So, here I am, in my not so austere room, getting to grips with the controls of the game. I can move with the arrow buttons, but only on four directions, which seems fair. Sometimes, though, you jump to the next screen by stepping at the wrong point.
Walking around the room, I notice that, as I pass close to an item, a line from my face to that object appears. Handy. I welcomed it with satisfaction at first, but I may reconsider, as it misled me into thinking that it works with all items. More on that later.
Look at my lasersight! |
So, once I have perfected my baby steps, I explore the room and pick up whatever I can, which is BOLESKINE's diary and a telegram from my provisioners. Reading the diary gives me my first clue: a 12-year-old boy had served BOLESKINE as a guide, so there is a chance he is still alive and can point me to the precise spot in the forest. Other than that, BOLESKINE clearly had a poor grasp of astronomy, not recognising the familiar constellations and just randomly inventing new ones.
The telegram was more annoying, because it said that I have to find my own photographic plates. This is critical to my mission, as Mr GRIFFITH really expects “spectacular photographs”. I hope this backwater town has a hardware store or something.
Request refund / STOP / Want speak to manager / STOP |
The immediate neighbours are an old barn-looking house with a bench and a locked door to the east, a forest without a guide to the west and a fancy house, also locked, to the south. The house to the south turns out to be the Mayor's.
It's good to be the Kin.. erm, Mayor |
South of the pharmacy is the main square, which we briefly saw in our carriage trip. When I first visit, an old lady, Ms PICOTT is sitting alone, but says nothing of importance, so I leave.
One should never presume |
But I brought the forms for the animal census, and these fine leather jackets. |
A few minutes later, I am back at the museum, where I discover a lost page from BOLESKINE's diary. It describes how the stars are really a pistol rifle shot away and closes with a quote from J.Keats: “Truth sleeps beneath appearance”. The remaining art is just flavour text, or so it seems for the moment.
Some of Parker's lines have these “good lord” and “Oh my”, I suspect for added Englishness. |
I continue wandering the town and revisit some of the areas I was before. I notice that there is a couple sitting outside of the house to the east of Dr COBBLES house, which I now know belongs to one of the three people I am looking for. However, Mr GREENWOOD is deaf, mute and blind from an accident during his birth. This makes it very hard for him to be the one I am looking for. The other half of the couple is Miss PICOTT, whom we met earlier. She maintains her unhelpfulness and we move on.
Fortunately for you, he cannot see that smirk when you say that. |
Dealing with customers: How not to |
Yes, like rearrange those mail sacks by the wall |
Anyway, I keep exploring dutifully and I finally find the town's general store. I enter from the south and I see the proprietor, Mr MYERS, dealing with a client. A hooded figure who apparently is in the business of direct parcels. He has left one with Mr MYERS, who informs him that another one he sent to some Mrs GUILDCHRIST was delivered successfully. I don't know who that lady is, but I know the name the wooded figure goes by. HAMBLETON. To be fair, I was a bit careless at the time and I did not remember that HAMBLETON was one of the three people I was looking for. Anyway, the figure walks out, either on a limp or quirky animation, and I can speak to the shop owner.
Maybe townsfolk go to the general store for their mail because the post office is always “too busy” |
Dealing with customers: How to |
Inside, the place is a proper mess. My delicate British nostrils cannot stand the stench, but I persist nonetheless. The fishery has absolutely nothing of value, but I discover a loose floorboard used to hide moonshine and an old man sleeping on a pallet in a corner. As I creepily watch him sleep, I notice that his fingers are webbed, like a frog's. I feel fascinated, and a bit lightheaded, but I compose myself and decide to speak to the old man.
Subtle |
But we'll have to find these out next time. I did not make much progress in the game, but I enjoyed walking around the town and familiarising myself with the locations. The outline of the city is logical and I never really felt lost, except for the time in the forest, which I assume was intentional. So far, the game does well in letting me play the stranger moving into a small, closed society, which doesn't really like having anybody poking into its secrets. It may seem stereotypical, but it works. In the next post, I will try to get into that spot in the forest and get some photos taken.
