Tuesday, September 22, 2020

SuperStarfighter, A Local Multiplayer Game Made With Godot

Looks like FOSS game development with Godot is a breeze :)
SuperStarfighter is a fast-paced local party game for up to 4 players. Outmaneuver and shoot your opponents in a 2d top-down arena, and become an intergalactic champion!



Get it on Itch.io or find the source code here.

Hat-tip to GoL.

For commenting please visit our forums.

Monday, September 21, 2020

Wutai, FF7 And Religion

It looks like in the Remake version of ff7 Wutai is being depicted very differently, it is clearly being depicted as a serious military force, with which currently Shinra has a temporary ceasefire agreement. When the gang reach the Shinra HQ the explanation for as to why the place is so well defended is, again, put down to the threat from Wutai.

It looks like Wutai is being taken seriously.

So expect as the game continues more about Wutai, more development of its lore and a re-consideration of how it has been presented up to now.

For certain it will have to be treated as a genuine challenge to Shinra, we have got to be dealing with a huge city, capable not only of defensive viet-cong style resistance, but also of feesably crossing continents and mounting an assault on Midgar.

The original FF7 and Crisis Core Wutai certainly was not up to this, it was barely more threatening than Rocket Town, it had a very small number of residents and consisted of two screens worth of populated land.

That all has to change, we have got to be considering something more like Junon now.

What will be different with Wutai will presumably be that they are not using Mako to power their military industrial complex, I expect they are using good old oil, but possibly given the way things are nowadays I imagine Wutai will be depicted as powering everything from Wind farms.

This will probably be useful to the game as it essentially gives an answer to the frequent and obvious refrain made by those who wish to defend Shinra- it is either this or living without electricity, central heating, etc etc etc.

One thing I would love to see emphasises though, is a presentation of Wutai's religion. My recollection is that the people of Wutai worship the dragon god Leviathan. Clearly they are not planet worshippers and I would love to see that presented. I know FF7 is all about Gaia theory etc. etc. but it would be really interesting to see a civilisation which did not accept that, but rather, worshipped gods of their own and had views of the after-life tied up in their own gods, rather than the return to the Mako which is the main viewpoint.

Maybe we don't return to the Mako, maybe the planet's Mako is really just a subterranean liquid fossil fuel.

It was interesting reading on the planned history of Wutai:

"Wutai was much different from how it appeared in the final product: Wutai was to be a town built around the Temple for the "Wutaia faith", a religion dominated by female hierarchy that worshipped a female deity. The current hierarch was to be the young Sasame-no-Himemiko, the 89th in line. Due to Sasame being only 15 years old, the real leader would be the high priestess, Izayoi. Godo would not have been the leader, but rather the head of the Kisaragi family, the servants to the Wutaia leader."

I'd love to see a greater exploration of this rival religious system, that would mean that Wutai is no friend of Avalanche, nor of Shinra for that matter.

But, let us not forget, there is clearly a third religious system in FF7 world.... perhaps it has been long forgotten or abandoned, but at least at some point there was a 'Church'. Aeris, as we all know, seems to hang around there.

Maybe, just maybe, that Church is the true religion. Obviously Leviathan isn't the one true God as he is a summon, but how to explain away the Mako religion that has taken so much of Midgar by storm?

I'm not sure and I don't think the FF7 writers are interested in any way of exploring that possibility.

Just some thoughts.


