Showing posts with label Joe Pranevich. Show all posts
Showing posts with label Joe Pranevich. Show all posts

Wednesday, 25 December 2024

Missed Classic 136: Jingle Bells (1986)

Written by Joe Pranevich

Merry Christmas! When I first started reviewing Christmas adventure games, eleven years ago, I thought that I’d have a lark for a year or three and then we’d be done with Christmas games as a genre. This is our twelfth one! (We covered two games last year.) When the holidays come around, I excitedly open Santa’s bag of presents– our secret spreadsheet with every Christmas game that we know about– and pulled the next game on the list.

The first one was Juleadventurespil, a Danish holiday game written in 1983 and distributed as a type-in. It would be one of our earliest Christmas games, but has the downside that I don’t speak Danish. I may try it another year, but I elected to pass for now.

The second was Gremlins, a 1985 Adventure International game based on the film of the same name. This was a tougher choice. Gremlins, like Die Hard, has a reputation of being a non-Christmas film that is set at Christmas. A review of screenshots show relatively little Christmas content in the actual game and it didn’t seem to be what I want to play when I seek Christmas joy. Plus, I’d have to watch the movie, which I have been actively avoiding since I was a kid. Perhaps next year. 

That leaves us with my third pick: Jingle Bells: A Sleigh Ride with Father Christmas, written in 1986. This was a commercial release for the ill-fated BBC Micro, written by a company better known (if known at all) for its educational software. I failed to get an emulator working, but thankfully a BBC Micro enthusiast website had one working online! Apologies if the fonts don’t look exactly right. 

Let’s get to some Christmas joy!

Saturday, 25 May 2024

Game 137: Sherlock Holmes: Consulting Detective Vol. III - Introduction (1993)

Written by Joe Pranevich

Here we are again, for the third time! Video game history is filled with low-effort sequels, followup games built with the same engine for a fraction of the cost. Even the prestige studios got into the game. For all that the Ultima series was famous for building a new engine for every release, that didn’t stop them from releasing (or at least distributing) Ultima VII Part 2, Savage Frontier, Martian Dreams, or Ultima Underworld 2. Sierra, Infocom, and LucasArts were all made successful by building great engines and then making as many games for those engines as possible. This is pretty normal in adventure game history.

For Sherlock Holmes Consulting Detective, ICOM’s strategy can be best summarized by the ad blurb that they put on the box:

“What they said about Sherlock II, you'll say about Sherlock III."

This might not seem significant, until you realize that they used the exact same blurb on the second game, with just the Roman numerals decremented by one. 

In a way, this is completely expected: at some level, all three games in Consulting Detective are (quite literally) the same game. The 1981 tabletop game that ICOM licensed featured 10 cases to solve, three of which have been adapted each in the first and second games, and three more finally in this third game. (More on that “missing” adventure in a bit.) We’re treating these games like sequels, but even the box clearly says that they are merely “volumes” in the same game. As such, ICOM saved money by re-using many assets: the manual, game map, menus, help videos, and overall interface are identical between the three volumes. But unlike many low-effort sequels, they still needed to write, direct, film, and edit all of the new videos that made up the cases. A FMV game will be made or broken based on the quality of the acting and videography. We’ll have to see how this one fares.

Having said all of that, I must admit that it is all only partly true. Why did I just lie to you? Read on for more.

Tuesday, 7 May 2024

Missed Classic: Beyond Zork - Won! And Final Rating

Written by Joe Pranevich

It was a bumpy ride and I took too many hints, but we have defeated Beyond Zork and can finally put it to rest. I am grateful to our community for the assistance! I was able to solve most of the rest of the game on my own, but as you will see, there were still a few places that caused me trouble. I ended the last post with Prince Foo of Pheebor’s helmet, finally retrieved from the far distant future with the help of our trusty time archway. We had to take a chocolate truffle, dip it into the Fountain of Youth, travel back in time to the battle where the prince died, hide the truffle in a ditch next to his body, travel forward in time thousands of years, and then dig it up with the help of a magical chocolate-sniffing ferret. When you write it out like that, it sounds perfectly normal, right? 

Stay turned to the very bottom of the post for questions and discussion on the future of the Infocom Marathon, especially with Return to Zork coming very soon in the 1993 cycle. Your input will be invaluable as I work out how I approach the coming months.

