Back to the Future:
It's About Time
Time traveling sports cars, doe-eyed Canadians, wild-haired scientists, a few brushes with total removal from history and exclamations towards the greatness of those found north of Hadrian's Wall: it can only be Back to the Future. And it's got a game. But not just any game. Not some movie-merchandise spin-off. Back to the Future: The Game is the digital adventure partner this iconic 80s trilogy deserves. Or it will be, once more of the episodic releases hit our virtual shelves. Marty McFly and the Doc are at it again, joining forces with Telltale Games and taking the DeLorean (with Flux Capacitor upgrade) for a spin through time and space.
It has been a good couple of decades since the last movie was released, and even the marvel of home DVD can't ensure that everyone knows what Back to the Future is. If you doubt this claim, consider that I have met college students who never heard of 'Gremlins'. Back to the Future was a fantastic trilogy released in the last half of the 80s in which teen slacker Marty McFly has to reunite the teenage couple who would become his parents, stop his son from arrest in 2015, move the current timeline out of an alternative reality after a mishap with a book of sports scores, and end up taking down the outlaw "Mad Dog" Tannen in the Wild West of 19th century Hill Valley. It's an 80s masterpiece, cinematic classic and just about the best time-traveling movies ever made (with a nod to Bill & Ted).
Back to the Future: The Game starts a few months after the events of the trilogy (which, relatively speaking, took place over a few hours). Marty wakes up from a dream (an experience fans of the first movie will get a kick out of) and rushes to the Doc's place. Doc Brown hasn't been seen for quite a while and the city has decided to start pawning his stuff. Marty, nostalgically going through the place, is soon surprised with the arrival of the DeLorean, with Einstein (Doc's dog) inside. A tape recording reveals that the car came back as a failsafe, if Doc didn't use it after a certain amount of time. That means he's in trouble and it is up to Marty to find out where and when he is — and go rescue him.
Analysis: Back to the Future: The Game does an impressive job recreating the classic movies for a new audience in a new medium. The transition from the ending of Back to the Future III isn't as convincing as it could have been, but it's done with such style and taste that only puritan fans would object. Marty is voiced by a convincing doppleganger for Michael J. Fox and the Doc is revisited by none other than Christopher Lloyd himself. Some stuff is hit (Biff's model) and miss(Marty's dad sounds nothing like Crispin Glover), but this is the best work Telltale has ever delivered. Note that I say 'work' and not 'game'. To me the experience was 99% there, but the design is hardly vexing. There is no object combining and pretty much every puzzle will collapse under the scientific application of exhausting dialog trees and using your spartan inventory on everything in sight. If that still holds you down, the hint system does everything but move the mouse for you.
In terms of quality, writing and length, Back to the Future: The Game is at least as good as the best of the Sam & Max episodics. It sits well above those games in the animation department. Perhaps we can thank this game's required presence in the mid 1980s, but the game also skips all the painful pop-culture jokes that ruined much of the Sam & Max experience. And it takes great care to bring Hill Valley, the perpetual stage for Marty and Doc's adventures, back to life without feeling goofy with fanboyishness ala Monkey Island. I'll say Telltale got back To The Future just right, though they should really consider adding a 'pro' mode for us salted adventurephiles.
Would this game be any less impressive without the nostalgia of the movies hanging around my neck? I don't know, but I doubt it. Nostalgia is overrated. Despite being a devoted fan of the series, the new Monkey Island games only managed to push me away. If anything, hardcore Back to the Future fans run the biggest risk of getting a bad taste in their mouths. It definitely will not hurt to watch the movies, so that you have some context and can enjoy all the little touches. But this first episode really shows that Telltale understands what made Back to the Future work. The next five months are going to be quite interesting as the saga of Marty, Doc and a few time-related problems enter our lives.
Windows:
Get the full version
Mac OS X:
Get the full version (via Steam)
Walkthrough Guide
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Back to the Future: Chapter 1 - walkthrough
Tips:
Some dialog will open up solutions to a puzzle, but there are often also responses that will all lead to the same conclusion. You can't lose the game, so don't worry about what dialog option you choose.
The game is controlled with the mouse. Hold down the left button and drag to move Marty in a direction. Hold in the right button to make him run. You can also use the keyboard's arrow keys or WASD, and Shift to run.
Several solutions lie in conversations. If you are stuck, explore all the dialog options.
The hint system scales nicely - consult it for vague tips to outright directions.
Walkthrough
Opening video
Click on any dialog options
Walk to the van and get the notebook from the toolbox.
Screenshot
Finding Doc
Doc's Notebook
Walk to the miniture of Hill Valley's town square and click on it.
