11.11.2009

The Republic of Zombies




"Into the Zombie Underworld", a September 2009 article from Men's Journal about the search for a young Haitian woman reportedly turned into a zombie, and the legal and political battles that were fought to recover her.

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10.16.2009

New releases from Tale of Tales



Continuing in its line of artful, boundary-pushing not-quite-games, Tale of Tales this month released Fatale, an "interactive vignette" inspired by Oscar Wilde's 1894 play Salomé.

Explore a living tableau filled with references to the legendary tale and enjoy the moonlit serenity of a fatal night in the orient. Fatale offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations.



There's also The Path, released earlier this year, a meandering, introspective horror game based on Little Red Riding Hood in which six sisters wander in a foreboding forest and one by one lose their innocence. Completely open-ended, the game eschews goals and challenges and invites the player to simply explore and experience.

Six sisters live in an apartment in the city. One by one their mother sends them on an errand to their grandmother, who is sick and bedridden. The teenagers are instructed to go to grandmother's house deep in the forest and, by all means, to stay on the path! Wolves are hiding in the woods, just waiting for little girls to stray.

But young women are not exactly known for their obedience, are they? Will they be able to resist the temptations of the forest? Will they stay clear of danger? Can they prevent the ancient tale from being retold?

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11.21.2008

Trade of the tools

Last week, a vampire-killing kit dated to the turn of the 19th century was sold at an estate sale for the sum of $14,850. I expect this price represents an excellent deal, as the savvy vampire hunter always waits until after the Halloween rush to snap up occult supplies at steep discounts. It's like 75%-off chocolate hearts on February 15th, or the free Christmas trees you can pick up on street corners all January long.

The well-appointed kit contains "stakes, mirrors, a gun with silver bullets, crosses, a Bible, holy water, candles and even garlic, all housed in a American walnut case with a carved cross on top."





This is not the first such antique vampire-hunting kit to turn up on the market in recent years. Boing Boing has recorded for posterity another vampire-slaying kit, purportedly from 19th century Romania, that was sold on eBay in 2006. From the auction description:

The knife is 13.1 inches long with a metal handle. It's made of heavy metal and can be easily thrown - it will always hit the target with the sharp tip. Has a gothic theme and detailing of fangs.

The metal box contains one syringe and it can be used to inject liquid garlic or secret serums into vampires. It has a small cross on it made of silver . The syringe can sustain temperatures up to 200 Celsius degrees. The cross is very old, with one beautiful black stone and is on a very old metal chain .

The metal teeth plier ( 7.5 inches ) was used in the past to remove the vampire's teeth. There is also a special tool called Dentol ( 5.5 inches ) used in the past to remove the vampire's teeth.






Then there's Professor Ernst Blomberg. This is the dedicated footsoldier in the War on the Undead whose name appears on many of the antique vampire-hunting kits that occupy prized spots in private collections and museum exhibits, and have lately been turning up at various auction houses and on eBay. Here is one of his creations that was reportedly originally sold at the Great Exhibition in London in 1851, and more recently at Sotheby's, where it fetched $12,000 in an auction conducted on October 30th (that is, the day before Halloween) in 2003.

From the original description:

This box contains the items considered necessary for the protection of persons who travel into certain little known countries in Easter Europe where the populace are plagued with a peculiar manifestation of evil, known as Vampires... Professor Ernst Blomberg respectfully requests that the purchaser of this kit carefully studies his book. Should evil manifestations become apparent, he is then equiped to deal with them efficiently... Professor Blomberg wishes to announce his grateful thanks to that well known gunmaker of Liege, Nicholas Plombeur, whose help in compiling of the special items, the silver bullets,etc., has been most efficient. The items enclosed are as follows...

1. An efficient pistol with its usual accoutrements
2. A quantity of bullets of the finest silver
3. Powdered flowers of garlic (one phial)
4. Flour of Brimstone (one phial)
5. Wooden stake (Oak)
6. Ivory crucifix
7. Holy Water (one phial)
8. Professer Blomberg's New Serum






Here's another of Blomberg's kits that also sold for $12,000 to a Seattle man in a 1997 auction.