Tuesday, 26 March 2024

Missed Classic: Beyond Zork - Finally Finding the Plot

Written by Joe Pranevich



Welcome back to Beyond Zork! I admit that I have struggled with this game. It's not that it's a bad game, but I have difficulty motivating myself to play or write about it. Every time I try, my attention drifts elsewhere and I find something else to do. I'm almost surprised I haven't opted to paint my bathroom by now. This should be impossible – this is a Brian Moriarty game! This is a Zork game! This is Infocom! I've played my fair share of duds for this blog — and I'll admit, a bad game can be charming in its own way. Every one of them inspired me to write, sometimes too much. Beyond Zork is the first game where my primary feeling is one of mediocrity. It should be a better game and my energy is sapped. This session at least ended well and I hope that I can keep up this positive motivation to finally finish and rate one of the final games in our marathon. 

Last time, I needed hints to progress, including a major one for solving the riddle at the lighthouse entrance. After navigating the structure and battling interesting monsters — from replicating dust devils to a creature with countless eyes — I opened a chest at the very top. What happened next was unexpected: I was teleported to a celestial realm filled with unicorns. They didn’t like me much and banished me back to earth with a warning that they would not be so friendly next time. I still have many unsolved puzzles, with perhaps the largest being that my character hasn’t “found the plot” yet. We (the player) know what is going on and that we’re questing for the Coconut of Quendor, but all my protagonist knows is that she had a sudden urge one day to do a fetch quest for a cook in a nearby inn and before she knew it she was trying on armor and being insulted by unicorns. What is her motivation?

This week, as the title suggests, we’ve finally discovered the plot. Let’s get on with it!

Tuesday, 16 January 2024

Missed Classic: Beyond Zork - Rejected by Heaven

Written by Joe Pranevich

Welcome back to Beyond Zork! After ten hours, I have to admit that I’m struggling a bit with the mix of RPG and text adventure elements: I’m never quite sure if I should be looking for a puzzle solution or just hitting whatever the obstacle is very hard. I’m having a lot of fun, but starting to get frustrated by the game never telling my character that she should be doing any of this, almost as if I missed some big “call to adventure”. Last time out, I explored pretty much the entire game world that I could, defeated a few monsters, was defeated by even more of them, and generally got the lay of the land. This week, I need to put two and two together to solve some puzzles and try to get someplace. 

When I left off, I had just made my first trip south of the crocodile-infested jungle to discover a strangely Christmas-themed village. It was appropriate for December, but the rampaging Christmas tree monsters there weren’t as easily dealt with as putting your discarded tree out on the street on trash day. Near the village, I also rescued an adorable “minx” from some abusive hunters. It looks like a fantasy version of a “mink” (best known for being popular in coats of the 1980s... shudder), but one that can dig up chocolate truffles. (In the real world, mushroom truffles can be found and dug up by some breeds of pigs and dogs.) With my new companion in tow, let’s explore!

Monday, 25 December 2023

Missed Classic 126 & 127: A Double Dose of “A Special Christmas Adventure” (1986 & 1987)

Written by Joe Pranevich

Merry Christmas! Another year has come and gone, but we’re still playing games here at “The Adventurer’s Guild”. I hope that you and your family are enjoying the holiday, taking some time off, and perhaps playing a classic adventure game or two. While I am off battling Christmas Tree Monsters in Beyond Zork (as of this writing, I still don’t know how to defeat them), it is our tradition to play and discuss a truly holiday themed adventure game for Christmas. This year, I am breaking that tradition by playing not one but TWO Christmas-themed text adventures for the ZX Spectrum. They happen to share the same name, but we’ll cross that holiday-themed bridge when we come to it. 

I don’t want to set expectations too high, but this is how my holiday posts tend to work:

  1. I find an obscure Christmas-related title, often that few have ever heard of, and play it. 
  2. Using my decade of contacts and detective skills, I track down the original authors. They are amazed and mystified that anyone cares about their old game and are glad to discuss it with me. 
  3. I compose a half-decent story about that adventure game.
  4. Somehow, despite being a title that you never heard of or cared about before, you enjoy the story and stick with us for another year of adventuring! (Also, Santa has personally threatened to cancel the blog if I ever stop doing this. Seriously.)

This year didn’t quite go to plan. Not only because I’m looking at two games at once, but also because I haven’t been able to track down the author or even be sure who they are. We do have some fun history and detective work… and possibly even a murder. I’m generally not a fan of murder, especially over the holidays. 

Onward then to A Special Christmas Adventure! Both of them. 

