PART V
CLANDESTINE, OR THE SPY WHO LOVED YOU
Chapter Forty
Clandestine (1988)
Clandestine dated from senior year, the year Darren left high school for good, the year after Simon finally quit his job at Kinko’s to live full-time at UMass. He didn’t find an apartment. By that time he was a sort of unofficial mascot of the undergrad computer science lab. He’d drift from dorm room to dorm room or to a student lounge. One or another CS major would pretend to lose his access card and pass it on to Simon, who was such a constant presence in the lab that faculty and staff never bothered to ask for a student ID. The students knew who he was, of course—the eccentric genius behind the Realms games—and his nascent career as a homeless person only raised him in their esteem. He was a kind of avatar of the hard-core spirit. It helped that he really was brilliant and could defy the conventional wisdom of what was possible on a regular basis.
The Realms games were a success but starting to feel like a trap. Darren in particular wanted new worlds to conquer. Fantasy was limiting their demographic.
“People look at a video game and all they see is a bunch of dwarves flying around and purple explosions and nothing makes sense,” he said. “So why should a normal person bother playing?”
“It only takes a few minutes to figure it out,” Simon said.
“But instead they can just go see a movie, which takes zero seconds to figure out,” Lisa put in.
“And movies are about people,” said Darren. “We need that. We don’t do people, but we will. We’ll have better graphics—”
“Better writing,” Lisa said.
“—something more like a movie,” said Darren. “Like James Bond, or Casablanca.”
“So how do we do that? Graphics technology is never going to look like a movie,” Simon said. He had a point, in 1988. CD-ROM drives were scarcely an idea as a consumer game format, and the first basic real-time 3-D games were at least three years away.
“We can do it. What if players got to be Humphrey Bogart? They get to actually lounge around at Rick’s. Looking cool. Everyone would want it.”
“I’m picturing a player getting bored,” said Lisa. “I’m picturing Humphrey Bogart leaving Rick’s to find something to do. I’m picturing an expressionless Humphrey Bogart running through the streets of Casablanca, killing Nazis and taking their bullets and looking for secret doors. I picture Humphrey Bogart ruling a desolate Casablanca he has stripped utterly of life and treasure.”
“Everybody wants to be Humphrey Bogart,” said Darren. “Right? There must be a way. It’s 1987, for God’s sake.”
With those words the Clandestine franchise was born, in the persons of Nick Prendergast, agent of MI6 and cheap James Bond knockoff, scourge of the Soviet security apparatus; the missing Laura, Nick’s lost first love, for whom he was on an eternal quest; and his implacable foe, the devious German spymaster Karoly.
Black Arts had a mint-condition copy. I opened the box to find a thick manila envelope containing a game manual, fake period newspaper clippings, a decoder wheel, and a cloth map of Paris showing Nick’s apartment, his favorite bar (Le Canard), message drop points, important characters’ houses, and an inset giving details of the Paris Catacombs. Finally, a mock classic-noir movie poster showed Nick peering through fog in a trench coat. You could feel it—Black Arts was swinging for the fences on this one, doing what video games had become addicted to doing: challenging the top dog of twentieth-century media, the movies, and trying to beat them at their own game. I wondered if they’d succeed. And I had the fleeting thought that maybe one of them built Clandestine with an eye to escaping the black sword, on the theory that it wouldn’t leave Endoria to menace Paris.
cd qp\clandestine
clandestine.exe
import saved game? (Y/N)
It began with a narrow cobblestone street somewhere in Paris, which had high buildings on either side, their plaster facades streaked and dirty. It was a foggy early morning. The sun has just risen as a fortyish man hurries along in a black winter coat and white cravat, his face grim and set at the end of a long night. He glances back once, then hurries on. As his footsteps die away, the title appears over the empty screen:
BLACK ARTS
PRESENTS…
CLANDESTINE
I remembered, now, playing this one. That summer the game was my failed birthday present to my father, to go with his new PC, but I wound up the only one who ever played it—alone, after the family had gone to bed.
I played obsessively, with no hint book, and I would remain stuck on the same puzzle for days, repeatedly searching a woman’s dressing room at the Comédie-Française, or wandering the Catacombs in search of a secret door, or puzzling over a German cipher.