Screenshot
Biff took the notebook. Walk over to and click on the amp.
Get the guitar from the box near George and use it on the amp.
Screenshot
Biff tries to take the guitar, but George stops him. Talk to George and mention Marty fighting his own battles.
Use the guitar again.
The Delorean Arrives
The Delorean arrives outside. Open it.
Get the tape recorder and listen to it.
Screenshot
Get the shoe.
Exit the Delorean.
Show the shoe to Einstein. He will lead you to an apartment.
Edna's Apartment
Hit the apartment buzzer.
Show Edna the shoe. She will invite you up.
Ask Edna about the shoe.
Ask Edna about the Speakeasy.
Ask Edna where the Speakeasy was.
Use the radiator.
Once Edna leaves the room, use the binoculars.
Marty has a year. Use the radiator again.
Use the newspaper. Marty now has a day as well.
Screenshot
Back at the Delorean, Marty will talk to George. Say anything.
Once inside the Delorean, turn on the Time Circuit and click on the Keypad.
Screenshot
Rescue Doc
Convincing Emmett
Marty will chat to Edna. Say anything.
Go to the Jail window by the Police Station.
Go through the dialog until you can ask how to contact Doc's younger self.
Get the number and go to the soup kitchen.
Use the phone inside the soup kitchen.
Screenshot
Go to the courthouse.
Talk to Emmett and mention the rocket drill. Keep pursuing him and asking about the drill until he starts threatening that harrassment is a federal crime.
Screenshot
Use the tape recorder on Emmett.
Go back to Doc and play the recording to him.
Screenshot
Go back to Emmett and give him the answer Doc gave Marty.
Subpoena Arthur McFly
Finding Arthur McFly
Go to the Shoe Shine stand.
Agree to shine Kid Tanner's shoes.
Ask about Arthur McFly.
Ask about Arthur's hat.
Ask for peanuts.
Say "What the hell is that?!"
After escaping Kid Tannen, show the hat to Einstein (by the tree in the town square). He will lead you to an apartment.
Screenshot
Getting Arthur downstairs
Ring the buzzer and talk to Arthur. He can't come down.
Go back to the town square (exit right). Walk up to Kid Tannen at the shoe polish stand.
He will chase Marty, who escapes to the roof of the gazebo. Use the tape recorder on Kid Tannen.
Screenshot
Click on Einstein. He will distract Tannen.
Go back to Arthur McFly.
Click on the buzzer.
When Arthur pokes his head out, use the recorder on him.
When Arthur comes down, serve him the subpoena.
Getting Hooch
Swapping the Soup and Alcohol
Go to the soup kitchen.
Try to open the kitchen door (far left).
Screenshot
Talk to Emmett and mention the door.
Walk towards the soup kitchen's front door. Emmett will shout "Eureka!".
Go back to Emmett. Click on the door.
Go to the counter and talk to Cue Ball (guy with newspaper).
Ask for some soup.
Recommend any ingredient. When Que Ball is seasoning the soup, click on the red pipe (far right wall).
Getting the alcohol from Edna
Edna has the hooch. Walk to the town square and talk to her.
Ask about the scoop.
Ask about the Stay Sober Society.
Say you know where the Stay Sober Society can meet. Recommend the Brown Residence.
Ask about delivering soup.
Offer to deliver soup.
Say you have a place where Edna can deliver soup. Recommend the Stay Sober Society.
When talking to Emmett, use the third option with every dialog selection.
The Rocket Drill
Making Fuel: Emmett has to argue with his dad, so Marty has to make the rocket fuel. Listen to Emmett for a hint on which process to click on. The four processes are: Release pressure; Feed the bacteria; Turn the electrical crank; Stoke the fire. Listen for hints like 'hot' or 'bellows' for the fire, 'feed' or 'sprinkle' for the fishtank, 'pressure' for the valve, etc. There are four stages, each faster than the previous.
Screenshot
Jailbreak
After the drill explodes, use the rockets on Edna's bike.
Screenshot
Getting the keys
Having caught up with the paddywagon, click on the doors.
Go right.
Screenshot
Click on the toolbox.
Click on the antenna.
Go back and then go left.
Use the tire iron on the spare wheel.
Go to the front window.
Use the antenna on the keys.
Go back and talk to Doc. Ask him to distract Kid.
Use the antenna on the keys.
Unlock the padlock.
Defeating Kid Tannen
Throw the hubcap at Kid.
Get his gun.
Shoot the shackles with the gun.
Screenshot
Talk to Doc and tell him to hit the throttle.
Thanks, James, for the walkthrough!
Posted by: Mike | January 6, 2011 4:26 PM