Sunday, 17 December 2023

Missed Classic: Beyond Zork - Everybody Wants to Tour the World

Written by Joe Pranevich

Welcome back to Beyond Zork! It has been longer than I intended since last time, but to recap: Magic is going crazy! It’s mere days before a certain Guildmaster (from Spellbreaker) is going to destroy magic for good. It’s up to us to locate the Coconut of Quendor which will somehow preserve magic for future generations. As this is a cRPG and not just a text adventure, we are playing a custom character: a Zorkian version of Lady Dimsford from Plundered Hearts. While “we” the player know about the imminent demise of magic, our character does not. Thus far, we have discovered the first town, completed a small fetch quest in the basement beneath the Rusty Lantern Inn, and set off into the wilderness. Presumably, we’ll learn about the plot officially soon enough.

My plan this time is to explore and map, solving what puzzles that I can that are obvious, but mostly just trying to get a lay of the land and notate everything that I will have to solve or defeat later. This is my usual pattern with adventure games, but Beyond Zork is not “just” an adventure and the RPG aspects may make this more difficult than I expect. I am especially worried about combat: I had to save-scum to defeat the rat-ants in the basement and I am concerned that my character is not well-suited for direct combat, at least not yet. I don’t think you can create a character that isn’t “winnable”, but I really have no idea.

Thursday, 12 October 2023

Missed Classic 124: Beyond Zork: The Coconut of Quendor - Introduction (1987)

Written by Joe Pranevich

If Infocom is remembered for one thing, it is the Zork series. Nowhere is this more apparent than in the sales data: from Infocom’s first day until they were purchased by Activision, Zork-series games accounted for 44% of every game sold. And yet, the company seemed almost desperate to be known for just about anything else. After the third game was released, Dave Lebling and Marc Blank decided to launch its followup, Enchanter, without Zork IV branding, a choice that may have had something to do with that game’s 50% revenue drop. Infocom continued to push against their Zork heritage even after it became clear that they would never again have a series that inspired so much love… and sales. By 1987 however, desperate times called for desperate measures and the long-standing superstition against calling another game “Zork” had to come to an end. With Marc Blank having (mostly) left the company, Lebling working on The Lurking Horror, and Meretzky on Stationfall, the responsibility for continuing the Zork saga was left to Brian Moriarty. 

And so it was, five years (and twenty-seven games!) since the last Zork-named title, Moriarty released Beyond Zork in November of 1987. It could not have come at a more desperate moment: the year-long experiment in faster-developed games across more genres was nearly over and none of the new games were sticking. Plundered Hearts, despite being an amazing game that everyone should try, stumbled out of the gate to become their second-worst selling game to date. Moriarty did not however want to just cash in on the Zork name for a quick buck; he was intent on making a newer and better game than any that Infocom had seen before. To that end, he would craft Infocom’s first true RPG, design a new interface for text adventures (including automap!), and bring back the whimsy of an early Zork adventure game. It wasn’t just Zork, it was… Beyond Zork! (Cheesy, I know.) 

Monday, 11 September 2023

Missed Classic: Plundered Hearts - Alternate Endings, Cut Content, and Final Rating

Written by Joe Pranevich

Last time out, we completed Plundered Hearts. Lady Dimsford was reunited with her father and (presumably) her soon-to-be stepmother, escaped the island with her pirate beau, and settled for a domestic existence somewhere in North America. Plundered Hearts is a swashbuckling adventure that feels at home next to A Princess Bride– which is amazing as both the game and movie came out in September 1987. Fans of romantic pirate adventures truly hit the jackpot that month! (The Princess Bride film was based on the 1973 novel of the same name; Briggs could equally have been inspired by the original work.) The game includes four “good” endings and I already found the “best” of those. I’ll look at the alternate paths briefly before locking in the score.

Plundered Hearts was also a game built under difficult constraints: a text-heavy game in the style of late Infocom but built using the original Z-machine. To even come close to fitting in those constraints, Briggs had to cut a lot from her original vision. In an interview conducted for the Get Lamp documentary, she admitted that, “Because it was my first game, they gave me nine months to write it… and I finished it in six. I spent the next three just cutting stuff out. It was way way too big to fit, because I was the last game to fit on a Commodore 64. There was all that great stuff to cut, so I did a lot of cutting.” 

We don’t have all of the “great stuff” that she alluded to, but we do have traces of her ideas left behind in the Infocom source code leak. Was the game better because of its editing? Or was there a better game that had to be cut down to size? I look forward to finding out. 