I followed Nick’s adventures while wasting the summer driving aimlessly through my area of the suburbs, making my own trip west to visit a girl at Amherst College until she broke it to me that we were only friends. I spent a sleepless night on the floor next to her bed before getting up at six to drive the ninety-five miles back to my Harvard summer-school dorm room, where I would surprise my roommate and his girlfriend, who had expected me to be gone for the weekend. That summer I saw Montmartre and the Champs-Élysées for the first time, I got drunk for the first time on the train to Rome. I decided to become an English major. Years later I happened on one of the source photos that had been digitized for the occupation montage, and was overwhelmed with the memory of that sadness and the sweet smell of my father’s tobacco.
I honestly wasn’t quite sure I wanted to play the game again, but I knew it would look different this time. I was a different person now.
I had a roommate freshman year who was obsessed with it. I noticed it from the outside as just an unusually pretty game, blues and purples. His girlfriend used to refer to it as “that video game that’s, like, not really a video game.” And it didn’t look like one; it looked like an artsy cartoon crossed with a complex board game, one with the elegance of a deluxe Clue set.
It was a palpable technological step forward. The Commodore 64 was a graphics powerhouse for its day. These were no longer the crayon drawings of earlier games. Clandestine delivered lushly picturesque, sixteen-color backdrops of interwar Paris in warm blues and oranges, blocky and vivid and memorable, like an image stitched into a Persian rug.
Nick Prendergast was not really a spy at all, just a twenty-two-year-old fresh from Oxford with a second in Modern Greats who got mixed up with the kind of racy aristocratic set that tended to stumble into intelligence work. Nick Prendergast was still two-dimensional in those days, a lovingly drawn, animated paper doll in his tawdry, fourth-floor walk-up apartment in the cinquième arrondissement.
You could walk back and forth in his apartment, look out his window, and see a tiny piece of the Seine through a crack between two apartment buildings. It’s when you’re over by the window that you realize that Nick Prendergast is, very definitely, Prendar the thief. He was more human-looking, but he had the same beaky nose, same eyebrows, same blue eyes, and same slightly weak chin. A shabbier, thoroughly modernized Prendar, residing via dream logic (game logic?) in 1937 Paris. Prendar, voleur, demi-fey.
Of course, I was there on my own secret mission, which had nothing to do with the German spy ring the game would eventually turn out to be about. My leather satchel should have contained a few francs, a Webley automatic pistol with one bullet, and a telegram with an address on it, from which we gather it is the spring of 1937.
As Prendar/Prendergast/whoever, you leave your apartment for the streets of Paris. You could go anywhere, walk to Père Lachaise Cemetery and visit Oscar Wilde’s grave if you liked, but you walk to the address on the telegram, a tailor’s shop on the Champs-Élysées, where you find a suit of evening clothes that has been ordered for you by an unknown party. In the vest pocket there is an invitation to an event at the comte de Versailles’s house, false identity papers, and a note explaining that someone at the party is a spy smuggling weapons and intelligence to the Reich. The world is on the brink of war, but perhaps one man in the right place can hold back the tide a few moments longer. You’re already late for the party.
But this time, it was different. Because when I checked the vest there was an additional inventory item, an object that shouldn’t even have existed in this era, in this world, in this genre. A white Endorian flower. It wasn’t technologically unreasonable that Clandestine could import data from an Endorian saved game—they ran the same code, worked by the same rules. Under the hood, Paris and Endoria were made of the same stuff. But nonetheless it shouldn’t have been there. It was uncanny.
At the comte de Versailles’s I realized how odd the game was, and why Darren had designed it this way. The game concept demanded intrigue, mystery, glamour, and romance. Accordingly, you couldn’t just go around murdering people; there was exactly one bullet in the entire game. Instead, Nick could do things like (F)lirt or (Q)uestion or (W)altz.
The game had a schedule of parties from March to early June, the Paris social season. There was a list of suspects, chosen from the cream of western Europe: artists, aristocrats, and dignitaries. One was secretly a Nazi spy; there was also a Communist mole, an American agent, and a Czech assassin. Darren’s trick was to turn the elite social world of Paris into a system of party invitations, weekend invitations, flirtations, cachet, and deceptions, requiring by turns charm, manners, improvisatory brilliance, and the brash self-assurance of the master party crasher.
You wandered around the drawing room, holding a cigarette that you forget to smoke. You were pretending to be someone called the Baron Pemberly-Sponk. A woman named Laura Mortimer, society reporter for a Paris daily, approached. There was a short, surreal exchange about the cinema, which might or might not have been a coded message. According to the decoder wheel, it wasn’t code at all, just Nick’s native haplessness. Laura looked a lot like Leira with a bobbed haircut.
