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I found myself inspecting the back of the box of Darkness Within:
In Pursuit of Loath Nolder, a game inspired by the works of horror
writer H. P. Lovecraft, following its release shortly after Halloween.
Ignoring the frankly rubbish name of Loath Nolder, I read the blurb
of what promised to be a truly terrifying adventure - I can feel
Mr. Lovecraft spreading the fear already. This first person style
horror point and click adventure is laden with intriguing quotes
of true horror and tries to blur the line between reality and myth
- but can all this marketing blurb lead to a outstanding (and pant-wetting)
horror game? Unfortunately not.
Sliding
the first of two discs into the drive of my shiny and expensive
laptop, I feel a slight sense of anticipation mixed with dread -
Halloween has come and gone but I'm still in the mood for a good
scare! As if the gaming gods heard my wish, the screen of the laptop
suddenly goes bright blue - ahhh! The blue screen of death! Mercifully,
Darkness Within is not nearly as unreliable as my digital nightmare
would suggest, but the presence of nightmares does play a major
part in the game.
The
first nightmare wriggles its way into the game quite early on with
a quote from H. P. Lovecraft about the very small difference between
reality and unreality - is a game real or not real? This quote,
read in a dark, deep, sinister voice is followed by a short cut
scene that unfortunately only explains a little of the story, which
bizarrely takes place in the near future of 2011, yet the visual
style - mysterious mansions and run down hotels look more like the
past. You take control of a police detective named Howard E. Loreid
and must track down the suspected murderer, Loath Nolder - not a
very common name that! You may think this is not a very spooky or
original story but the investigation eventually turns your life
into a living nightmare with terrifying dreams and paranormal experiences.
In fact, the character you control ends up mad as can be derived
from the first cut scene - once you have read the fourth page of
the manual and know the story that is. Having a cut scene that actually
makes you think without telling you what to think is a very welcome
and refreshing change to the standard fare.
After
this cut scene is over you are plopped into a dank and dreary looking
corridor. The flickering light illuminates the indescribably normal
hallway, with wooden doors on either side. All the doors are locked
bar one and finding what lies behind it - which I'll leave you to
discover - prompts the computer to take control of your character's
movements, turning the screen back to find the door and your only
exit now locked. Who (or what?) locked the door you wonder in the
seconds before you are rudely pulled from your dream by the ringing
phone.
Answering
the phone, you learn of the escape of Loath Nolder, who is accused
of murdering a wealthy businessman, from the hospital. So sudden
was his disappearance in fact that no one saw anything and the person
calling you says that he's left several messages about this, but
after further examination none can be found - are you still dreaming?
What's going on here? Whether you are wide awake or not, the game
continues on this theme of you piecing together clues and trying
to find the supposed killer - a slightly disappointing and well-worn
idea for a game story, even with the dosage of scares.
In
order to piece things together you first must find some clues -
not an easy task. You control your character with the mouse only
- moving the mouse left or right rotates your vision a full 360
degrees - and with no noise or evidence of feet movement I wondered
if I was playing a human detective or an owl! Clicking the left
mouse button performs an action depending on what the mouse is pointing
to - examining an on-screen item like a painting or moving forwards,
for example. Movement is not free as in other adventure games; you
can only move to set locations, which is a bit annoying, unnatural
and time consuming, considering all the stopping and starting needed
to cover a large distance. Where you can move to is denoted by a
squashed up arrow and, very confusingly, where you can't move to
is indicated by a diagonal arrow, the similar look of these arrows
making it hard to tell them apart. Like the restrictive movement
- usually due to low obstacles that could easily be stepped over
- you're limited to examining only certain on-screen items and it's
often difficult to find the item that you're meant to be looking
at.
Your
mouse is also used to open your fairly large inventory. This is
basically a simple scrollable horizontal bar of slots for smaller
collectable items such as a mobile phone - unfortunately only usable
at certain times - and car keys. In addition to this usual layout,
there is an examine function like the one used in Resident
Evil, which brings up a 3D view of an item that can be magnified
a little, zoomed back from to a pointlessly small size and rotated
freely. There's also an extremely unusual - and a bit daunting -
"Think" button… wish I had a button to make me think! This button
stores all the clues that your character has noted down and any
important audio files, which you can replay in case you missed something
- a very useful feature. The think screen also allows you to get
hints, combine items or even combine the noted clues to form bigger
clues. 'Thinking' is a bit perplexing (a statement you don't hear
everyday) and I really would have appreciated a small tutorial before
the game started - but sadly no such tutorial is given.