Saturday, 19 August 2023

Missed Classic: Plundered Hearts - Won!

Written by Joe Pranevich

Welcome back to Plundered Hearts and epic pirate romance! You read that title correctly and didn’t miss any posts: I won already! Even if it feels a bit shorter than most of the Infocom canon, it has been a ton of fun to play through. I’m not going to claim to have a new appreciation for romance fiction and I am not yet eager to buy books with Fabio on the cover, but I am glad that I experienced it. The game leans into Brigg’s fantastic “romance novel” prose and so I’ll do my best to share a bit more of that than usual in this post, to give you a better feel for what this adventure is like.  We will also have one more post after this for missed scenes, cut content, and the final rating.

Where we left off, we (the Lady Dimsford) had just escaped our pirate friends/captors on the Helena Louise and floated to shore in a barrel. We are now on the island of St. Sinistre with an invitation to a ball but nothing to wear. I’m expecting to explore the island to find Lafond’s mansion, buy a dress in a shop with the money we were given, and go and rescue my pirate boyfriend. I wasn’t completely wrong.

Monday, 17 July 2023

Missed Classic 121: Plundered Hearts - Introduction (1987)

Written by Joe Pranevich

In the words of an “Amazing” series of movies, “Alright, let’s do this one last time…”

In 1987, Infocom was in serious trouble. Despite creative high-points (Stationfall) and some sales successes (Leather Goddesses of Phobos), the text adventure market was collapsing. Infocom had only been recently purchased by Activision, and the new management was not rising to the changing industry conditions. Activision demanded that sales increase; if not by selling more copies, then by selling more titles. Infocom would eventually launch eight games in 1987, more than any other year and double their haul from 1986. We’ve made it to the sixth of those games now.

Despite these challenges– or perhaps because of them– Infocom embarked on one of their most creative periods. Over just a few months Infocom launched their first horror game, puzzle game, romance, spy thriller, and RPG. Plundered Hearts was not just their first “romance” title, but also the first game by Infocom to be solely written by a woman (Amy Briggs) and the first to have only a female protagonist. Infocom’s risk-taking did not ultimately save them, but their embrace of new ideas is one of the things I have come to love about late-era Infocom. I missed nearly all of these games as a kid, but I am so happy to be playing them now.

I am excited! Can you tell?

Tuesday, 27 June 2023

Dracula Unleashed - Missed Scenes, Cut Content, and Final Rating

Written by Joe Pranevich

We made it to the end of Dracula Unleashed! Usually, these final posts are about rating the game and moving on. I am eager to move on (and have already started Plundered Hearts), but I cannot give a complete rating of the game without first looking at the scenes and endings that I missed. There were not that many of them, but I would hate to rate the game without the full picture. 

Dracula Unleashed is also the rare example of a non-Infocom game where we can discuss some of the discarded material, thanks both to the extras on the DVD edition as well as the information supplied in the hint book. None of the cut material will be considered for the rating, but I enjoyed working through the sources to see what might have been.

Dracula may rule the night, but he’s never faced a PISSED rating before. Let’s see how he does!

Sunday, 4 June 2023

Dracula Unleashed - Won!

Written by Joe Pranevich

Welcome back to this somewhat delayed finale of Dracula Unleashed. I won! I actually won some time ago, began drafting this post, became bogged down because the post became too long, and then was swamped by real life events including a bout with COVID that left me exhausted for weeks. Most veteran writers here can attest that you must get your thoughts down quickly before everything slips away and I had long since passed that point. Too many things conspired together to make it difficult for me to get to the finish line and wrap this up for you. I am sorry. 

The good news is that we’ve made it to the end! Last time out, Alexander fell asleep while guarding Juliet and Anisette. Dracula chose that moment to attack, killing Juliet and leaving Anisette with a gaping neck wound and an immediate need for a blood transfusion. Professor van Helsing chased us out of the apartment while he and Dr. Seward raced to save her life. As I was uncertain if this was a plot death or due to my mistakes, I played the third day’s events over and over again to try to save her. That failed. I am starting this post on the morning of the fourth day: It’s December 31 and we’re only a few hours from the scene in the introduction when Alexander will sit in a graveyard pondering his Bowie knife. Soon, we will have to find a way to bring an end to Dracula’s curse.

What should we do first on such an auspicious day? Buy a newspaper. Read on for more. 