A young heiress made advances; a mysterious woman in black stared at you, then left the party. What did she want? Did you follow her? The door to the kitchen and servants’ wing swung invitingly ajar—did you dare slip out and explore the house? You are dogged and charming; you struggle politely with your cover identity.
I copied the list of suspects down in pencil. I didn’t care, but it might help me stay alive while I looked for what I needed. As the summer passed, the challenges grew more difficult. You picked locks and copied letters and scrutinized sepia photographs. You spent a great deal of time creeping through the halls of country houses after midnight. You met Unity Mitford and read Evelyn Waugh’s correspondence. The real Pemberly-Sponk put in an unexpected appearance. Laura’s passport turned out to be forged. A rumor circulated that Pemberly-Sponk was in fact a world champion practitioner of the Viennese waltz, and an exhibition of skill was required. The list of suspects narrowed.
I noticed one or two more differences. Laura’s formal dress was a pale blue-and-white chiffon, not green. My CIA contact, Blandon (a dead ringer for Brennan), wore a white shirt with gold cufflinks and a red satin cummerbund. The AIs knew who they were and who they’d been, although there was no sign of Lorac.
Unfortunately, I didn’t care. I was just looking for the homing device Nick was supposed to get access to when he had enough francs stashed away in his cheap mattress—the homing device that would lead us to the cursed sword that shouldn’t exist here, but it did, just as it did in all the worlds. And I found it. Nick pawned his best jacket for it, but I got it. From there, I only needed to survive.
I clicked on the flower, and Prendergast looked at it for a moment, then shrugged and put it in his lapel. Clandestine was a game that cared about wardrobe, so Nick’s character stats reshuffled; a little less intimidating, a little more dashing. The adjustment turned out to have a small but tangible effect. Relationships were all rated on points, and they reshuffled, too.
Laura had been a friend and platonic confidante in the wilds of Paris, but now she gained new conversation options. One night after a party she stopped at the intersection near her apartment.
“Do you love me?” (Y/N)
You stopped for long seconds. Should you? You’d already lied to her. Your name wasn’t Pemberly-Sponk, it was Prendergast. Or Prendar. And even that wasn’t your real name. Your name wasn’t Prendar—was anybody’s? You couldn’t tell her your real real name; it wasn’t in the interface. And should she trust you, the player, who knew she was only numbers? Who just wanted to win the game, to maximize a set of points? Or get a million dollars? And isn’t love only for people who can be trusted?
I pressed Y anyway.
You passed a threshold, and a new scene was unlocked. There was a bonus level. Nick and Laura went spinning together through an enchanted Louis Quinze ballroom whose bay windows overlooked the starlit Seine. The graphics were laughable by the standards of even a few years later, but the scene was no less powerfully imagined for that. It worked on its on technological level, just as a Roman mosaic or cave painting doesn’t seem less powerful for lacking the realism of a Renaissance oil painting. The camera panned along with them through a seemingly endless gallery. Behind them, through the windows, a cartoonish but meticulously correct Paris skyline scrolled past.
The haunting melody of “Laura’s Waltz” had to be one of the finest compositions ever written for the 6581 SID chip. It managed to suggest in three channels of flat eight-bit tones the gaiety and prescient sadness of Paris’s lost generation, the waltz’s plaintive keening and the warbling of its higher registers soaring over the buzzy, percussive bass.
When I heard it playing, it felt like a sound track to that whole lost sophomore year of college, through and past my first failed relationship. I saw myself growing up, all in a few months going from overage teen to disappointed grown-up, and there was that middle space where it all came together, a sixteen-color Paris between the wars. For some reason, I felt as close to having a life as someone who had no life could possibly feel.
And I was thinking about how catching the spy didn’t matter anyway. Maybe I was older, and I knew France was falling, the Reich was coming, history was on its way, and a video-game spy like Nick wasn’t going to stop it. On impulse I stopped outside the tailor’s and dropped my pistol into an open manhole. I didn’t feel like shooting anybody just then.
There are always trade-offs, narrative paths not taken. Nick finished with a little less money. He missed a bulletin from America he was meant to pick up that night.
And one night in June, you lay in wait on the Île de la Cité for the operation’s mysterious ringleader. You were now a trained British intelligence agent, which means that you had spent a weekend in the country with a white-haired old eccentric who taught you to operate a radio, read a surveyor’s map, and fire an antique Webley ineffectually at a target across a lawn (“Just keep practicing, laddie”).