Saturday, September 12, 2020

A Trainer's Resolve

The sky began to darken as I made my way back into Viridian City after defeating Wolf on Route 22. There was still time to push on through Viridian Forest to Pewter City, but it looked like the weather was going to take a turn for the worse. I had my eyes on the sky as I made my way toward the Pokémon Center to get treatment for Kiwi, so I didn't notice that I'd picked up a new follower. He had been watching me since I came back into town, but I barely noticed him. It wasn't until I came out of the Pokémon Center and saw him leaning casually against a light post that I really noticed him. His hair was messy, and his arms were crossed against his chest. He was younger than me, but he didn't carry himself that way. When he saw that I finally noticed him, he pushed off the light post and walked up to me confidently.
"I saw you fight," he announced.
"Yeah? Are you a trainer?" I asked.
"Yeah. Are you?" he asked. His words had a bit of venom in them.
"What is that supposed to mean?" I asked.
"You aren't serious at all, man. I can tell. You wouldn't stand a chance against a real trainer like me." He was cocky, not unlike Wolf.
"Is that a challenge?" I asked.
He laughed at me. "Oh, no. I'm being sincere. You need to get serious before you can take on someone like me." I rolled my eyes and began walking away from him. I had swallowed enough attitude already that day. He quickly followed after me. "Hey, I'm not trying to offend you," he assured me, though his tone wasn't as convincing. "I just can't stand to see casual jokers like you walking around calling themselves Pokémon trainers. Sure, there are bug catching kids who are out having some fun, but then there's real training. Your friend back there on Route 22 said he was going to challenge the Indigo League. What about you? What are you doing?"
"I've been training," I said. "Real training. What do you know about it?"
"Are you going to take the Gym Leader Challenge? Are you going to face the League? What? I'm serious. Why are you here?" He was persistent.
"I am going to start a Pokémon Sanctuary," I reluctantly said, hoping it would be enough for him to leave me alone.
"Oh, like a Pokémon Safari?" he asked. He seemed genuinely interested which was a departure from my encounter with Wolf.
"Similar, I guess. I want to create a natural habitat for as many Pokémon I can and provide a safe place for them to live and interact with humans in a natural environment. You wouldn't catch them. You'd go there to understand them better. Maybe to study them in a safe environment, or just to understand yourself and your relationship with Pokémon better. You know?"
"My grandfather would love a place like that," he said with a snicker. "So you're what? Playing at training?"
"No. Not at all. It's important to me to understand Pokémon, so it's important for me to be a trainer. I'm traveling Kanto to catch, record and study as much as I am here to train and battle. Why do you care?" I suddenly stopped to ask him.
"I told you. I can't stand seeing trainers like you. You looked so pathetic out there against that other guy. Yeah, you won, but you looked like a chump. You gotta get serious," he announced. "If you want respect in Kanto, you gotta take your training seriously." He flashed a couple of badges he had pinned to his backpack. "You earn these and people will know you're serious. Maybe some day I'll see you up on the Indigo Plateau." He laughed as if that thought amused him, but I sensed he wasn't mocking me this time. He was genuinely enjoying a thought of us battling it out in the big league matches on the plateau.
"What do you think I should do?" I asked rhetorically.
"You need to figure out what Pokémon training means to you. Stop thinking about your Sanctuary, or whatever, for a minute. Maybe that will happen, or maybe it won't, but right now you need to figure out what kind of trainer you are and what your Pokémon mean to you." He ran his fingers through his messy, brown hair and nodded to the building across from us. "Look at that place. What a disgrace." We'd stopped just near the Viridian Pokémon Gym. "If I ran that place, it would be open all day every day, so trainers could come and train or challenge the gym. That's what it means to me. I'm ready to train, to fight, to win all day and every day. The guy who runs this place is a coward. The League should kick him out and give this gym to someone who actually cares." I could only nod in reluctant agreement. "Look, I just wanted to pull you aside and tell you if youI  are gonna face guys like that or guys like me, you better get serious about it. You're only going to get yourself or your Pokémon hurt if you don't and that really pisses me off."
"I'll think about what you said," I offered. He seemed to take that answer as the best he could get and nodded a gruff approval.
"Good. Maybe someday when you're ready we'll have a real battle. Smell ya later." He laughed at me and walked off.
I rolled my eyes behind his back. What did this kid know about me? Even still, his words stuck with me for a long time.