This one was donated in 1989 to the Mercer Museum in Doylestown, Pennsylvania, where it currently resides. The attached description is nearly identical to the other Blomberg kits:

This box contains the items considered necessary, for the protection of persons who travel into certain little known countries of Eastern Europe, where the populace are plagued with a particular manifestation of evil known as Vampires. Professor Ernst Blomberg respectfully requests that the purchaser of this kit, carefully studies his book in order, should evil manifestations become apparent, he is equipped o deal with them efficiently. Professor Blomberg wishes to announce his grateful thanks to that well known gunmaker of Liége, Nicholas Plomdeur whose help in the compiling of the special items, the silver bullets &c., has been most efficient. The times enclosed are as follows.

(1) An efficient pistol with its usual accoutrements.
(2) Silver bullets.
(3) An ivory crucifix.
(4) Powdered flowers of gaelie.
(5) A wooden stake.
(6) Professor Blomberg’s new serum.






The Surnateum Museum of Supernatural History is home to another Blomberg kit. From the museum's description:

Vampire Killing Kit, second half of the 19th century
The pistol dates from the 18th century and was brought back from the expedition.
Brought back from an expedition to Russia and Mongolia in September 2001

The Vampire Killing Kit was sold by Professor Ernst Blomberg in the second half of the 19th century. The kit was made by Nicolas Plomdeur, a well-known gunmaker from Liège.

This particular box, which has been in the Surnateum's collection since the late 19th century, has recently been reunited with the accompanying pistol (made in Spain in the late 18th century, originally a flintlock but later converted to a percussion cap in the first half of the 19th century); the gun was lost under circumstances described below. Manufactured in two separate stages, it contains all of the accessories used to maintain the pistol, as well as a large bottle of holy water, small bottles which once contained Professor Blomberg's anti-vampire serum and garlic juice to impregnate the silver bullets, a small bottle of sulphur powder, whose odour could drive off vampires. A crucifix made of wood and copper, various blessed medals, a small bottle of salts, a copy of the 1819 book entitled
Histoire des Fantômes et des Démons by Gabrielle de P. (see the Library).







Here's another.








And another. This one was sold through Stevens Auction Company and said to come from New Orleans.





Lina's Lookbook features two vampire-slaying kits that were up for sale from Sotheby's last year. There is no mention of Professor Blomberg in connection with these, but the description of the larger of the two, a French kit dated to about 1900, reads:

the box in solid mahogany, the hinged lid with a copper cross to the front, opening to a compartmentalized interior comprised of an ivory inlaid crucifix-shaped gun bearing the date 1591, lead bullets, a small glass bottle, a small power keg, a metal bullet mold, and a mahogany stake, with original paper label stating an attribution to Nicolas Plomdeur.






Of course, there is no Professor Ernst Blomberg, and these are not actually antiques. Michael de Winter, the creator of the original Blomberg kit, confesses.

My story starts in or around 1970 when I was employed in the printing industry. My hobby was buying, selling and refurbishing antique guns. I sold mainly at the famous Portobello Market in London. My usual stock of guns for sale was only 10-20 at any one time and these tended to be of superior quality. I had a number of regular clients who arrived every week to see if I had any new stock. One of my regulars wanted a fine flintlock pistol and asked me to take in part exchange a Belgian percussion pocket pistol. I grudgingly agreed and allowed him £15.00 off the price of the flintlock.

So, here it is, a poor quality pocket pistol in mediocre condition! What to do with it? That was my question. Having an extremely fertile imagination and being an avid reader, I was inspired. It occurred to me that I could produce something unique that would be a great advertising gimmick and would attract people to my stall. The Vampire Killing Kit was on its way.


De Winter cobbled together and sold the first vampire-killing kit, along with its note attributing the contents to the fictitious personages of Professor Ernst Blomberg and Nicholas Plomdeur, the Gunmaker of Liège, as a novelty item for £1000. The rest, he claims, are imitators — counterfeits of a forgery!

Then again, perhaps he isn't to believed, either. The Mercer Museum figures that its fake Blomberg kit dates to the 1920's, which would neatly preclude de Winter as the originator. Lies upon lies.

If these purported antiques, hoaxes, copies and forgeries auctioning in the tens of thousands baffle and bewilder you, perhaps it's time to turn to genuine, 100% authentic works of art. Alex CF is an assemblage artist who creates detailed, absorbing "cryptozoological scientific art" in the form of handsome boxed kits and framed collections. Among his many horror, antique, and steampunk-themed pieces are a number of fascinating vampire-related items, including, yes, a fully-stocked slaying kit.

