Logo by MP83

Articles | Features | Blog | Forums | Writers Wanted

<<< Prior Page    

    Next Page >>>

Page 1:
Intro
Dark Fall: The Journal

Page 2:
Dark Fall II: Lights Out
The Lost Crown

Page 3:
Dark Fall: Lost Souls
Barrow Hill: The Curse of the Ancient Circle

Back to the Index

Dark Fall II: Lights Out - IBM PC (2004)

American Cover

European Director's Cut Cover

We seem'd to stand for an endless while,
Three men alive on Flannan Isle,
Who thought on three men dead.


-Wilfred Gibson, "Ballad of Flannan Isle"

The second entry in the Dark Fall series takes its inspiration from the poem excerpted above, which tells the tale of the unexplained, sudden disappearance of three men from their post at a lighthouse. It is 1912 and you are promising young cartographer Benjamin Parker. You've begrudgingly accepted a job mapping out the coastline near the harbor town of Trewarthan. It has already been mapped out numerous times and you feel the work beneath you...however you soon discover that there is a lighthouse on Fetch Rock that for whatever reason is not on any previous map. And as if this weren't curious enough, all of a sudden this lighthouse goes out. There is a thick fog permeating the area and ships need guidance. Parker's employer, Robert Demarion, refuses to discuss the lighthouse at length, but, drawn by curiosity, you take a dingy out to Fetch Rock to investigate.

Ghosts are still very much prevalent in Lights Out, but another interesting feature is added: time-travel. After exploring the island, Parker finds himself whisked off to three separate time periods beside his own. This is done with intent and is not at all gimmicky, although it is undoubtedly a unique change of pace, especially when you enter the science-fiction world of 2090 AD.

Unlike the original, there are a handful of human characters to interact with. Polly White, one of the ghost hunters from the first game, makes a brief appearance. Here we come to another, albeit slight, innovation from the first game: dialogue trees. It really hardly makes a difference what choices you pick - there are only a few instances when you can anyway - but the sense of actually being a character in a plot in a way deepens the sense of immersion, and this will be much expanded upon in Boakes' next game.

Aside from these points, Lights Out is much the same as its predecessor. Graphically there are improvements, as it now runs at 800x600 resolution. There's also a bit more motion to the surrounding environment, such as rippling water, shifting mist, and the lighthouse's revolving bulb.

These cosmetic improvements are pleasant, but there are some drawbacks too. The characters, for instance. Demarion may only make an appearance for a brief introductory discourse at the beginning of the game, but his visage moves at little more than a couple frames per second, making it look extraordinarily jagged, ugly, and unprofessional. Luckily there are hardly any characters ever on screen, so this complaint doesn't carry very far at all.

Another complaint stems from how monochrome the environments are. This was a clear attempt to create a style akin to an old photograph, but the effect is blander than it is creepy or archaic.

The story is different from its predecessor, though about on par in terms quality and depth. The conflict is set in motion early on and the time-traveling gives it a unique twist. It might not have the same horror that Dark Fall did, but you can tell that Boakes believed in his creation. The same storytelling complaints apply with this entry, seeing as how plot points are painstakingly unraveled through lengthy journal entries and manuscripts. Studious players will eat this right up, but the typical gamer will probably groan and skim or skip most things.

Music and sound effects are notches above the bar set previously. Songs are meagerly used but create a wonderful atmosphere. They carry and elaborate on the use of eerie violins and other stringed instruments set in motion by the first game. Sounds effects are less cheesy as well. The voice acting fluctuates, but is mostly tolerable. Old British sci-fi TV serial sensibilities, for better or for worse, remain.

Puzzles are at about the exact same level of difficult as they always were. Lots of symbols, numbers, and chests and doors with unique locks. If you pay attention and read everything available to you, you should have no trouble in solving most of them. Many problems actually stem from trying to find puzzles and manuscripts in the first place. One supposes that pixel hunting haunts adventure games just as maliciously as the ghosts in Lights Out. It isn't game breaking, thankfully. It only creates the occasion nuisance.

Simply put, if you loved Dark Fall then you will love Lights Out. They have more similarities than differences, but are different enough so that you don't feel it's more of the same. This time around, the haunting mood is a mere fraction of the overall atmosphere. So while it's not as scary, Lights Out still to an extent maintains that quiet sense of dread that made the first so great.

In 2009, the Director's Cut version of Lights Out was released. This version comes with slightly updated and improved graphics, a few more puzzles, and adds some details to the plot that were otherwise ambiguous. It makes no drastic changes, but is by far the superior product.

Dark Fall II: Lights Out

Dark Fall II: Lights Out

Dark Fall II: Lights Out

Dark Fall II: Lights Out

The Lost Crown: A Ghost-Hunting Adventure - IBM PC (2008)

American Cover

European Cover

The Lost Crown

With a heavy nod to M.R. James' horror story "A Warning to the Curious," Jonathan Boakes returns to the videogame scene, his XXv productions now joined with Darkling Room. With more help (some from Shadow Tor Productions, which will be discussed later) and a bigger budget, Boakes tells the story of Nigel Danvers - who may or may not be the same Nigel from Dark Fall - who has fled from London after stealing top-secret documents from his employer, Haden Industries. These documents are proof that Haden is involved with paranormal experiments. (Details are sketchy; it's never fully explained. They sure are important though!) Knowing that he is pursued by two of his employer's agents, and knowing that they will not treat him well if caught, Nigel takes a train into the country and winds up in Saxton, a quaint and calm fictitious harbor town in eastern England.

Somehow, Mr. Hadden is a step ahead of Nigel. He knows exactly where Nigel is. But instead of capturing and reprimanding him, Haden decides to give him mission: Research the local spiritual activity and locate a lost Anglo-Saxon crown, purportedly buried somewhere in the region.