Rain drizzled down the leaves of Viridian Forest, methodically finding their way down to the ground where I was making my way. The dense forest was dark and gloomy even on the best of days. As a result it was full of bug Pokémon, including the newest addition to my small team. I was lucky to run into a Caterpie with my last remaining Pokéball. I was told by the Pokédex that they were quite rare that time of year. As a result, I named him Lucky. I ran into a handful of bug-catching kids who wanted to battle and throughout these few fights I could only think about what that kid in Viridian City had said to me.
Was I any different from these kids who were mostly playing at Pokémon training? Did I have what it takes to stand face to face against real dangers in the wild? Could I some day challenge the very best trainers in Kanto with confidence? In the wake of my battle with Wolf earlier that morning, and the unsettling conversation with a pushy little trainer outside Viridian Gym, it's fair to say that my trek through Viridian Forest changed me. It was where I decided exactly what kind of Pokémon trainer I was going to be, and how I would achieve my goals as a trainer and future preservationist of Pokémon.
I decided as I made my way onward to Pewter City that if I expected my Pokémon not to fail me, then I could not fail them. I decided that if I were going to build a safe place for Pokémon to live and interact with each other and with humans, I needed to build a safe space for them on my team. I needed to understand their strengths and their weaknesses. Unlike Wolf who was content to just laugh as his Pokémon fainted, laugh as he traded away a tiny fraction of his disposable credits to me, I would not accept fainting as a part of training. I made the decision that my Pokémon would never be pushed to the point of  breaking. If I ever failed them, even once, I would let them go. I would find them a better home, or release them back into their habitats to live out their days naturally. As I passed through Viridian Forest, I emerged from my own cocoon with a newfound purpose and seriousness. I had decided exactly what it meant to me to be a trainer and hopefully someday the owner of the world's first successful Pokémon Sanctuary.

Current Team:

Missed Classic: Moonmist - Getting A Clue (Won! Once!)

Written by Joe Pranevich



Welcome back to Moonmist, the Nancy Drew mystery with a bit less Nancy Drew and a bit more Clue. The more I think about it, the more likely it seems that Galley and Lawrence were inspired by the 1985 film starring Tim Curry and based on the board game. (Our international readers may know both by their foreign titles, Cluedo.) Both the game and the film relish in mystery tropes including the all-important "dinner scene", but the genius of the Clue film comes in its multiple endings. When you went to the theater, you were randomly selected to get one of several possible endings with different murderers and motives. The whole film had to be set up to support the multiple endings and, for my money, it is one of the great comedic twists in film. Moonmist's multiple endings, plucked from a seemingly-random question of color at the beginning of the game, might not really be based on Clue but I cannot help but think there is a connection. Later releases of Clue included all of the endings, one after the other, at the conclusion of the film. We will return to Moonmist after we beat it once to see how the other threads play out.

We left off last week just after the critical dinner scene. The pre-recorded voice of the late Lord Lionel Tresyllian invited the assembled guests to participate in a scavenger hunt for a missing piece of his fortune. Lord Jack, Lionel's nephew and the new owner of the castle, is a prime suspect in his uncle's death due to his inheriting the estate. His ex-girlfriend, Deirdre, also recently died in mysterious circumstances. (She fell down a well!) Meanwhile, our friend Tamara believes that someone is trying to kill her and the mysterious "White Lady" ghost has resumed haunting the halls. How are all of these details connected? We just have to solve the mystery to find out.
Wilton Castle in Cornwall might be built in the same style. Notice the
circular tower region separated from a more "modern" manor house. 

All In The Brochure

Now that dinner is over, I need a strategy. My initial plan is to run down the two leads that I have so far and then join the family's scavenger hunt. At some point, I will need to break to explore the castle and grounds to build a map. Although a fine map came with the game, it does not include the whole castle and certainly does not document all the nooks and crannies that we may need to explore to solve this mystery.

The first clue to follow up on is the maid's note. Last week, we intercepted a note from the butler to Lord Jack that stated not only that the servants were preparing to leave for the night, but that one of the maids had decided to quit. She left a resignation letter on the desk in the sitting room. As all of the guests were ushered into that room as soon as the meal was over, so it's easy to look! Before I get there, I commented on one aspect of this game already but it bears repeating: even though I know there is a desk in the sitting room, we cannot "see" it. All we get for the room description is this:
> look
It looks even lovelier than it sounds in the brochure.
This is perhaps explicable because they were trying to cut down on the amount of text in the game, but no other Infocom work to this point required such extremes to depict a fully fleshed-out world. This is the description in the brochure:



From that, we can learn that there is a desk, window seat, and many other objections in the room that merit our investigation. I find flipping between the game and the manual (even in PDF form) to be annoying but at least the game only does this for a half-dozen rooms in the brochure.

