts on the experience throughout the book the following passage illustrates this Having nothing more interesting to do Veronika decided to read the whole article and she learned that the said computer game had been made in Slovenia that strange country that no one seemed quite able to place except the people who lived there because it was a cheap source of labor A few months before when the product was launched the French manufacturer had given a party for journalists from all over the world in a castle in Vled Veronika remembered reading something about the party which had been quite an event in the city not just because the castle had been redecorated in order to match as closely as possible the medieval atmosphere of the CD ROM but because of the controversy in the local press Journalists from Germany France Britain Italy and Spain had been invited but not a single Slovene Paulo Coelho excerpt from his 1998 novel Veronika Decides to Die 77 After Pilgrim it was decided that the fruitful collaboration between Arxel Tribe and Coelho would continue this resulted in the creation of two more games set in the Medieval Middle East creating an adventure trilogy 20 45 The Legend of the Prophet and the Assassin also known as The Prophet s Trail called The Legend of As Sayf The Prophet and the Assassin during the development stage 11 is sometimes referred to as Pilgrim II It is however less a direct sequel and more an entirely new story about the same era as seen from another perspective which carries over into the third game The Secrets of Alamut 78 Described by Guillaume de Fondaumiere as a kind of continuation 11 the game takes place 50 years after the events in Pilgrim although it explores many of the same themes 20 Just Adventure noted that when the sequel was released in North America Pilgrim still had not been made available so there was no point in marketing the game as Pilgrim II 40 In some releases the two games are considered Part 1 and Part 2 of the Legend series with the bundled release also known as The Legend of the Prophet and the Assassin 40 Throughout The Paul Coelho trilogy Pilgrim protagonist Simon de Lancroix evolves from a young sense seeking person to someone who has matured to a prophet although not loved by everyone according to Adventure Archiv 79 However Damien Poussier of Hardcore Gaming 101 argues that while Simon de Lancroix is mentioned in the sequel the name is not referring to the same character from Pilgrim 6 The Lancroix of the sequels is a European prophet who wanted to construct an oasis of peace called Jebus 20 The three titles would form a collection with The Legend of the Prophet and the Assassin 2000 and The Secrets of Alamut 2001 which continued the story known collectively as The Paulo Coelho Trilogy 13 14 80 Guillaume de Fondaumiere later said that while he was proud of the game it was not particularly impressive by the standards of the time 11 Many of the crew who worked on this game would work together on other projects 20 members of the creative team collaborated on Faust Seven Games of the Soul 1999 and 14 worked on The Legend of the Prophet and the Assassin 2000 also written by Coelho 35 Arxel Tribe would develop fifteen games These were mostly parts of a series sharing common aspects They were educational adventure games set in specific historical times inspired by real or mythological events 6 Arxel Tribe was eventually renamed Art Rebel and created the graphics production and modeling for French video game developer White Birds Productions 81 References edit de Leede Judith April 10 2016 Main trends in the serious gaming industry Alliance Experts Retrieved January 28 2017 a b Ivey Ray July 20 2001 Review Pilgrim Just Adventure Archived from the original on July 20 2001 Retrieved January 28 2017 a b Guillaume DE FONDAUMIERE DigiWorld Summit November 20 2014 permanent dead link a b Gioconda Aspide Pilgrim Italian Puntaeclicca it in Italian Archived from the original on December 11 2009 Retrieved January 28 2017 a b c d e f g h i j k l Pilgrim French Quedzas Video Games Retrieved January 28 2017 a b c d e f g h i j k l m n