Ludography
69/100
Players5 ratings
80/100
Critics1 review
Faust cover

2000 · Arxel Tribe · Adventure · Point-and-click adventure

Faust

In this dark adventure game you play as an old black man, Marcellus Faust. In an old theme park, now condemned and abandoned because of numerous disappearances which happened there, you meet Mephistopheles, the Devil himself. Mephistopheles is not your typical red devil; he is instead a charismatic, charming and mysterious man. From there, your quest begins. The Devil asks you to help him: he had a quarrel with God (or the Boss, as he calls him) about whether or not 7 souls who lived here during the 1930 Depression era should be condemned.

Released
30 November 2000
Platforms
WindowsmacOS
Genres
AdventurePoint-and-click adventure
Developers
Arxel Tribe
Publishers
Cryo Interactive
Modes
Single-player
Perspective
First person
Themes
FantasyHorror
Country
France
Age ratings
USK 16ESRB M

About

Faust, known as Seven Games of the Soul in North America, is 1999 graphic adventure game created by Arxel Tribe, Anne Carrière Multimedia and Cryo Interactive. Loosely inspired by Goethe's Faust, it tells the story of Marcellus Faust and his battle of wills with the demon Mephistopheles.

Faust began development in late 1998. Designed primarily as a cultural object rather than a game, it was Arxel Tribe's second project derived from German Romantic literature, following Ring. The team's goal was to make a unique, transgressive adventure for adults, with the episodic structure of a television series such as The Twilight Zone or The Kingdom. Arxel drew inspiration from the many interpretations of the Faust legend and sought to create its own version for modern day.

Keywords

  • gothic
  • demons
  • abstract
  • based on - book
  • sexual content

Media

The articlegameplay, story, development, reception

Gameplay

The game has generic features of post-Myst adventure games. Players pass many 360 panoramic screens, and by clicking on objects and manipulating items, they can progress through the level. The aim of each of the seven levels is to reveal secrets about the sins each person has committed. Once this is achieved, a cutscene will play and the player will commence the next level.

Story

The player assumes the role of an elderly African American man named Marcellus Faust. He finds himself in an abandoned amusement park called Dreamland where he meets a mysterious man named Mephistopheles. He explains that he and "the boss" are arguing over what should happen to seven souls, and tells you that your job is to arbitrate their cases - to look over the evidence and decide if they are guilty or innocent. Through the journeys of the seven characters, the game aims to reveal insights and observations about human nature.

At the very end it is revealed that Faust is there to officiate a pact between park owner Theodore Moore and Mephisto, resulting in Theodore becoming a demon and Mephisto gaining freedom. Faust is given the chance to take over Theodore's place as the keeper of the park, or sell it.

Development

Arxel Tribe began development of Faust in late 1998. The game was a collaboration between Anne Carrière Multimedia, Cryo Interactive and Arxel, and production work was split between Paris and Ljubljana, Slovenia. Stephen Carrière, son of Anne Carrière and co-founder of Arxel Tribe, served as writer and creative director of the project. Faust was devised as one entry in Cryo Interactive's series of literature- and myth-based titles, begun by the company after its success with Atlantis: The Lost Tales.

Arxel's game consequently followed the series' overarching design formula, in which "the content was definitely more important than the technology", according to Cryo's Stephane Ressot. Faust co-writer Béryl Chanteux likewise argued that Arxel's goal was not to make "the game for the game": she reported that Faust's "cultural content" was its driving force. By December 1998, the title was set to launch in October 1999.

Reception

Faust failed commercially. John Walker of Rock, Paper, Shotgun wrote that the game "was an enormous flop, selling fewer than 10,000 copies". In the United Kingdom, it was among a string of bombs by Cryo Interactive: the company's entire line sold only 42,000 units in the region during 2000, which led it to cease its British publishing operations. Market research firm PC Data estimated Faust's North American retail sales during 2000 as 4,500 copies, of which 4,429 derived from December.

During 2001, the firm tallied another 9,794 retail sales of the game in North America. Despite the title's poor sales, de Fondaumière was nevertheless pleased with Faust's critical reception, and he said that the game drew a cult fan following. Metacritic reported that Faust received "mixed or average reviews" from critics.

Legacy

During the first years after Faust's release, Eurogamer's John Bye recalled it as "one of the best adventure games of 1999" and a "truly excellent" title. EXE that Faust was "very dear to all of us" at Arxel Tribe, despite its commercial performance. Adventure Gamers later named it the 94th-best adventure game released by 2011. The site's staff lauded Faust's uniqueness and depth, and singled out its soundtrack for praise.

In 2018, John Walker offered a less positive lookback at Faust, as he disliked Cryo Interactive's entire catalogue of releases. Nevertheless, he argued that Faust was somewhat superior to Cryo's and Arxel Tribe's other output, and called it "not all that dreadful."

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows1 October 1999Europe · North America 13 December 2000
macOS31 December 2000Europe

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Description adapted from its source, CC BY-SA 4.0.