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As it turns out, I didn’t need to have any expectations because Delaware St. John stands completely on its own. Sure, the aforementioned similarities are there as well as elements I’ve seen in other games, but this game is refreshingly unique. “What is this game of which you speak?” I can hear you saying. I’m glad you asked! Delaware St. John: Midnight Manor is volume one in a planned series of 10 by Big Time Games, with each volume featuring two stories. Borrowing once again from shades of the past, I sincerely hope this series doesn’t go the way of The Forgotten… It Begins. Some of you may remember this 1999 game that was intended to be part of a series but was subsequently … forgotten. It was a lack of completion that left me rending my clothing in angst—not something I want to go through again anytime soon.
Part 2 picks up right where Part 1 leaves off, and leads to a much richer story line involving the manor’s dark past. This is where you discover that the missing kids are the tip of the iceberg, and that by releasing the many souls lost over the years our young hero is unraveling an insidious web of evil. Throughout the game, Del is being chased by a menacing force that derives its power from suffering, and the second story introduces lore about the Hunter and the Protector. But Delaware isn’t in the ghost detective biz alone. He has a partner, a young woman named Kelly who keeps him company through VIC, a device that allows him to send pictures and sound samples for Kelly to analyze on her computer. At first I was afraid that Kelly would be too chatty and distracting, but after the opening dialogue she only chimed in a few times without prompting. There is some good-natured banter between the two characters but it’s mostly short and sweet.
How this factoid may impact you: IF you happen to begin the game at night, and IF you have other household members sleeping in the bedroom next to your office, and IF said office has surround sound speakers mounted in a little circle on the walls around you, you MAY want to consider changing the volume before you begin playing the game. I’m just saying. The background music for Midnight Manor is appropriately creepy, especially the poignant opening theme. But dusting off my memories once again, I found the in-game music reminiscent of the Fat Man’s work. You may remember his ubiquitous midi from such games as 7th Guest, 11th Hour, and the Tex Murphy series. Now, I find this music to be a bit dated, but some may consider it nostalgic.
Navigation is pretty standard, with arrows showing whether you can move forward, backward, or side-to-side. I found one of them confusing, however. In addition to the “exit” arrow that allows you to back out of a close-up, there is a downward arrow that apparently causes you to do an about face. I avoided using this one because it was just too disorienting, but your mileage may vary. Other familiar icons include the hand for picking things up, the gears for performing an action or using an inventory item, and the magnifying glass for closer examination. Many of the things you examine seem to yield no useful results, although I suspect they may be worked into future installations.
Of course puzzles are the heart and soul of any adventure game, and I found these to be well- integrated, and not terribly difficult. Only one gave me fits, but then again I’ve never been known for my superior navigational skills. In the end, this game is more about solving a mystery than straining those brain cells. Oh yeah, and being scared. Final Grade: A System Requirements:
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