2460: The Continuing Adventures of Rosangela Blackwell

I’ve now completed four out of the five Blackwell games from Wadjet Eye Games, and I’m a big fan.

It’s been particularly interesting to come to this series so soon after playing through Life is Strange’s disappointing conclusion, because although they are technically inferior, the Blackwell games’ scripts are light-years ahead of Life is Strange’s relatively mediocre writing. A true case of substance over style if ever there was one, with Blackwell’s simple pixel-art graphics thoroughly winning out over Life is Strange’s beautiful stylised visuals.

The two aren’t directly comparable, of course, dealing with rather different subject matter, so that’s the last comparison I’m going to draw; I simply wanted to make the point that you don’t necessarily need a big budget to showcase some excellent writing.

I’m going to refrain from spoiling the plots of the Blackwell games here because I thoroughly believe that any adventure game enthusiast worth their salt should play through all five of them. I will, however, talk about the series as a whole, and how it is constructed.

Blackwell isn’t marketed as an episodic game, but it effectively is one. However, each of its five installments is completely self-contained in its own right — you simply get more out of the whole thing if you’ve played them in order, particularly in the case of Blackwell Deception, which features numerous callbacks to all the previous installments.

One of the things that is interesting about the series is how it has expanded in scope and ambition as time has gone on. First game The Blackwell Legacy was relatively low-key, with only a few environments to explore, and all of them represented in rather simplistic graphics. Then as the series progressed, the scale of the stories being told expanded to more diverse locations, rendered in greater detail, though still maintaining the old VGA-resolution pixel art look.

Alongside the growing production values for each episode, a real effort has been made to make them feel distinct from one another. Most notably, the passage of time between the episodes is handled extremely well, acknowledging advances in technology over the time period of the setting. In the first game, for example, Rosa only uses her computer for word processing. In the third (the second is set in the ’60s and stars Rosa’s aunt rather than Rosa herself) she can use it to check her email (and other people’s email!), search the Internet and browse her perpetually “under construction” homepage. By the fourth game, she has a smartphone that can do Internet and email without having to return to her apartment.

What’s nice about this is that it has a gameplay impact as well as making the setting feel convincingly “alive”. It’s noticeably more convenient to do everything through Rosa’s smartphone in the fourth game, compared to the combination of her notebook and apartment-bound computer in the previous installments. And in the second episode, set in the past, you have to think about things in terms of how you would have gone about them in the ’60s, without the conveniences of the modern age.

Each of the stories — and the overall “super-narrative” that they contribute to — is excellent, with Rosa and her perpetual ghostly companion Joey growing as characters significantly over the course of the games, and their relationship with one another deepening. Both of them are still masters of spitting acid at one another by the end, of course, but by then it’s done with affection rather than the combination of distrust, curiosity and fear seen in the first episode.

The games also manage to spin convincing supernatural tales without going overboard. They’re believable, well-crafted and clearly have had plenty of thought put into them, with explanations for the strange goings-on trickled tantalisingly through the various stories while still maintaining some mysteries for the grand finale. And a clear effort has been made to ensure the series as a whole has a consistent mythology and setting: characters from previous games show up in subsequent ones — or perhaps their descendants in some cases — and the attentive will notice a lot of the same company names cropping up over time. Not everything is explicitly told to the player, either; many of these connections are left for the player to infer and interpret, making it all the more satisfying.

As you can tell, I’m thoroughly enamoured by the Blackwell series, and very much looking forward to playing through the final installment in the very near future. If you’re a fan of classic adventure games, I can highly recommend picking them all up. They’re well worth your time and money, and Wadjet Eye Games should be commended for keeping the point-and-click adventure flag flying high and proud.

2454: Spooks and Spectres

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I finally got around to starting the Blackwell miniseries of adventure games this evening. These are some games that I’ve had in my GOG.com library for quite a while now, but have never gotten around to playing before.

So far as I’m concerned, the Blackwell games have a good pedigree, as they come from Dave Gilbert’s Wadjet Eye Games, who produced the subject of the very first Squadron of Shame SquadCastThe Shivah. While The Shivah was a little lacking in production values (as, too, is Blackwell — at least, its first episode is, anyway; I can’t yet speak for the subsequent ones) it told an interesting story and was a good adventure game to boot.

The Blackwell series centres around protagonist Rosangela Blackwell, last of her family line. Both her aunt and her grandmother succumbed to a mysterious mental illness, and Rosa discovers that she may be at risk too. What the psychiatrists didn’t know, however, is that the Blackwell family has a legacy: a ghost named Joey, who has been stuck in between this life and the next for the last forty years, and who has found himself “attached” to each generation of Blackwell women to fulfil some sort of greater purpose. Rosa is the latest to discover the existence of Joey, and is determined to get to the bottom of who he is and why he has been haunting her family.

The Blackwell Legacy, the first installment in the series, is largely concerned with establishing the characters and the setting. Joey isn’t present until a good halfway through the storyline; prior to that, we simply see life through Rosa’s eyes as she learns what little there is to know of her family’s mysterious apparent mental illness. Once Joey shows up, however, the story becomes much more supernatural in nature: he and Rosa team up to help restless spirits move on to the next world.

The Blackwell Legacy opens with Rosa investigating the suicide of an NYU student. It gradually comes to light that she and two of her friends had been meddling in the occult — did these people not pay any attention to horror movies? — and consequently, two out of the group of three had ended up dead. The girl Rosa was originally sent to investigate passed on with no regrets, it seems, but one of her friends finds herself stuck between realities, unable to accept that she is dead, while the third attempted suicide and failed, ending up in the same psychiatric hospital where Rosa’s aunt spent her twilight years.

The story strikes a good balance between “real world” investigation and the supernatural; in order to help the restless spirit move on, Rosa has to research the people involved and what they were up to. The game features a cool “clues” system where Rosa makes notes of important people, places and things in her notebook, and these can then all be brought up as topics of conversation when questioning witnesses. There’s also an Ace Attorney Investigations-style system whereby Rosa can “connect” pairs of these clues to produce a third clue based on her conclusion, and indeed most of the puzzles in the game revolve around doing this, then asking someone about it.

The Blackwell Legacy was a short but enjoyable adventure that I enjoyed a lot — it certainly made me curious to see where the story goes in its subsequent installments. Its low-res pixel art with jerky scrolling brings to mind the old LucasArts games, it had some good, atmospheric music throughout and the voice acting was decent — albeit done with poor equipment and software, a criticism which could also be levelled at The Shivah. Joey is particularly prone to shouting into the mic and performing with particularly plosive plosives, for example, while other voiceovers have a great deal of background noise, presumably as a result of boosting quieter voices up in volume a bit too much.

The game was also a bit prone to crashing to desktop — I’m not sure what it is about adventure games that make them some of the most crashy games on the planet, but I swear, of all the games that have crashed on my PC in the last few years, most of them have been adventure games — but fortunately there’s an autosave system that prevents losing too much progress.

Overall, I enjoyed The Blackwell Legacy a lot and I’m looking forward to playing its sequels. If you’re a fan of classic late ’90s-era point-and-clickers, you could do far worse than check it out.