'Thinking'
is quite an unusual feature in games (I hope I never have to say
that again!) and so is the document research and underlining concept
that Darkness Within introduces. Certain documents found throughout
the game contain hidden clues and to understand these clues you
have an interface that allows you to bring up a pen and underline
sections - don't worry about scribbling over everything in a uncontrollable
mouse movement though, as the pen automatically locks to the bottom
of the nearest sentence to where you clicked, ensuring that even
the shakiest of hands can draw a straight line. This is definitely
an excellent change to the normal single-click to extract all information
type documents usually found in murder mysteries and a very positive
and original gameplay feature, but there are some problems with
it too, like the inability to underline text on the bottom line
of a page and the single-click auto-research granted on the easy
difficulty failing to find all the clues in a document.
The
hints accessible through the Think screen are meant to get you out
of places where you have no idea what to do next, but to my mind
they fail miserably. One of the first problems where I really got
stuck was early on in the game where you must compare photographs
of a crime scene to the crime scene's current state. I eventually
spotted what was different from the photographs and went to examine
it further. Taking a closer look just repeated the standard text
for examining that item though - not helpful! I tried the hint feature
and this is what I got back: examining the pictures and comparing
them with the current state of the crime scene may give you a clue.
This so-called hint gives me no help whatsoever, simply instructing
me to do what I had already done - very frustrating! After more
random clicking to try and do anything different with the altered
item, I started to wonder if what I was seeing as the change was
what the game wanted me to see as the change - or was it an error
and not a change at all? Re-examining everything and after much
pointless wandering around, I finally discovered - through trial
and error - that you have to put the photo inside the Think screen
before anything happens, even though there was no indication that
I needed to do this - why should I have to make the character think
about something when I already know the answer? This unhelpful hint
- only one example of them - and the simple but not understandable
solution were highly irritating - suffice to say, I was beginning
to understand why the investigator you play goes mad!
Thankfully,
the graphics are nicely put together. The game as a whole looks
pretty good, with impressive detail on all objects, including ones
that cannot be interacted with. There's not a lot wrong with the
game in terms of attention to detail - light sources cast some of
the most realistic light and shadow effects I've seen in a game
and you can even see the individual dust particles in the light
beam - but compared to modern games the graphics are nothing special.
Adding to this there is hardly any animation or movement in the
game, so the impressive lighting and shadows are not shown off to
their full potential - a slight disappointment.
Darkness
Within does succeed in being scary at times - not the gruesome in
your face scares of Clive
Barker's Jericho, where you at least have big guns to defend
yourself, but a more subtle fear - a kind of niggling, lingering
presence that makes you feel ill at ease. However, the music does
little to increase the tension and make things scarier - as well
as being far too loud for the other audio elements of the game like
the speech (this can be adjusted in the options), it has too many
exaggerated 'boom' and drum-like sounds to be really scary. It should
be quieter and more eerie, underlining visual frights - but unfortunately
it isn't. Music plays a large part in the game - looping in the
background as you mull over the situation - so its failings impact
the overall atmosphere of the experience. The rest of the sound
is pretty standard, with little in the way of background noise and
indeed no eerie footsteps as you explore the various locations.
The voice acting is reasonably executed, keeping in step with the
written subtitles, but there are plenty of these subtitles that
feature no acting at all, which seems strange and is quite disappointing.
As
with most adventure games, this isn't the type of game you'll come
back to again in a hurry, although it is quite a lengthy adventure
and will last you a while the first time around. There are three
difficulty levels - standard, detective and senior detective - but
all they do is just switch between automatic or manual document
searching, and delaying or eliminating the availability of the hints.
None of this really affects gameplay and in a game where the whole
point is finding clues there is little reason to play though again.
Darkness
Within: In Pursuit of Loath Nolder is an intriguing idea that never
really gets off the ground. The seldom helpful hints and lack of
explanation of the story in-game mean that you will often be left
spinning with no idea what to do next - followed by an outburst
of random clicking. The restricted movement to limited locations,
the lack of a tutorial for the confusing Think function and the
fact that much of the dialogue lacks voice acting suggests that
the game was rushed out for Halloween. However, despite this rather
hefty list of downfalls, there is still a decent, playable game
underneath. It doesn't appeal strongly to me, but I'm sure that
some adventure gamers will enjoy it, as its graphics are atmospheric
and the story has some depth, fleshed out well by all the in-game
documents and books, plus there are some unique detective research
elements like the document underlining. It's far from an awful game,
but nowhere near being a great one either, so probably it's only
one for the hardcore adventure gamers to delve into.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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