![]() ![]() So go finish all the other stuff first and then come back and finally, finally, the dumb game lets you do the thing you knew you had to do half an hour ago, the moment you knew there even was a doll.įrustrated, much? Oh, yes, I have been. You know it is! But can you pick the doll up? No! Because you haven't danced the dance. Of course we do! And then the guy in the protection circle tells us he needs something important to each of the violent, disturbed souls so he can send them to rest. So we go back and try to take it but no, we don't need it, except yes we do. Like a doll someone had owned and loved for all their life and even taken with them when they left home? Nah, not seen anything like that. ![]() ![]() Yes, we do need that doll! Why would you even mention it otherwise?Īnd then, hardly any time later, we learn about college student who lived here, how she'd had that doll nineteen years, which has to be pretty much the whole of her life, and that woman's dog chewed it all to hell and she was so goddam angry. Leave it be.Įxcept you damn well know you need it because you're in this world and you're unravelling the mystery and you're already two damn steps ahead of the blasted game. Doesn't show it, just has someone else report it then dismiss it. Until you want to take a doll out of a wardrobe and the game doesn't want to let you. When we talk about virtual worlds this isn't what we think of but perhaps we should. All the flaws fall away leaving a purity that comes from function fitting form. Not looking into it but in it, inside, living there. The characters seemed like cartoons, awkwardly animated, mannequins come to some kind of glitchy half-life.Īnd then, in no more than a few minutes, you're in a world. The textures looked false, scratchy, artificial. ![]() The colors looked too bright, too dull, too garish, too muddy. It looked like rough sketches stretched too thin. but then isn't this the dog that just got killed? Oops! Spoiler! When I fired the thing up for the first time it gave the exact same impression all these games tend to give. Unavowed, like most of the point&clicks I've played these last couple of years, is weirdly beautiful although it takes a while for that to come through. Kind of takes the skill out of it, doesn't it? Everything hangs around long enough to ponder, consider and, if you so desire, record. No need to jab at the keys in the hope of catching that bon-mot before it scrolls offscreen. Lines of dialog all neatly displayed and handily arranged so as to complement the composition, never blocking anything that matters. Like fifty years old.īest of all, no being photo-bombed by some barbarian in neon pink armor with shoulder-pads the size of twin aircraft carriers just at the crucial second before your jittering mercenary decides it's time to strike a martial pose right in front of whatever the hell it is you meant to get a picture of, only now you fricken' don't care any more.Īs for commentary, it comes as standard. I mean, there's this running gag about an addictive game called Trollgate that Donny plays on his phone but these guys just got killed a few weeks ago? Maybe it's an old picture. Okay, I have some questions about which decade we're in. No framing the shot, no swinging the camera, no scrolling into first person and out, no need to remember to hide your pet or your mount or do the dance with your entourage of followers and companion animals until all of them line up, momentarily out of shot. The items you examine, the faded photographs and handbills, oil paintings and matchbook covers, each close-up lovingly re-created in period detail. Just so long as you don't move them about and end up with one facing a wall and another staring moodily at a light fitting. Almost every scene arrives with your characters artfully arranged in naturalistic poses. For a start, the developers have done most of the work for you. One thing you can say for point&click adventure games, they take amazing screenshots. ![]()
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