o p q r s t u v w x Poussier Damien July 12 2012 Pilgrim Faith as a Weapon Hardcore Gaming 101 Retrieved November 15 2020 a b c d e f g h i Pilgrim Par le Livre et par l Epee French Abandonware France Retrieved January 29 2017 Carmen Sandiego s Great Chase Through Time Learning Village Archived from the original on September 27 2013 Retrieved October 27 2012 a b c Ivanc Stas November 8 2011 Z racunalniskimi igrami na svetovni trg Slovenian Delo Retrieved January 31 2017 THE PILGRIM in Slovenian Media and Marketing Magazine June 1997 Archived from the original on June 26 1997 Retrieved January 28 2017 a b c d e f g h i j k l The Legend of the Prophet and the Assassin Russian Game EXE March 22 2001 Archived from the original on August 21 2014 Retrieved February 1 2017 a b c d e f g Zilveti Marijo September 17 1997 Diario de Um Mago vira game Brazilian Portuguese Folha De S Paulo a b c d e f g h i j k l m Work In Progress Arxel Tribe 1997 Archived from the original on June 26 1997 Retrieved January 28 2017 a b c d e f g h i j k l m Pilgrim Arxel Tribe Archived from the original on June 26 1997 Retrieved January 28 2017 a b c d e f g Article about Arxel Tribe NA ROMARSKI POTI Slovenian Stop magazine June 1997 Retrieved January 28 2017 a b c d Uka Pilgrim Faith as a Weapon Russian Old Games ru Retrieved January 31 2017 Plunkett Luke March 12 2012 Remembering Moebius A Man Who Helped Video Games More Than You Might Think Kotaku Retrieved January 28 2017 a b BOUNTHAVY May 5 2014 Moebius et le jeu video game over French Difficile d ecrire sur des futilites Retrieved January 31 2017 Render Adventure im Stil von Myst German PC Games September 27 2001 Retrieved January 30 2017 a b c d e f MACEDONIC Slobodan March 2001 The Legend of the Prophet amp the Assassin Serbian SK Online Retrieved January 30 2017 a b c d About The Tribe Arxel Tribe August 2 2002 Archived from the original on August 2 2002 Retrieved January 29 2017 a b c Pilgrim information Arxel Tribe August 2 2002 Archived from the original on August 2 2002 Retrieved January 29 2017 4th INTERNATIONAL VIDEO GAME FORUM Guillaume DE FONDAUMIERE French Content Industries amp Broadband Economies November 22 2005 Retrieved January 29 2017 MILIA GAMES 99 Getting Ahead of the Game Business Wire December 2 1998 Retrieved January 29 2017 Martin Matt September 29 2010 Celebrating 15 Years of PlayStation GamesIndustry biz Retrieved February 1 2017 Guillaume de Fondaumiere Game Connection Retrieved January 29 2017 a b Schneeweiss Hans February 23 2010 Interview Guillaume de Fondaumiere Co CEO von Quantic Dream und Produzent von Heavy Rain German Gameswelt Retrieved January 29 2017 Paris Match French December 1 1998 a b Fridi Malda June 10 1999 Osnovna vrednota so mediloveski odnosi Slovenian Tednik No 23 p 5 Riviore Annick May 7 1999 Les editeurs de jeux sollicitent de plus en plus les auteurs de bande dessinee dont ils prisent la creativite et les qualites de scenariste French Liberation Retrieved January 29 2017 Fructus Nicolas Nicolas Fructus dessinateur scenariste French Humano Retrieved January 28 2017 a b Arxel Tribe History Arxel Tribe 1997 Archived from the original on June 26 1997 Retrieved January 28 2017 Samo Homsak PDF a b c d e Zenzire Marcin Mierzejewski November 18 2011 Arxel Tribe 1996 2003 Sinister Systems Retrieved January 29 2017 a b Pilgrim Faith as a Weapon credits MobyGames Retrieved January 28 2017 a b Ichbiah Daniel Relations Presse French Daniel Ichbiah ISBN 9781291317022 Pilgrim French Institut National de l Audiovisuel Retrieved February 1 2017 a b c Clovis December 8 2003 Pilgrim Gameboomers Archived from the original on December 8 2003 Retrieved January 31 2017 Guillaume de Fondaumiere French LinkedIn January 10 2013 Archived from the original on January 10 2013 Retrieved January 29 2017 a b c d Sluganski Randy July 20 2001 Review The Legend of the Prophet and the Assassin Just Adventure Archived from the original on July 20 2001 Retrieved January 30 2017 a b c Sluganski Randy July 20 2001 The 10 Best Adventure Games That Almost No One Has Ever Played Just Adventure Archived from the original on