Tuesday, 28 March 2023

Summer Daze: Tilly’s Tale Review

Written by Joe Pranevich

Hero-U: Rogue to Redemption was one of the rarities of the “legacy kickstarter” era. It was a fantastic game with good production values, and it reflected well on both its source material and its development duo, Lori and Corey Cole. Development spanned an agonizing six years from its first successful kickstarter ($400k) in 2012, through a second kickstarter ($100k) in 2015, and finally to its completion in 2018, with patches and ports (even a Nintendo Switch version!) continuing into 2021. The final game included roughly as much content as the first four Quest for Glory games combined, despite featuring only a single playable class. The road to Hero-U was an arduous one that is more than worth a deeper look, but let’s just say that the pair had to mortgage their house to get it done. The planned sequel was intended to be Hero-U: Wizard’s Way, starring a new female wizard protagonist. Even with a working game engine and the “growing pains” that underscored the first several years of Hero-U development out of the way, the Coles had no path to fund the development of a second game on the same scale. 

In 2019, they took a different approach: instead of a puzzle-centric adventure/RPG, they would create their next Gloriana game as a “visual novel”. The Summer Daze at Hero-U kickstarter was a success ($100k), promising two new chapters in the Hero-U story. The first of these, Summer Daze: Tilly’s Tale, has been released to backers and will be live on Steam and other marketplaces by the end of March. We promoted this kickstarter (with a special Corey Cole interview!) back in 2019 and we are excited to see the project cross the finish line.

Here at “The Adventurer’s Guild”, we don’t normally cover new games, but we have a soft spot for our favorite creators who keep the memories of our beloved 80s and 90s adventures alive. Unlike our normal reviews, this one will be light on spoilers, although I will post a few screenshots (mostly from the opening minutes of the game) and discuss some of the things that I like and dislike about the game. If you want to avoid spoilers entirely, just know that I enjoyed the game because it’s an adorable side-quest. Otherwise, read on for more.

Late breaking addition: The Coles have volunteered to do another short interview with us as part of their launch. Comment below if there is a question you have been dying to ask about the growing Hero-U series, Quest for Glory, or any of their other gaming projects. We will pass along those questions to the pair for an upcoming post. 

Monday, 6 March 2023

Dracula Unleashed - She’s Still Dead

Written by Joe Pranevich

Welcome back to Dracula Unleashed! Last time out, I survived the third night at great cost. Juliet was murdered in her sleep and Anisette was nearly so. Alexander was thrown out of Anisette’s house so that Professor van Helsing and Dr. Seward could try to save her with an emergency blood transfusion. I’m not satisfied with that answer. With even our journal telling us what a colossal mistake we’ve made, I must assume that there is a way to keep Juliet alive. I thus restored to the beginning of the day and prepared to go through it all again and again to find things that I missed. 

Unfortunately, narrating this is challenging. I spend the next couple hours progressing randomly, trying things that usually fail, and occasionally finding something that doesn’t. When I’m playing text adventures, I think of this work as the gaps between the paragraphs and I fear I come off as being particularly clever instead of just skipping over the boring “throw everything against the wall” portions. That will be the way here too as I provide you the eureka-filled view of what had been hours of fun but frustrating play.

Wednesday, 1 March 2023

Dracula Unleashed - Three Murders and a Funeral

Written by Joe Pranevich

Welcome back to Dracula Unleashed! Last time out, Alexander survived the second day and finally broke the silence among the friends who fought Dracula in the original novel. The focus of the game has changed: our murder investigation is over, but now we have to find out what is happening with Anisette, Juliet, and the rash of decapitation murders around the city. We ended our previous evening by breaking into Mr. Horner’s bookshop and discovering his trove of blood vials and a book written in an unknown language. Is that going to be the key to unlocking who the Women in White are and how to defeat them? We know from the prologue that we have a date with Dracula in less than two days and it’s going to be interesting to see how we progress from here to there. This is exciting, but the clock is ticking. 

As before, this post will mostly follow a single trip through the day. As you will shortly see, I make it to the end, but not without casualties. I'll work hard over the next week to see if I can do better. 