Enough about that, let's read the note:
Today, while cleaning the room of a certain person who shall remain nameless, I was SHOCKED to discover SUMMING DREADFUL!
I hope I knows me place, Your Lordship, but I was brought up to be a PERFECTLY RESPECTABLE young woman, and I cannot go on working under the same roof where such WICKEDNESS takes place.
I am not the type of girl given to idle gossip, so I will only say this. Maybe there is more reason than ANYONE SUSPECKS why that so-called ghost prowls about the castle at night, if you know what I mean.
I am not the type who peeks through keyholes, either, but maybe it is high time someone did!

I dislike the fake "accent" writing and misspellings. If she had been an American servant, I would fear that Lawrence and Galley were channeling some vaguely racist southern slang, but as it stands it just reads as off to me. This may be a great approximation of a working class Cornwall accent! Unfortunately, the note doesn't tell us much.That she saw something while peeking through a keyhole suggests something illicit, perhaps an affair by Lord Jack himself, but I hesitate to connect that to the ghost. This clue may make more sense later and I was planning to ransack all of the bedrooms anyway.


Another game with gratuitous nudity.

Garden of Eden

After reading the note, I explore the rest of the sitting room. I barely get farther than noticing that music from A Prairie Home Companion (already twelve years old when this game came out!) is on the piano before Jack gets up and leaves the room. I quickly abandon my plan and follow him through the castle to see where he is heading. He leaves the sitting room and heads west to the old "tower" part of the castle before ascending the stairs beyond the limits of our tourist brochure. I discover him searching in a disused chapel next to a stained glass window depicting the Garden of Eden. Vivien's clue from last week read:
Forbidden fruit tempted the very first lass,
'Twas once in a garden, but now in a glass.
It looks like we are in the right place! Since the brochure didn't mention the chapel, I doubt I would have found this location quickly. All the more reason why I need to map! I search the window and discover a note taped to the apple. Jack catches me taking it but seems strangely happy about it. It's not like his family fortune is on the line, right? Or does he get to keep the treasure if I find it?
> examine window
Stuck on the apple of the stained-glass window is a third clue.
"How nice! You found a third clue!" says Lord Jack.
This is another moment where the prose feels "off". At the very least, there is too much "the" in there, but even so the text in this game feels more stilted than in some of Infocom's previous works. It says:
Despite its appearance, the fruit was quite sour.
One bite of the apple drove Eve from her bower.
I do not know what to make of it. "Bower" seems to be the key word, but where did Eve go when leaving the Garden of Eden? There's not an easy answer to that question, but I may work it out as I explore more of the castle. (As a guy that spent years blogging about bible stories, I can tell you that the answer is complicated as pre-flood geography is implied to be different and subject to debate. Mormons believe that the Garden of Eden was in modern day Missouri.)

I follow up on the butler's clue next. He told me that he had seen the White Lady searching for something on the floor in the drawing room. She ran off when he saw her, but he could not work out where she went as the doors were still locked. I bee-line for the sitting room next-- it is in the eastern end of the new section of the castle, according to the brochure-- and search for myself. I discover a small red jewel in the carpeting! The jewel is otherwise unremarkable, but it may help me discover the ghost's identity.


Yes, the game came with a map, but...

Mapping, Mapping, Mapping
Since I have no more clues and every other guest is vigorously lounging in the drawing room, my next step is to map out the castle. I would not have known about the chapel if Lord Jack had not led me there; I expect there are many more such surprises. To get ahead of myself, the process of mapping the castle will take hours of both real and in-game time. By my count, the castle consists of 56 locations and a web of secret passages. My plan is to map out everything I can, notate anything interesting, and come back to key locations after I am done.

