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Reviews
Blackstone Chronicles: An Adventure
in Terror
Developer: Legend Entertainment
Publisher: Mindscape
Release Date: November 13, 1998

By
Randy Sluganski

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Hi. Come on in! I am the only one left, you know. Well, except for
my little friend mousey. Come closer and I'll tell you a secret. Don't be afraid.
I didn't want the game to end so I hid in this little room. Some nice men gave
me a warm white jacket to wear and a gave me a shot with a needle that made me
feel tingly all over. But they found me and said that I could stay here as long
as I like! How nice. What game was I playing? Why, John Saul's Blackstone Chronicles:
An Adventure in Terror. Just attempting to pronounce that tongue twister of
a title would be enough to drive a normal man insane! But not me. It would take
a lot more than a game to put me over the edge. Oh, here's mousey again. I can
control mousey with my left foot and toes, you know. Here mousey, mousey. Since
the very first day that I read the Blackstone Chronicles serialization,
I knew that I must one day visit the asylum. Now, thanks to the imagination of
John Saul and Bob Bates, my fondest dream has come true. Mindscape did its part
to make my visit affable by including two different CDs with the game: one for
low-end machines (the majority of adventure gamers) and one for high-end machines
(those damnable Quake people). But they also made a huge mistake! For at
the beginning of the game newspaper articles flash across the screen and if you
have not read the books then the endings of the different serializations have
just been ruined! Ha!--as if there is not enough in this game to drive you crazy.
For the game begins five years after the conclusion of the book. Blackstone Asylum
has been designated a landmark and will soon be reopened as a museum dedicated
to the history of mental illness and its cures. Days before the grand opening,
the late Malcolm Metcalf, the last director of the asylum, pays his son Oliver
a visit and informs him that he has kidnaped his grandson Josh. Oliver must find
his son and make peace with his father's spirit before the night is ended. Some
may think Malcolm a loathsome, despicable figure. I find him to be a role model.
A glowing tribute to stern but caring fathers of the past. Small touch screens
have been placed in every room along with personal belongings from the tenant
of the room. The game centers around conversations that you have with the past
occupants of the Asylum. All of my old friends are here--Delusional Vi, Paranoid
Lorena, Pregnant Marilyn. Though you can't see them, they will help you by providing
clues for accessing other areas of the Asylum. Mousey will help maneuver you around
the screen and let you speak with their pictures and portraits. As the plot unravels
and you delve deeper into the lunacy of the Asylum, you will discover for yourself
that these people are as normal as me. Malcolm spotted this and had them locked
up to protect them from the evils of the world. If I were Queen Elizabeth (which
I will be tomorrow), I would give the plot an A+. They don't get better
than this. The puzzles in The Blackstone Chronicles run the gamut
from inventory-based to timed. If you don't complete the timed sequences within
the allotted time frame, then you die. Slowly. Excruciatingly. Exquisitely. My
favorite was when I was locked in a dark box and ... well, I don't want to give
away the good parts! I did play this segment over and over again just for the
experience. Many of the puzzles are simply a matter of convincing the tortured
spirits of the Asylum to divulge information that only they know. The best part
of the puzzles and the game though are without a doubt the various instruments
of torture, er, therapy that wait in the basement for their next unsuspecting
guest. Electroshock, hydrotherapy, and all of the other familiar favorites await
the curious and the machinery used for the therapy is often part of a devious
timed puzzle. There is, though, a downside to all of these brainteasers. If you
solve them all correctly and follow the linear path the game presents, then the
boy does not die--and the game is over. I do not want the boy to live! The game
must go on. If I were Einstein (which I was yesterday), then I would give the
puzzles in this game an A-. 24-bit graphics bring the visual terror
of the Blackstone Asylum into a fearsome focus. Water stains on the ceiling,
the antisepticness of the kitchen area and the gloom of the basement are as clear
as a mime on Prozac. It is truly chilling to walk through the dank basement corridor
realizing that behind every door is a room full of tortured spirits and the instruments
that "cured" them. Your heart leaps to your throat in anticipation
of the sights you are about to encounter. Age-old blood stains in the woodwork
are
a jarring contrast to the cleanliness of the restored therapeutic instruments
and are a jolting reminder of their sadistic history. Crisp clear colors contrast
with faded black and white photographs. The brightness of the Asylum corridors
is offset by the muted lighting in the patients' rooms. The ancient elevator
that
delivers you to the stygian depths of the basement is an iron-gated monstrosity
direct from every nightmare you have had about being trapped alone in an elevator
with a stranger. Every inanimate object in the Asylum seems to take on life through
the succinctness of the graphics. If I were Picasso (which I am), I would grade
the graphics an A. Like Peter and the Wolf, every room, every
character in The Blackstone Chronicles has its own music. Organ music reverberates
from the chapel; frightening music that sounds as if it could have come from a
1960s horror classic like The Haunting greets you in the basement. The
overall atmosphere created by the music (attributed to Presto Studios) is extremely
reminiscent of the original Dark Shadows television series. It sets the
tone and the mood for what or who you are about to encounter as it subconsciously
guides your emotions. Not one small detail has been overlooked in this game. Sound
effects are used judiciously yet effectively in conjunction with the music. The
echo of your footsteps reverberating down the great hall is a reminder that you
are alone with only spirits as your guide. The dripping of the water in the kitchen
is damned annoying and I found it to be a form of torture in itself. Mousey thinks
that the voice acting is a little cheesy, but I think that is just a private little
mousey joke. I think the voice acting is great, and Bob Supan who plays Nick and
the organist manages to stand out from a great cast with his superior performance.
The cast seems to be comprised of seasoned performers who know when to elicit
pity (Angela Calo as Marilyn) and when to take a character to the edge without
going over (Bob Supan as Nick). If I were Joan of Arc (which I was in a past life),
I would give the music, voice acting and sound effects an A+. Am
I insane? For this game, yes. As concerns other matters ... you be the judge.
Enter, if you dare, the horrific world of The Blackstone Chronicles. But
beware, for if you run into me, I may then be the one trying to save you. What
is that clicking noise? you ask. Oh, that is John Saul. I kidnaped him and put
him in the little room that Josh was in so that he could work on the add-ons and
sequels for The Blackstone Chronicles. Type faster, John. Come, mousey,
we must go now.
Final Grade: A System Requirements:
Pentium 166
180 MB free HD space
8X CD-ROM Drive
24-bit PCI Video
Card with 2MB RAM
DirectX 6 compatible sound card
DirectX 6 compatible
mouse and keyboard
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