Some other interesting locations that will probably become important later:
- N. TYLER's house is to the north of the pharmacy. It smells nicely of hot soup, but of course it is locked. Suspicious little town.
- There is a well that is standing on its own, but I cannot interact with it at the moment.
- The way to the port in which I arrived, is blocked by two burly guys.
- The cemetary is a blast of fun, according to JUGG.
- In the house south of Mr JUGG's, I see somebody going in and moving on the top floor, snooping at me from the window. Yet, when I knocked, nobody replied.
- There is also an abandoned mansion, with nothing to do.
END notes – CD ROM version
Somehow, addition of mouse control makes the game more frustrating. You do not click where you want to go and let the character find his way there. Instead, you hold down the left button and the character moves in the direction the mouse is with respect to him, but again only in the four main directions. You cannot mouse over items either, which makes me wonder why they bothered at all with adding mouse, other than to not seem backward. Outdoors, there is an option to go to a location using the map.
Time played: 1:30
Sanity lost: 1 (from seeing HAMBLETON's webbed fingers)
The graphics are really vibrant, I like it.
ReplyDeleteSeems like a perfectly normal small town so far...
Very stereotypical as limbeck says, but a well designed and properly realized stereotype can be a lot of fun.
DeleteThe graphics are certainly attractive, with the exception of miss Picott's smirk- which does make my hand itch somewhat.
The outdoors town BGs are a garish hodgepodge of digitised photos. Look at how those oversaturated colours clash! Well, this *is* a horror game, so I suppose they're unsettling in a way...
DeleteI am conflicted about the graphics so far. Interiors are clear and to my taste, but the outdoors seem garish, as Laukku pointed out. And there seems to be a lot of empty space in some cases and not at all in others. Like typical little towns I guess.
DeleteThe music on the other hand is very good, with effective tunes whose creepiness is accentuated by the OPL2 soundchip format. The style is reminiscent of John Carpenter's.
DeletePosting example tracks here for those who haven't played:
Main Theme (Disc Version)
Main Theme (CD Version) - Ingenious melody starting at 1:35. Not in the floppy version.
Illsmouth Theme #1 - The beginning nails at creating a sense of both ominousness and calmness. I actually dislike the melody starting at 0:22, but it improves as it develops.
>The way to the port in which I arrived, is blocked by two burly guys.
ReplyDeleteYou can return to the port just fine, the guys are guarding a different location.
You are correct of course. That was my initial understanding when I played the game and stuck to my mind when writing the report, even though I had found the port all right.
DeleteIt sounds like the mouse interface is worse than the keyboard one. You have to right click in order to bring up a manual, before doing something. Feels really awkward. For instance, I seem to have been screwed over when trying to get the telegram, as nothing seemed to have happened and it disappeared.
ReplyDeleteThe voices all seem to come off as over the top villains.
While the animation is good for the most part, the portraits look really bad animated. Like they have some kind of muscle atrophy. Like I'm not sure if these are intentional flaws or not.
Proportions of the rooms seem wrong.
While I have mixed opinions on the backgrounds, everything movable is very well animated.
The voices have been added very poorly. Voices rarely match up with the actual dialog on-screen. I'm assuming you're playing the floppy version. This actually makes it really hard to play, because if you accidentally press a button or right click while dialog is going on, it advances the entire conversation. To top it all off, when I finally found the town clerk, he told me nothing, and when I tried to talk to him again, he had the voice of the mailwoman.
The scariest thing so far has been wrestling with the interface. I think I missed the names of the guys I was supposed to look for, but it didn't matter much. Can't have the right click advance conversations, no, that would be too nice...
"The cemetary is a blast of fun, according to JUGG."
ReplyDeleteIs this a reference to the fact that Jugg sounds like the singer of Monster Mash? Even if it wasn't, reading that made me laugh. :)
I admit that this reference went completely over my head, but I am glad for any inadvertent jokes. And I am mostly playing the floppy version. I still haven't heard how each of them sounds. It will be a revelation, judging from MorpheusKitami's comment above.
Delete