The castle can be broadly divided into three areas:
  • The "main" tourist part as well as the bedrooms and private living spaces for the family. Those are anchored off of an "Old Great Hall" in the west that rises like a tower, and a "New Great Hall" in the east with more modern construction.
  • The servants' spaces in the kitchen and basement. This area can be accessed through a hidden stairwell in the dining room (leading down to the kitchen) as well as a pair of stairs at the base of the old tower.
  • Secret passages! There are a lot of secret passages in the game; nearly every location can be entered or spied upon by one of these hidden hallways.
Starting at the ground floor, I have already explored the dining and sitting rooms. I head outside and am relieved that the hedge "maze" is not an adventure game-style maze and just a quick jaunt to a fountain in the center. I discover my first interesting thing in the foyer: a strange cane in the umbrella stand. It barely looks like a cane at all, more like a club with faceted bumps all over it. A closer examination reveals that it has been recently painted. I hold onto it as it may be a clue.

Above the New Great Hall is a block of bedrooms, including my own. Does it seem odd that everyone has their own room, even those that presumably live just down the street? I suppose they planned to party all night long and staying in the castle was just more convenient for all involved. I search the rooms and find nothing incredibly suspicious although (lucky me!), only my room has an attached bathroom.

Jack and Tamara's (separate) bedrooms are located on the western side of the castle, in the tower. Lord Jack has a nice telescope in his room which I try to use, but doing so opens up a secret passage. Unfortunately, the interior was dark and I'll need to return to explore once I find a light source. Jack also chooses now as the right time to go to bed and he catches me snooping around in his room. He's not happy, but neither is the game. I try to leave, but he blocks my exit:
> enter secret passage
Lord Jack blocks your exit!
[ Foo!! This is a bug!! ]
This freaks me out and I restore my game to an earlier point. The last thing I want is to trigger a bug and end up in a walking dead situation. I cannot recall any other Infocom game that had a bug message like this. Am I just unlucky or is this game not as well-tested as other Infocom products?

Other than the secret passage, I find nothing of note in Jack's room. There is an inkwell that we can grab in his office.


King Dingane ka Senzangakhona Zulu, also known as King Dingaan

Zulu Research
The final room on that floor of the tower is the library where Tamara does her research into Lord Lionel's expeditions. There are comfy chairs and plenty of books all around. Someone kindly left one of Lord Lionel's journals open on a table and I read it to discover the nature of one of his treasures from Africa: a war club that once belonged to Zulu "King Dingaan". It's diamond-studded and must have been smuggled out of Africa under dubious circumstances. I'm sure we're supposed to think of Lord Lionel as a rugged adventurer in the mold of Indiana Jones (whose first movie came out only two years before this), but now I just think of evil colonialists who robbed Africa of her heritage. He didn't even donate it to a museum, he just added it to his private collection!

It doesn't take me more than a moment to realize that the "odd cane" that I picked up by the door is a repainted war club. I scratch away some of the paint to confirm. I found the treasure by accident!

Let's pause for a bit of a history lesson. Dingaan was a real king of the Zulu, ruling from 1828 until 1840. He overthrew his brother, the much more well-known King Shaka. I don't know enough about Zulu history to put that into context. Zulu warriors fought with several weapons, one of which was a mace-like war club called an iwisa. It appears that our club is likely intended to be a ceremonial version of that. The right-hand picture above shows one, but here is a better view:


Yes, I can see how that could be mistaken for a cane.

Good on Infocom for doing a bit of research here, but shame that there was not more commentary on the inherent evil of stealing artifacts like these and hiding them away in manor houses where no one will ever find them. Even by the 1980s, I thought those sorts of practices were frowned upon. I'm not done because the game tells me that I still need to "collect evidence and identify the ghost." To do that, I resume exploring.

The third floor of the tower contains the chapel plus a game room and lumber room, both of which appear to be primarily used for storing junk. There's a giant stuffed rhino in the game room, for instance, and a birdcage and treasure chest in the lumber room. ("Lumber room" appears to be a British term for storage room, so it is unsurprising to find junk in there.) The treasure chest isn't interesting because it contains a treasure but rather because there is a small opening under the chest that looks down into Tamara's bedroom. Is Lord Jack spying on her? Alternatively, maybe the peephole was built hundreds of years ago and he doesn't even know it is there. At the top of the tower is the fighting deck. There's a bell up there that you can ring; we are told it can be heard throughout the whole castle.


