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By Bryan Cebulski, 7/1/12
As H.P. Lovecraft once wrote, "The oldest
and strongest emotion of mankind is fear, and the oldest and strongest kind of
fear is fear of the unknown." Though
Lovecraft mainly explored horrors so ancient and grotesque they prove to be
beyond human comprehension, this quote remains relevant for other creatures of
the night: Those entities which cannot be seen yet still plague the living, indecipherable
whispers, shifting shadows, dimming lights, moving objects, that uncanny sense
of being alone yet not alone.
Ghosts.
People have been fascinated with ghosts since time
immemorial, from old wives' tales to today's cheesy Travel Channel reality shows.
Their motivations differ from source to source, but their basic eerie nature
remains undisputed. Ghosts are silhouettes, memories, cursed, the spirits of
the dead trapped on this plane of existence. A wonderful basis for horror.
In videogames, ghosts are generally cast aside for
more outwardly threatening enemies like zombies or demons. Either that or they're
dumbed down into an easily combatable common foe. (Looking at you, Pac-Man.) One
of the only series that uses ghosts effectively is Fatal Frame, whose enemies are frighteningly malevolent, doing an
incredible job of freaking the player out of his wits. But what about subtle
ghosts? The ghosts that giggle in the distance, that creak a door open, that
bring a chill whenever they're near. The ones who won't kill you outright but
will bring you to the very brink of sanity. Such a ghost would be difficult to
use well in a videogame, wherein the player has the attention span of a rodent
and needs constant tension or action. But it has been done. Though it falls into
a niche category under a niche genre, the delightfully chilling ghost-hunting
adventure games of Jonathan Boakes are a celebration for ghost enthusiasts everywhere.
Jonathan Boakes, born November 7th 1973,
has been fascinated with the paranormal since childhood, growing up amid rural
England locales (known as "The Garden of England"), which, depending on the
time of day, could strike both unadulterated awe and terror . His youth in this
setting was an influential period in his life.
Come adulthood, Boakes pursued a career in
photography, often using these Anglo-Saxon towns and countryside as the focus.
Over the years, however, Boakes' photography shifted toward the digital medium.
He loved the idea of using a computer for his art, and was heavily drawn toward
adventure games like Myst. He created
a couple such games and multimedia works, which all received some small acclaim.
His piece "Cortexa" - which is more or less a virtual tour of the brain -was shown
at the Poitiers Film
Festival in France. In this time he formed his own label, XXv Productions
(which in 2005 joined with Darkling Room), and released under it a graphic
adventure called "The Displacement".
While enjoyable, Boakes did not find these humble works lucrative enough. He supported himself first
at a big web company and then as a sushi chef. He preferred the latter, saying
that it was good clinical exercise as compared to the soul-crushing monotony of
putting together gif web banners. So when not folding bits of fish in seaweed
and rice, he created his first full-fledged commercial product: Dark Fall: The Journal.
The game was an 18-month labor of love, completed at last in April of 2002. When the
independent production gained a little momentum around adventure gaming
circles, it was met with rave reviews, critics lauding the one-man effort for
its intricacies and atmosphere. About a year later, in May 2003, games
distributor The Adventure Company approached Boakes with the proposition to
pick up Dark Fall and publish it as a
professional, global title. The deal was made, the game received a wide release,
and the series' humble legacy began.
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Dark Fall: The Journal