The evening jacket, which in March you once hugged tight around you against the chill, is now uncomfortably hot. March was so long ago, long days and nights of dances and laughter and so many, many glasses of Champagne. You would barely recognize the man who rang in the New Year walking alone along the Quai de Montebello, shivering, glaring spitefully up at the lighted windows and the laughter trickling down, flinching at the sight of lovers by the Seine. For four months now you lived the life of your dreams.
You heard a voice in the fog say, “Gently, gently now! Or Karoly will murder the lot of us,” and the sound of a small boat bumping against the stone landing, and then a rapid exchange in German.
You rushed forward in time to see a long and narrow package being handed down to two men in a waiting speedboat by a third on the dock. The man on shore straightened up to meet you. His scarred, mustachioed face was the one you expected. It was Lord Mortimer himself, Laura’s father, alias Karoly, alias (duh) Lorac himself, in his twentieth-century incarnation. “Sorry, my boy, it’s finished,” he said, and drew a revolver from his satin-lined greatcoat.
If you’d kept your pistol you might have tried to shoot him. Years ago, you did. But this time, he fired, and stepped lightly into the boat while you sank to your knees in the dark, cursing.
He would live on, together with his now-crucial inventory. But whatever choice you made, the first Clandestine game ended with Nick watching Laura disappear into the pixelated fog of the Gare du Nord. The Clandestine theme played again over a montage of scanned photographs from the Nazi occupation of Paris, now only three years away.
When I last played it, that ending seemed at the time like the height of sad sophistication, the confirmation of all my darkest, most dramatically adolescent ideas of myself and the nature of love.
I saw less and less of Simon that year. I wish I could say I tried harder, but it made me uncomfortable. It was a time in my life when I was trying to join the prelaw fraternity and convince myself I was going to be the kind of virile corporate lawyer who appears in thriller novels, who plays rugby and can fly a small plane and might someday run for Congress.
And then, Simon was a more and more marginal-looking character. He was living in a shabby group house in Amherst, inhabited by maybe a floating third of the CS department. I was there once, stopping in before we went out to dinner. It seemed furnished entirely with beanbag chairs and carpet fragments; they’d broken open the drywall to expose the first-floor wiring. They had three different generations of game console in the living room, and there was a commotion upstairs that I guessed to be an improvised sport involving an ottoman, a Wiffle ball, and approximately three to five grown adults. It seemed at the time like all of Simon’s friends, men and women, played ultimate Frisbee and dressed like the nerd auxiliary of a biker gang. Not only could they field-strip a hard drive but they also carried the necessary tools in their pockets. They juggled when I didn’t want them to, and were opinionated about manned space exploration, and seemed to be building a medieval siege weapon in the back yard. And it didn’t help that Simon seemed happy; annoyingly, he seemed almost cool. He told me stories about outwitting campus security, and parties where they did weird things with dry ice. He even had a girlfriend for a year, who, judging by the little contact I had with her, was an unbelievably nice person. Whereas I constantly felt like I was auditioning for my grown-up life. In fact, I felt like a bit of a schmuck.
Six weeks after Clandestine was released, Simon woke under the conference-room table to Darren shaking him.
“I got a call from EA. They tracked us down. They want to publish us. They want to buy Clandestine.”
The conversation that followed was long only because it was so hard to agree on a company name. Blast Radius, AwesomeStrike, and Quantum Pony were considered. Quarterstaff. Primeworld Optimization Services. Panjandrum. Hyperdream. Nekropony. Dimension Door. Cybermantix. Monumental Games. Rat Giant. Fire Giant. Storm Giant. Wizard Panic. Black Arts.
They’d need another new graphics engine and a whole new approach. The industry was pivoting away from graphic adventure games. The Legend of Zelda: A Link to the Past came out, Civilization came out, and Street Fighter II, and Sonic the Hedgehog. Parallax scrolling was ancient history compared to what was coming. The technology was progressing almost faster than they could keep track of it. The only question was what to do with it.
Black Arts got itself a real office, a sunny penthouse loft that could have fit the company three times over, with a wraparound view of downtown Boston, free snacks, a private game arcade, and a life-size plastic sculpture of Brennan. Darren bought the Rolls; Simon probably bought some new T-shirts. Darren roamed the office with a BB gun, stopping to sight down the hall at shelves full of Game of the Year trophies. At the end of the day, the cleaning staff swept up the BBs and put them in an urn for the following day.
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