Thursday, 16 February 2023

Dracula Unleashed - Interview with the Vampire Hunter

Written by Joe Pranevich

Welcome back to Dracula Unleashed! Last week, we continued the second day of Alexander’s renewed investigation into his brother’s death, but it did not go well. After listening to Holmwood lie to us, beating our head against a university that never seems to be open, watching Goldacre get drunk on the expensive booze, and eventually being killed in the street by a different “Bloofer Lady”, I am eager to move on. This game has a lot of plot to unpack, but I’m happy with it so far. We have enough characters (both new and created by Bram Stoker) that we can keep track of them, while still enough variety in the acting and direction that the scenes aren’t boring. It’s probably not among the best games ever played here, but I am enjoying it more than I expected to. 

My strategy for this session will be to replay the second day, try harder to find scenes that I might have missed, and survive the night. It was only minutes after I stopped playing last time that I realized what I forgot to try at the university (and it was a dumb omission, too!), so that’s where I’ll start this week. It’s a credit to this game that I keep thinking about the characters and the “puzzles” after I put it down.

Wednesday, 8 February 2023

Dracula Unleashed - London on One Gold Piece a Day

Written by Joe Pranevich

Welcome back to Dracula Unleashed! Last time out, we successfully survived the first night! Thanks to some “brute force” tactics on my part to find some difficult-to-find scenes, plus a realization how items really worked in the game, we were able to prevent Anisette from succumbing to whatever was transforming her into the Woman in White. Of course, Alexander is blissfully ignorant of all of this; we the player know there are vampires running around and that “bloofer ladies” are real, but he does not, and we start the second day with him still in the dark as to the cause of his brother’s death.

Before I get going, let’s discuss strategy. For this post, I plan to play the second day straight. I will follow plot threads where they lead me, notate everything that emerges organically from play, and tell you all about it. If I die early or quickly, I’ll restore, but my goal will be to make it to the end of the second day in as “normal” a way as possible. Depending on whether this post ends with me sleeping soundly or dead, I’ll figure out what comes next. If I need to spend the next entry brute forcing to find things that I missed, I’ll do it then. 

I am having a ton of fun with this game and enjoying it more than I thought I would. It doesn’t play like a typical adventure and I expect that many players could have been turned off by that (especially the need to save/restore to try different items), but once you know it and understand it, it works. This feels like a new adventure genre (to me) and a different kind of fun from most of the other games I play here.

Wednesday, 1 February 2023

Missed Classic: Nord and Bert - Won! (With Final Rating & Cut Scenes)

Written by Joe Pranevich

It always feels good to make it to the end of one of these games. Sometimes, it feels like a great accomplishment, a challenge defeated! Sometimes, it feels like a great relief, like we can finally move on with our lives. Often, it is a mixture of the two. This is something like my 65th review on “The Adventurer’s Guild” and I can confidently say that I have completed far (far!) worse games than Nord and Bert but this is the first one (except for Batman Returns?) where I have felt this frustrated by what could have been. This could have been a fantastic game and I am told that it inspired some games that are among the best in interactive fiction, but it wasn’t and I am glad that this is the last post. 

Where we left off last time, I had completed the seven main chapters of the game ranging from acting in a 1950s-style sitcom to saving a farm from the horrors of farming idioms. I battled Mr. Clean in his night job as the giant from Jack and the Beanstalk. I even sipped a pleasant cup of tea in the most charming cafe I ever saw, one I wish (truly wish!) existed in real life. All that is left for me is the finale where we “Meet the Mayor” and can finally put to right the pernicious problems that plague the people of Punster. Will the ending soar or belly-flop? There is only one way to find out.

Read on for more.

Wednesday, 25 January 2023

Dracula Unleashed - Surviving the Night

Written by Joe Pranevich

Last time out, I died. Alexander Morris came to London to unravel the mystery of his brother’s death during the events of the Dracula novel. Despite months of wasting time, falling in love, and doing everything except investigating that death, the situation in London has become frightening. Grisly murders and beheadings are now a regular fixture of the city, including bodies drained of blood. Yesterday, the death of Anisette’s father triggered Alexander to resume his investigation. In one day, we met Jonathan and Mina Harker, visited a pub named for Jack the Ripper, somehow received a Bowie knife by telegram, and bonked an insane person on the head in a nearby asylum. At the end of the night, we discovered our fiancée wandering the streets dressed in white and acting “sexy”. Rather than heading back to her place for some undead special time, she killed us. Game over.

I’ll be starting from scratch again this week. Obviously, I missed something last time– some clue, some event, or some item that would either have prevented Anisette from becoming a vampire or protected me from her. The only problem is that I have no leads. How am I going to tackle this?

I need a plan.