Title:

  • The Shivah

Genre:

  • Graphic Adventure Game

Developer:

  • Wadjet Eye Games

Publisher:

  • Wadjet Eye Games

Release Date:

  • 9/2006 (original), 9/22/13 (Kosher Edition)

On Wikipedia:

  • Yes - Spoilers

Systems:

  • Windows, Mac

Buy/Info:

Rabbinical Response:

  • Can you lose by asking too many questions?

With a few changes this is the original July 19, 2015 review and like the original, is spoiler-free.

I first read about The Shivah in HG101's tome "The Guide to Classic Graphic Adventures" in spring 2012 en route to my cousin's wedding and later actually gave it a spin about two and a half years later at their house. The Shivah (for some reason I was pronouncing it as "shee-vah", it's pronounced as "shih-vah").

Admittedly, what I played and later bought was actually "The Shivah: Kosher Edition", the 2013 update that updates the graphics from something made circa 1990 to something circa 1994 and adds voice acting and music. Some comparison shots can be seen here, on the official blog. It looks great, especially considering the Original Rajshree looks like she's got some sort of five o' clock shadow going on.

The Shivah follows the adventures of Rabbi Russell Stone as he tries to clear his name for murder, when a former member of his congregation dies of unnatural causes, and in his will he leaves the rabbi he supposedly hated a sum of over $10,000. There's certainly some good elements about The Shivah that leave grounds for a good adventure, a book of clues, interrogating suspects, names to look up in a database, and set in modern-day New York City. There's decent voice acting, decent music, and the rare positive portrayal of the Abrahamic God (rarely in seen in video games).

Rabbi Stone in a scruffy part of town. The music is great here too.
(Official Screenshot)

However, as it was an update to a much smaller and unambitious game, it still feels like you're set up for a grand adventure that could be beaten in less than half an hour if you know what to say and do and an hour if you don't. It's very short. Just when you think you're really digging into the mystery, you face the big villain in a fight and that's it. There's only half a dozen locations, in a map that looks like it could hold at least six more. This limits running around, and you don't collect anymore than three items in your inventory, so there's no point at which you need to look in your inventory and think: "Well, I need to open this door. I have a bowling pin, a 1997 issue of Reader's Digest, a raccoon skeleton, an Aldi bag full of melted candy bars, a broken golf ball grabber, some tape with cat hair on it, some broken bottles of ketchup, and a rubber chicken with a pulley on it. Time to see if any of these items work."

Despite its shortness (do you know how much I wanted the cantor boy to be a suspect?) and the fact that at least three points are dialogue choices that mean life or death, I was surprised at the fact of how many people it took (mostly three, plus more) to make it, especially since it was built in Adventure Game Studio and has all the graphics of 1995-era adventure game titles (yes, even the enhanced version). It certainly makes me feel better at my failure at making my own adventure game, which I did a lot of preliminary work on (thinking of plot, locations, puzzles, characters, and script) but ultimately never came through on.

Here's some tips regarding beating the last third of the game as well as the endings. I'll also throw in the music as well, since I can't find that elsewhere on YouTube or whatever.

FINAL RATING:   

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