An example of a servants' staircase in an old British house. Not very posh.

Dungeon Crawling

That is it for the public parts of the castle. I head back downstairs and duck into the servants' area through the "backstairs" tucked away behind the dining room. Not surprisingly, this is a real thing: it was not uncommon to have separate entrances and hallways for the help such that they would not need to interact with the gentry more than necessary. Just beneath the dining room is the kitchen and an old-timey brass lantern. I grab it immediately. I don't know how many adventure games I've played through by now, but a brass lantern is always comforting.

The game does not let us explore the servants' quarters, but we can proceed west into the basement and wine cellar. There, we grab a bottle of wine and look over Lord Lionel's stored adventuring gear, but I find nothing of interest. The well that Deidre fell into is also in the basement, I do not find any clues there to her fate and the well itself is too dark even with the lantern.

Further west is the castle's disused dungeon, although an iron maiden is just calling out to be used on someone. A "priest hole" leads out of the castle and onto a cliff path behind it, offering a means of escape for someone that didn't want to use either of the castle's front doors, but it's too dark even with my lantern to explore it. From my understanding of priest holes, I believed they were hiding places for clergy of whatever faith was being persecuted at the time; this seems more like a secret exit. If we climb (warily) into the iron maiden, a hidden mechanism is triggered and we are taken down in an elevator to a secret tomb. I was ready to be amazed by the treasure or whatever it is that we would find there, but it's nothing more than an empty coffin. Very disappointing!


An illustration of a priest hole.

It's A Secret to Everybody

With my lantern in hand, I return to Lord Jack's room and enter the castle's warren of secret passages. I'd love to tell you that they were interesting, but I'm only willing to go as far as "annoying to map". In the western side of the castle, the passages wind up and down stairs between levels and it's easy to lose track of what floor you are on. In contrast, the eastern side of the castle is neatly organized with a tidy loop of passages hidden in the outer walls. I clearly did a poor job of pushing and pulling objects in every room that I went to because it turns out that nearly every room in the castle is connected to a secret passage somehow. No bedroom is safe from an intruder that knows the system, nor is the library, drawing room, or anywhere else. Peepholes let you spy on the Great Hall. Someone went to a lot of trouble for this.

The one exciting thing I thought I found wasn't exciting at all. At one point in one of the passages, you find a door that is high above you which calls out to be explored. Elsewhere in the warren, you have to ascend and descend using a ladder, but it's not mobile and cannot be used to access the elevated door. I thought for sure that it would be a hidden room that could only be accessed by solving a puzzle, but the reality was more boring than that. In the sitting room, there is a secret entrance that requires you to sit on a window seat and manipulate one of the nearly wyvern statues. This is a one-way drop into the passage below. Instead of being a clever puzzle to find a mystery room in the castle, it is nothing.

At one point, I stumbled on the White Lady in one of the passages! She runs away quickly and cannot be followed like the other residents. I neglected to make a note of when and where so I could not find her again right away. That was a mistake, but not a huge one.


My completed map of the game.

Solving Puzzles

I mapped the whole castle and found no more clues, so it's time to take stock of what we know and what we do not know:
  • The three clues appear to lead us to the discovery of the war club, but I have not worked out the third clue and at this point it probably doesn't matter. The first clue, the King of Spades with a sceptre, is obvious in retrospect as a way to suggest the war club as the prize.
  • There are plenty of suspicious things around the castle that seem like they should be used for something, but aren't. There is a suit of armor in the great hall, a mounted rhinoceros in the game room, the well, and the secret passage out of the castle, not to mention the secret crypt and empty coffin. These might be for some of the alternate solutions, but right now they are just distractions.
  • I have not discovered the scandal that caused the maid to resign her position.
  • Why is there a peephole into Tamara's room? I try watching Tamara through it and she's either not there, getting ready for bed, or sleeping. I found nothing suspicious beyond that I was watching my friend sleep.
  • While we know the White Lady uses the secret passages, and can surmise that she uses the priest hole to enter and exit the castle, we don't know who she is or what she is up to.
As I write this, it's after 6 AM in game time and everyone in the castle has long since been asleep. Just for giggles, I wait a bit. The police arrive at 7 AM and take over the investigation, but I'm not even clear what crime they are investigating. Was there a murder or something overnight that I missed? As far as I saw, everyone was sleeping peacefully.