This is the Vampiric Anatomical Biological Research Reliquary. An excerpt from the description and partial list of contents:

Called upon to look into the supposed intervention of demonic possession of a small child, bled to death whilst sleeping, an unnamed cleric found evidence of an all together more natural cause of death. A bite, where the murderer had drained the body of all fluid. Baffled by this hideous mystery the cleric took it upon himself to understand this unknown species. His travel altar became his reliquary of artifacts, a place to house the evidence he found whilst on his travels. Throughout Europe he traveled, tracing the roots of a dynasty unseen by man.

• The partial skull fragment of a Homo Wampyrus, housed within a glass display dome
• Optical apparatus: Multi armed magnifying lense device, with extendable mirror and vice amateur for examination of blood and bone fragments
• Foetal Homo Wampyrus
• Blood samples taken from 7 newly infected humans
• Slide comparison of human and vampiric blood
• Test tubes, spare tube
• Tissue sample
• Silver nitrate and its properties
• Glass specimen jars with garlic, various roots/samples
• Dried plant samples, for suppressing vampiric strain
• A dissecting kit within a metal tin
• A candle holder/spair candles wrapped in paper and string
• The teeth and blood from an ancient aristrocratic vampire, housed within a glass/brass box
• Extensive notes and anatomical studies, spair examination tools, scissors/scalpels etc.
• A small moleskine notebook, containing various notes/diagrams
• An envelope holding a collection of daguerreotypes (early photographs)
• A bible, a large crucifix, and a book of psalms, mere relics of his past belief
• A map, with needles and thread plotting his first journey to find the roots of the species
• A picture of Lady Bathory







This is the mysterious Vampire Legacy Box. No notes are provided on this intriguing item.





Finally, to round out this roundup: the French 19th Century Vampyr Hunting Case.

Early 19th century french vampyr hunting kit - family line unknown.







At least with these fine pieces, you know what you're getting. Caveat occisor.


Additional sources: quixoticals, Gizmodo, Curious Expeditions, Urban Legends

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10.27.2008

Fourth annual Halloween roundup

Happy Halloween, all. Here are some offerings in the spirit of the season. Enjoy.

Exhibits

A large collection of vintage Halloween postcards on Flickr.
Via Mira y Calla.






Spookshows.com is a treasure of vintage things suitable for Halloween, like this collection of vintage poison labels, or poster art advertising spook shows.
Via Mira y Calla.







The Art of Mourning is an excellent collection of antiques representing various funeral and mourning mementos and paraphernalia. There are also some articles about mourning art and practices through time.
Via Regina Noctis.









Cabinet Magazine visits the Museum of the Dead, a small church in Palermo that curates a startling display of preserved corpses.

There are no tickets and no reductions for this visit to the underworld. A fat, unspiritual, greasy monk just takes the money and throws it into a basket with unexpected abruptness. A guidebook I buy later dresses up the visit and, after a serious discussion of burial customs in different cultures starting in antiquity, talks about all the artworks lining the stairs going down into the catacombs. I don't notice these important paintings. It seems a minimal space, stripped bare of all pretense that what lies ahead is anything but grim.






Games

Ben Leffler is the talented designer behind the spectacular Exmortis series of games (1 and 2; there's also the horror short Purgatorium). I had hoped there would be an Exmortis 3 ready to offer you for Halloweentime this year, but no, it's still in development. There is, however, Goliath the Soothsayer. Rejoice. Play.
Walkthrough at Jay Is Games.





There's also a new sequel to The Bat Company's horror series, Atrocitys: Atrocitys 2: The Revenge. Point-and-click scarefest. Be warned, subtlety is not in their toolbox.





Scuttlebuggery is the latest flash oddity from super-stylish gothic design studio My Pet Skeleton. It's sort of like a game of liquid soccer played between beetles with drops of absinthe and formaldehyde. Is that clear?





In Zombie Inglor, you are an ordinary man who has been bitten by a zombie, and you have fifty days to find a cure. Saving the village from the zombie infestation would be nice, too. This is a neat little RPG game with adventure and combat elements, with some nice touches like day/night changes, weather, and fully voiced characters.
Via Regina Noctis.





How will you fare when the outbreak occurs and undead roam the streets? Take the Zombie Survival Quiz to test your fitness, wits, temperament, and knowledge.





Video

It's time for the annual pilgrimage to Childrin R Skary for the newest works from this prolific gothic animation studio. Check out the films playing in the theater, or visit author Katy Towell's non-Childrin site, Crookedsixpence.com, where you can find more movies like the gorgeously spooky Never Woke Up.