Dark Fall II: Lights Out

The Lost Crown

Dark Fall: Lost Souls
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Dark Fall: The Journal - IBM PC (2003)
American Cover
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Dark Fall: The Journal
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The camera
focuses in on a nightstand by your bedside, upon which is an answering machine.
The screen slowly pans out at a frame every few seconds and the answering
machine plays back a message from your brother, Pete. Pete is a well-regarded
architect currently working on the redevelopment of an abandoned train station.
He hardly ever calls except in emergencies, and this seems to be a dire one. He
says something's wrong. He says that there were two ghost hunters in the station,
Polly and Nigel, but now he can't find them anywhere. He fears that what they
were looking for has found them.
"I think it's found me too," he goes on. The opening credits and theme song...which
is a lovely mixture of violin with eerie radio static...fade in.
"Please help," he says. "You're always good with things like this ...Come to Dowerton Station.
It's abandoned. I'll be waiting...This place is beginning to freak me out ...This all started a few days ago. It
was when?... I can hear it. It's right outside my door, whispering. Whispering my
name... It knows my name! I've got to open the door, I've got to open the
door!? (click)
With the message
cuts off, you, Pete's brother, the protagonist, wake up in a cold, lonely train
tunnel, beckoned by the voice of a young boy. He says his name is Tim.
He's friendly, helpful, and cheerful, yet nowhere in sight...
From the start, you know that things aren't quite what they
seem here. You pick up a newspaper. The headline describes six disappearances
in and around the station. Then, with a deepening sense of dread, you move
onward toward the station and its connecting hotel. As you begin to explore
these environments, you find journals and articles, hear the voices of the
dead, and slowly begin to unravel the great evil which lies under this quaint
little place.
Dark Fall takes
heavy inspiration from the British science fiction serial Sapphire & Steel. The second season of this series involves an
abandoned railway station and a man hunting ghosts within. The general mood and
storyline are very similar. Some of the areas in Dark Fall, such as the reception desk, are ripped straight from the sets of Sapphire & Steel. The difference is that Boakes draws a more
unnerving, isolated atmosphere, whereas the television serial is more
reminiscent of Dr. Who. Curiously
enough, Boakes made a point of having the graphics seem like a TV set in order
to instill in the player a sort of "no man's land" reality, akin to what one
might see in games like Myst or RHEM.
As for the
graphics themselves, despite their low production values they work pretty well.
While lack of a big budget makes for some occasionally cheesy visuals, the
slideshow style makes every slight movement on screen that much more uncanny.
One such example is when while staring across a long hallway you see a faint
white orb float across the other end. These little touches make the player fear
for something sinister to appear despite their better judgment. Complaints can
certainly still be made, as certain objects look unrealistic and after a while
one may long for something a little more kinetic, but when taken in the context
of its practically one-man development critics will be hard pressed not to
praise the effort.
Dark Fall's story is approached in that uniquely
minimalist adventure game way. That is, with journal entries, letters,
postcards, articles, notebooks, and any other written word or symbol that can
be found etched into one surface or another, as well as (in this case) the occasional
disembodied voice.
The game's cast of characters ends up being somewhere around fourteen, but you never really get
to see any of them. This can be seen as an acknowledged weakness turned
strength. This lack of true character interaction deepens the sense of
isolation the player is met with while exploring Dowerton Station. On the other
hand, some may be turned off by the exhausting effort of pouring over so much
written word. This is all a matter of taste, of course. The laborious
information collecting still arguably adds up to a well-rounded, creepy
storyline.
Many, though not
all, characters are fantastically (and ironically) fresh and alive. Each has a
unique backstory, such as the failed actress living out her days hiding in the
hotel or the amateur astronomer with a taste for red wine, and they help
immensely in coloring the history of the location.
The sound effects
were almost entirely recorded by Boakes using his own home and voice as well as
two professional voice actors who each played a few of the characters. The
voice acting is a bit above B-movie quality, but sometimes it can strike the
player as awkward, jarring, and unrealistic. Just listen to your brother's
message in the opening?it gets neither better nor much worse than that. Some sound
effects are cheesy and detract from the overall dread (such as the repetitive
rat squeaks in the bathrooms), yet others are used with spectacular results. Where
others games make you jump from blood and screams, this game gives you
goosebumps whenever you hear the stairs creak. It is heavily recommended that
you play alone in the dark with headphones.
Puzzles
drastically differ in terms of challenge. Some are devastatingly simple item
collecting affairs. You'll occasionally suffer from a lack of apparent
hotspots. In fact pretty much all of the hot spots could have been much larger,
from door handles to the directional arrows. One day a point-and-click
adventure game won't have this problem, but until then...
The main puzzle
is sweeping and game-length, requiring the player to memorize and put in order
twelve lyrics that will be used during the game's finale. All other puzzles are
little tributaries that will eventually lead to one of the lyrics. The game
isn't too difficult, but it cannot be held against him for peeking at a guide
once or twice if only for lack of guidance. It isn't a long game, but it is
nonlinear, which can be daunting to modern players. It also has an in-game hint
system, in which little ghost boy Timothy will give you advice on how to
proceed, which is nice.
The puzzles are
inextricably tied into the atmosphere, which is very admirable indeed. You will
use ghost-hunting gear like EVPs, Ouija boards, and surveillance cameras. You
will point out constellations through a telescope, you'll be sorting keys, you'll
be doing all sorts of things that one would expect to do in this situation. The
player is challenged without the feeling that the puzzles are arbitrarily
crammed in, like, say, in The 7th
Guest. They're meant to work seamlessly.
The game runs at
a 640x480 resolution, which would be fine, if not grainy and outdated, except
the player has to set it manually back and forth. Plus many newer computers
don't even allow for screen resolutions lower than 800x600. Aside from that
though, technical problems are surprisingly sparse. Boakes debugged his game
pretty well. It was a labor of love, after all.
Dark Fall is devoted to cultivating atmosphere, and
rightly so. Atmosphere is the game's main draw and charm. Everything about it
works in order to better develop that sense of subtle terror and solitude. For
a discerning, patient player who has a penchant for an eerie, isolated mood in
his videogames, Dark Fall cannot be
recommended enough.
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Dark Fall: The Journal

Dark Fall: The Journal

Dark Fall: The Journal

Dark Fall: The Journal

Dark Fall: The Journal
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