I start over and quickly retrace my steps for the clues, the war club, and the red jewel in the carpet. This time, I use the objects to interrogate Jack. When I show him the club, he announces that it's the end of his search and then just walks away. I just saved the family's financial fortunes and that is all the thanks that I get?
"That must be the hidden treasure! Then that's the end of my searching."
"That's super!" adds Lord Jack. "We can't thank you enough."
Did I mention that the dialog in this game feels stilted and repetitive? Jack's response to the red jewel is more telling:
> show jewel to jack
He flinches a little before answering.
He looks at it with interest. But he says he can't identify it.
Lord Jack clearly recognizes the jewel but doesn't want to admit it. I race back upstairs and search his bedroom once again. This time, I discover one of Deirdre's necklaces in a "tallboy" that I missed before (possibly because I did not realize that a "tallboy" is a British word for a type of dresser). I compare the stone to the necklace and it is a perfect match! But why did the ghost have the stone and how did she lose it?

I interview the remainder of the guests to look for reactions, but none of them respond in an interesting way and many of the answers are repeated across guests. It another way that the game feels cheap and incomplete; a far cry from the tailored responses in a game like Deadline. The last guest I have to interview is the White Lady herself so I sit in one of the secret passages and just wait until she comes by. Shortly after midnight, I am rewarded with a ghost sighting. When I show her the necklace I filched from Lord Jack's bedroom, I get a very helpful response:
> show necklace to ghost
She says, "Please don't speak, just listen! I'm really Deirdre, and I'm alive. Jack tried to murder me, and I think he murdered Lionel! He pushed me down the well, but an underground stream carried me swiftly to the sea, where I was rescued by a yacht.
I have come back to Tresyllian Castle in disguise -- both to frighten him and to find some proof of Lionel's murder. And to incriminate Lord Jack for my own 'murder' by planting the tiny red jewel from my necklace in the clothes he wore that night -- but then I lost it in the drawing room."
She goes on, "But now that you're on the case, I can leave the country with the yacht captain. Find proof of Lionel's murder, and we can both rest easily!" She races off towards the priest hole.

(Congratulations, Ms. Doe, you've identified the ghost!)
Wow. I have so many thoughts. Why does she want the world to think she is dead? This isn't the 1700s, you cannot just fake your death and live an otherwise normal life. She has bank cards and passports and so many other things to deal with. Even if she wanted to leave Jack, I cannot imagine that plan working. Since she also survived attempted murder, I think she would want to take that to the authorities instead of dressing up as a ghost. Speaking of which, where does she live? How is she buying the white makeup? How does any of that make sense? She is not Tamara's attacker and we do not have anyone with a motive for that.

I wake up Tamara to tell her about the ghost, but that is useless. She complains that she is too sleepy to talk and goes right back to bed. The same thing happens when I wake up any of the other guests. I know that Jack did it; how do I solve the murder?


The ghost was Deirdre the whole time!

Taking a Hint

At this point, I am stumped. I have no idea how to prove that Jack killed Deirdre and no idea who wants to kill Tamara. After some further exploring, I took a hint: I needed to take the maid's note a lot more literally. I was supposed to be looking through all of the bedroom keyholes, not just searching the bedrooms. If I would have done that, I would have discovered that there were wires in the keyhole to Lord Jack's room. The wires lead to a microphone and hidden tape recorder, evidently set up by Lionel before his death. I believe the implication is that it started recording whenever someone opened his door, but I'm not sure exactly.

I play what is on the tape:
> play recorder
First, you hear Lionel: "This secret tape recorder should capture any sound in the master bedroom when I run it. Testing,… testing,..."
Then you hear Lionel tell Deirdre that he suspects Jack of coveting the inheritance and wanting to kill him.
After a pause, Jack tells Lionel, with a cold-blooded chuckle, that his time has come. Then Lionel's voice is urgent and muffled, as if he's being smothered! He calls out, "Jack! Stop!" and then… silence.
(Congratulations, Ms. Doe! You found evidence of the crime!)
Jack killed both Deirdre and Lionel! That doesn't seem surprising, but wasn't Lionel dying of a rare jungle disease anyway? Or was that a ruse? I'm also not sure how this maps to the maid's note. If she found the tape recorder proving that Jack killed Lionel, she would not have explained what she found in a note to the killer. I just cannot map her screed about "wickedness" to what we actually found in the keyhole.