July 20 2001 Retrieved January 30 2017 Sluganski Randy July 16 2001 The Secrets of Alamut Just Adventure Archived from the original on July 16 2001 Retrieved January 30 2017 a b Enigma February 2002 Pilgrim Faith as a Weapon Tap Repeatedly Retrieved January 28 2017 GUILLAUME DE FONDAUMIERE Polish VGDb Retrieved January 29 2017 a b c Coelho and Arxel in French Arxel Tribe 1999 Archived from the original on July 27 2002 Retrieved January 31 2017 Pilgrim Faith as a Weapon AdventureGamers Retrieved January 28 2017 a b Les Secrets D alamut Presentation French Arxel Tribe May 8 2001 Archived from the original on May 8 2001 Retrieved January 29 2017 a b Wilczek Tomasz October 28 2003 Pielgrzym Polish Przygodoskop Retrieved January 31 2017 Pilgrim Faith as a Weapon French PC Jeux October 1997 Retrieved February 1 2017 Ferre Jean Luc November 24 1997 Les createurs francais innovent avec poesie French La Croix Retrieved February 11 2017 Pilgrim Faith as a Weapon German PC Joker November 1997 Retrieved February 1 2017 Pilgrim Faith as a Weapon German PC Player December 1997 Retrieved February 1 2017 Pilgrim Faith as a Weapon for Windows PowerPlay December 1997 Retrieved February 1 2017 Pilgrim Faith as a Weapon German PC Action December 17 1997 Retrieved February 1 2017 Pilgrim Faith as a Weapon German GameStar December 1997 Retrieved February 1 2017 Pilgrim Faith as a Weapon German PC Games December 3 1997 Retrieved February 1 2017 Pilgrim PC Power January 1998 Archived from the original on April 27 2012 Retrieved January 28 2017 Pilgrim German PC Power January 1998 Archived from the original on December 29 2011 Retrieved January 28 2017 Nettelbeck Joe January 1998 Pilgrim German PowerPlay Retrieved January 28 2017 Dubrovskaya Nataliya 1998 Pilgrim Faith as a Weapon Russian Game EXE 32 3 72 Pilgrim Faith as a Weapon Danish Privat Computer PC 1998 Retrieved February 1 2017 Aplin Gordon July 2001 Pilgrim Faith as a Weapon Metzomagic com Retrieved January 28 2017 Aplin Gordon July 2001 Pilgrim Faith as a Weapon Quandary Archived from the original on January 9 2004 Retrieved January 28 2017 Metzler Steve November 1999 Seven Games of the Soul Faust Second Opinion Metzomagic Retrieved January 31 2017 JPP November 24 2004 Test de Pilgrim Faith as a Weapon French Jeux Video Retrieved January 28 2017 Avsn nikki September 11 2006 Pilgrim Das Geheimnis der Schrift German Adventurespiele Retrieved January 28 2017 Novosti Russian Questzone Retrieved January 31 2017 Maroni Andrea Maro Ring Italian AVEC Retrieved February 1 2017 Mr Bill amp Lela Pilgrim Faith as a Weapon Mr Bill s Adventureland Review Retrieved January 28 2017 Brucker Nicolas 2008 Le livre de sagesse French Peter Lang ISBN 9783039114955 Retrieved January 28 2017 Studies in Medievalism D S Brewer January 1 2008 ISBN 9781843841562 Saint Jacques Camille January 1 2002 Arts contemporains 1950 2000 French Autrement ISBN 9782746702820 Feibel Thomas Pilgrim German Feibel Retrieved January 31 2017 Steingrad Elena Pilgrim History Adventures Archived from the original on May 11 2008 Retrieved January 28 2017 Arxel Tribe About The Tribe Arxel Tribe April 12 2004 Archived from the original on April 12 2004 Retrieved January 28 2017 GameHorizon Conference 2009 GamesIndustry biz Retrieved January 28 2017 a b Excerpt from Veronika Decides to Die wiztrit com Retrieved January 31 2017 The Legend of the Prophet and the Assassin Review Mr Bill s Adventureland www mrbillsadventureland com Retrieved January 29 2017 slydos The Secret of Alamut The Legend of the Prophet and the Assassin Part 2 Review english www adventurearchiv de Archived from the original on December 31 2011 Retrieved January 29 2017 Secrets of Alamut Polish Gry Retrieved January 29 2017 Visit to the studios of White Birds Productions From Lochness Atlantis Amerzone Et Cie Retrieved January 28 2017 External links editOfficial Pilgrim website MobyGames Featured in Electre multimedia Retrieved from https en wikipedia org w index php title Pilgrim Faith as a Weapon amp oldid 1182176597, wikipedia, wiki, book, books, library,

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