Left with no choice, Nigel suits up with the proper ghost-hunting gadgets and gets to work. He consults and develops relationships with the locals, travels through the Fens of England, and learns about its lush folklore and history. Along the way he befriends young psychology student Lucy Reubans, who then assists him in his quest.

As they delve into the mystery, of course, its sinister protectors begin to reveal themselves.

Nigel Danvers:
An inexperienced ghost hunter with a "playful, spooky nature." He is clearly a reflection of Boakes himself. A man of mysticism and the supernatural, he is idealistic, determined in his goals, and oddly at ease with the threat of imminent danger. His oft-repeated motto is "Nothing ventured, nothing gained."

Lucy Reubans:
A local girl of 26. She lives in her hometown of Saxton while on break from her schooling. She places all her faith in science and logic. While her outward demeanor is cheerful, she hints at being haunted by a dark event in her past. After experiencing inexplicable paranormal phenomena, Lucy feels begrudgingly obligated to help Nigel in his adventures.

The Lost Crown's presentation differs greatly from its predecessors in several ways, namely that 1) it is now viewed from a 3rd-person perspective and 2) that it revolves more heavily on character interaction. This idea is a warm welcome for those who tire of the previous labors of picking up the events of the story after the fact. Although the plot is still similar, it is much more hands-on this time.

While this is nice, characters are almost entirely one-dimensional, which will be a disappointment to players expecting a story driven in this respect. The characters do little more than assist the player in exposing more of the plot. The two leads are endearing enough for the player to root for them, but their personalities are pretty shallow and static. For instance, Nigel is strangely calm given his circumstances, and he is far too comfortable with certain turns of events as the game goes on.

In addition, voice work has always been wobbly, but since it was never used in great amounts in previous games it was hard to give too a hard time about it. While The Lost Crown isn't terrible in this respect, certain inflections, phrasings, and choices of words can get questionable. Plus some lines of dialogue are re-used in different conversations, showing cracks in the otherwise lovely reality of the game.

The innovation of flesh-and-blood characters was very much welcome, but Boakes still has a ways to go in order to make them truly compelling.

That said, there are still some fantastic scenes in the game. Fully developed characters are not at all necessary to create the scares and quirks that really sell this game. Mr. Gruel, for example, is the proprietor of Saxton's antique shop. The thing about Gruel is that he only speaks through his puppet Jemima. It's a detail that really brings home a sense of general unease about the town. There also some interesting friendly ghosts who you'll encounter along the way. One bittersweet scene involving the ghosts of two children in an isolated church is particularly memorable. None of these characters are deep, but they prove to be excellent tools in propelling the story and mood further.

Graphically, The Lost Crown is a triumph. The majority of the world is in black-and-white, however a vivid rush of color is added to some sparing detail in nearly every shot?from the sheer blue of the country sky to the bursting pink of garden flowers. Add in hints of motion, such as rolling fog or a frog jumping into a pond, and the atmosphere's beauty is cemented. These cinematic shots are based on photographs taken in locations such as Cornwall and Devon, which were then digitally edited to fit into the style of the game. The passion that Boakes shows for these sorts of locales is admirable and contagious. And when darkness falls, these idyllic pastures effortlessly become some of the scariest videogame settings in recent memory.

However, the character models are disappointingly stiff. They don't look bad when static, though still far from great, but they animate atrociously. Nigel's slow, robotic turns and body movements will aggravate all but the most patient of players.

The puzzles are, well, more of the same, with the addition of interacting with townspeople. You'll be fixing fuse boxes, memorizing lock combinations, reading up on symbols to make use of them, etc. It might be a bit easier this time around, if only because most puzzles have their solutions hidden somewhere in the same area, whereas before you had to jaunt around from one end of the game to the next in order to discover certain things.

By far the best aspect of the gameplay is the ghost-hunting, wherein there is offered the most scares and entertainment. One particularly memorable instance is when you bug the house you've rented in order to sleuth out the spirits. It's pretty chilling to discover that ghosts have been around the entire time you've stayed there. You'll be taking advantage of night-vision goggles in crypts and graveyards, using electromagnetic field meters, digital video cameras, voice recorders, and the like. It's nifty and fun and really the biggest thing that differentiates Boakes' games from other point-and-click adventures.

The Lost Crown is a great deal longer than its predecessors as well, taking weeks to complete instead of a few days. It actually does have a grander scale and ambition, but there is much artificial lengthening to be criticized. Nigel, of course, moves too darn slow. Luckily there's a double-clicking fast-forward option to skip through most terrain, but it's still a nuisance. There's also the dialogue trees, which stretch out far past their welcome and cannot really be skipped.

In the end, The Lost Crown is, like the others, a fantastic but flawed labor of love. Despite poor 3D character models, the background environments are wonderful. Despite many generic adventure game puzzle tropes, there are wonderfully original ghost-hunting puzzles and worthwhile scares. Despite the underdeveloped characters, the story and ambiance are compelling enough to make up for them.

A sequel, The Lost Crown: Haunting of Hallowed Isle, has been in production for some time now. Release dates are as yet unknown. Boakes' has stated on Twitter that it's still definitely being worked on.

The Lost Crown

The Lost Crown

The Lost Crown

The Lost Crown

The Lost Crown

The Lost Crown

<<< Prior Page    

    Next Page >>>

Page 1:
Intro
Dark Fall: The Journal

Page 2:
Dark Fall II: Lights Out
The Lost Crown

Page 3:
Dark Fall: Lost Souls
Barrow Hill: The Curse of the Ancient Circle

Back to the Index