The clue says that I need to wake Jack up and accuse him of the crime-- as opposed to, for example, calling the local police. His bedroom door is locked and I have to pick my way there through the secret passages. As soon as I wake and accuse him, Jack attacks me but I am rescued by the butler Bolitho who appears suddenly. He didn't leave after all! Maybe he even knew that Jack was the killer the whole time? The game is over and we are given the official summary:
Lord Jack murdered Lionel to inherit the title and castle. Deirdre was blackmailing Lord Jack to marry her, because she knew he was plotting to kill Lionel. So Jack tried to do away with her, too, by dumping her down the well.
But Jack was wrong in thinking he killed Deirdre. She survived and came back to the castle at night -- to play on Tamara's nerves, since her arrival seems to be part of Jack's plot; to hunt for proof that Jack murdered Lionel; and to try to frame him for her own "murder" by planting the tiny red jewel in his trouser cuff, until she lost it in the drawing room.
I am happy that I won, but it feels unsatisfying. It turns out that Deirdre was the one scaring Tamara after all, but is leaving a poisonous snake in a desk really "playing on nerves"? And where did she get the snake? The realization that Deirdre was blackmailing Jack makes sense as a motive, but if she wanted to be rich she shouldn't be running off with the guy on the yacht. And finally, instead of going to the police with evidence she is alive, she wants to "get even" by planting evidence on Jack and hoping that someone sees it and puts it all together? Nope. I don't buy it.

With one case down, we have three more variants to go. Will they be any better than this? My guess is that they will go a lot faster since I already have the castle mapped, but it may be more difficult than I expect to shift to a different mystery with the same players and setting; I could miss a clue because I do not think to search something again.

Time played: 4 hr 40 min
Total Time: 5 hr 25 min






As you are aware, Covid-19 has taken a toll on the lives and schedules of our regular reviewers. It is my sincerest hope that we will be able to return to a more normal posting pattern soon, however even my schedule is still more than a bit crazy and I may not be able to consistently write one post per week yet.

In the previous entry, I asked whether our readers would like me to continue to the next Infocom game (1987's Hollywood Hijinx) or move immediately into Space Quest V, even with the understanding that there could be post delays. Thus far, we have two votes for me to play the Infocom game next. Please let me know what you think in the comments below.

Friday, September 4, 2020

The Gallery Episode 1 Call Of The Starseed VR Free Download

The Gallery – Episode 1: Call of the Starseed ™

A strange message left by your mischievous twin sister, Elsie, will draw you into a mysterious journey filled with bizarre characters, a sinister presence and awe inspiring adventure. Along the way, you will be assisted by a helpful yet unhinged Professor who may harbor ulterior motives of his own. Your search for Elsie will lead you to a cosmic machine that wields incredible power and it will test your will against the forces of a shadowy figure who resides within it.

GAMEPLAY AND SCREENSHOTS :
DOWNLOAD GAME:
♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.


The Gallery Episode 1 Call of the Starseed VR Free Download
http://pasted.co/af29b5ae

INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ Once the download has been finished or completed, locate or go to that file.
➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.

SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)


Minimum:
• OS: Windows 7
• Processor: Intel Core i5-4590
• Memory: 8 GB RAM
• Graphics: Geforce GTX 970 OR AMD Radeon R9 290
• DirectX: Version 11
Additional Notes: includes native Rift support

Recommended:
• OS: Windows 7
• Processor: Intel Core i7
• Memory: 16 GB RAM
• Graphics: Geforce GTX 980
• DirectX: Version 11
Additional Notes: includes native Rift support
Supported Language: English, Italian, Spanish, Polish, Russian, Portuguese-Brazil, Simplified Chinese language are available.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D