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Introduction
And in this he succeeded. While the game didn't have all the polish found with the big developers, the story was a good one and kept me thinking long after the game was finished. I enjoyed it and look forward to his next work, Shady Brook, due out sometime in early 2005. Installation First, Lifestream gets major kudos for not using any copy protection on the CD. This gives me some confidence that I will be able to play his game again in the decades to come when Windows will be emulated under whatever OS replaces it.
The game installed smoothly on my AMD 1800+ system with only one hitch – it couldn't play any movie clips. Unfortunately, just about every screen transition and character interaction is a movie clip, so the game was unplayable. I sent email to “Tech Support” and received a reply within a couple of hours. After much investigating and the installation of several multimedia utilities we came to the conclusion that my system just wasn't going to play his movie clips. Now, to be fair...
I don't expect anyone else to have the problems I did, but it is nice to know that there is a responsive person out there. Customer Relations gets an “A+.” Story
“John Holton's father, a priest named Randolph, disappeared three weeks ago. Unable to come forward to voice his concerns, in fear of destroying his father's reputation, John takes it upon himself to find out what happened by visiting his father's house and searching for him firsthand. ... What he finds is something that is so terrifying, yet so seductive, that it envelops his very soul...” What starts out as a Mystery ends up as solid Science Fiction. The concepts played with and the ironies introduced had my brain chewing for days after the game was finished. This would have made a good book. The only criticism I can offer is that most of the story is given in the Epilogue cut scene. I would like to have seen more of it pulled back into the game itself. But that would have made the game very long. Not that there is anything wrong with that. I give the story an “A.” Navigation
The cursor is nice and large and the hotspots easy to distinguish. The only thing I could have wished for was a “zip” map to instantly go to places I had already visited. Fortunately, the environment was small enough that this was never a major annoyance. Nothing special here, but nothing wrong either. A solid “B.” Puzzles
The Inventory puzzles are all logical – you need keys to open locks and a crowbar to open that sticking door. Nothing here to cause you to pull your hair out. The Logical puzzles are all classics which the experienced Adventure Gamer has seen many times before – jump the pegs, line up the numbers, speak the phrases in order, etc. There was only one puzzle whose purpose wasn't immediately obvious, but a quick glance at the Strategy Guide got me on the right track. There is one small maze, but you get a map of it before having to enter it. There is also one of the dreaded Slider puzzles, but it is a wimpy 3x4. Once you know the secret to solving sliders, it takes a 10x10 before they offer any challenge at all.
There are also some dialog trees, but they are of the Exhaust-All-Choices variety rather than the Puzzle type. Another solid “B” here. Graphics Move along, folks. Nothing to see here. If you are into “Eye Candy,” then this is not the game for you.
He also went to the trouble of creating animated transitions from scene to scene. This is a very nice way to help the player keep their sense of direction. Unfortunately, Chris had to set the resolution extremely low to get everything to fit onto a single CD. So while the scenes are nice and sharp, the transitions are very blocky. At first they are annoying. Then you get used to them. Then you wish you could turn them off and just go where you need to go. Characters are also adequate. Chris used Poser to create and animate people. The results are certainly better than anything I could have done, but stiff and wooden by professional standards. The first time I looked at the girl in the screen shot I wondered just how long ago rigor mortis had set in. Again, this is all that is needed to convey the story. It is also good to know that the basic tools needed to create an adventure game are accessible to everyone. But still, I found myself wishing that more had been done. Graphics gets a “C.” Sound
But the music. The music was provided by Justin R. Durbin and was just gorgeous. Moody, peaceful, fully orchestrated and appropriate to the situation. It held to that fine line between a performance piece which must be listened to and ambiance. I found myself stopping at several places in the game just to listen. I would encourage you to visit Justin's web site where he makes much of his work available for download. Music gets an “A.” Strategy Guide OK, I mentioned it a couple of times so let's take a closer look at it. The guide is 48 pages long and includes:
I give the Strategy Guide a “B.” Conclusion
And at only $20US for the Game and Guide combo it is a bargain. I would encourage you to buy it (available only at his web site). I did. Final Grade: B System Requirements:
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