For a whole pile of Halloween-themed animation, check out Newgrounds Presents Halloween 2008, a Flash film fest and competition from the popular Flash gaming site with ten cash prizes for the best entries. Some notable entries:

The Dark Room is slow, dreamlike, and gory, and features some very nice background locations. Aside from that, it's hard to tell just what happened.





While it may not feature the slickest animation around, Vampiric Wit is a short, humorous entry that wins points for its clever premise.





.Alice. is a moody little piece, short on plot, that aims to recreate the effect of a horror movie haunted highway scene. Very cinematic in style.





Fear.net is a horror-themed video site that offers a mix of full movies, clips and excerpts, shows, shorts, and other videos. It's a slasher/thriller/horror lover's playground. Try the Halloween FEAR Fest for some seasonal fun.
Via Regina Noctis.

ADDENDUM: io9 has just posted a great list of several places to find free horror movies online in addition to Fear.net.

For more, check the "Halloween" label for past years' offerings.

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10.25.2008

Game review: Phantasmagoria

I've been waiting for years to play Phantasmagoria. In 1995 when Sierra released it, the now-classic horror adventure game was both groundbreaking and controversial. Groundbreaking, for its unprecedented use of fully integrated full-motion video (FMV) production techniques, which required a 550-page script, four months of filming, a whopping $400 million budget, and an ungainly seven cds' worth of game data. Controversial, for its provocative move to expand audiences by introducing mature and explicit content into a computer game — then even more than now perceived as primarily a children's medium — including a much-publicized "rape scene" that got the game boycotted by some retailers and even banned in Australia.



The fateful Carnevash estate.



The mystique of mature content in a game drew me, especially coming as it did from Roberta Williams, prolific author of numerous well-known adventure games (notably the King's Quest series), since it seemed to be a departure from her usual style. I grew up on Roberta Williams, with King's Quest being my first foray into the adventure-gaming world (King's Quest V on NES, to be precise); I associated her authorial stamp with its sunny storybook locales and fairy-tale motifs, as well as with other nursery-ready works like her 1987 tots' title Mixed-Up Mother Goose. Williams herself is quick to point out that she has often worked with darker themes in murder-mystery games like Mystery House and The Colonel's Bequest, and that, far from an outlier, Phantasmagoria is representative of her body of work. While initially curious about what a "grown-up" Williams oeuvre would look like, having played it through, I would now have to agree that Phantasmagoria is Roberta Williams through and through. And that's not entirely a good thing.



Exploring the premises.



Phantasmagoria tells the story of novelist Adrienne Delaney and her photographer husband, who purchase and move into the old Carnevash estate outside a small town in Maine. The old mansion, formerly owned by a stage magician and rumored dabbler in the dark arts, is naturally haunted, inhabited by restless ghosts, an ancient evil, and memories of its dark past. While husband Don gets down to some manly restoration work on the property, Adrienne is left to wander around the place and get acquainted with her new home. She unwittingly releases the evil influence, and the phantasmagoria begins.



Meeting the estate's former master.



This is the perfect game for Halloween; in fact, it plays like a walk through a Halloween haunted house. It even takes place in October. Williams's taste in horror is, let's say, traditional. The opening cutscene features a fly-by through a dungeon corridor full of body parts, torture implements, mirrors, caskets, and monster faces. The in-game hint feature is in the form of a talking skull. (Which has no connection with the story, by the way. It's a totally superficial element of the interface.) Throughout the game, the requisite spooky atmosphere is reliably generated by crypts, blood, skeletons, rats, glowing eyes, swirly ghosts, and organ music. There's nothing wrong with the standards, of course. And if this is a haunted house, it's one of the fancy ones, with the big budget, sturdy props, and professional makeup artists. But that doesn't change the fact that it's full of horror-movie clichés. All that's missing is the orange and black crêpe paper.



Flight through a dark passage.



That's really the hallmark of Williams's work; she takes the clichés, mixes them together, polishes them off, and presents them in a pretty nice package. It's been a successful formula. But she wears all her influences openly, and never really makes anything hers. The earliest King's Quests were a collage of disparate nursery rhymes and tales. Marching from screen to screen, you could visit the Three Bears' house, Neptune's palace, and Dracula's castle, all cut whole from their respective worlds and pasted intact onto her own. Later games had slightly subtler stitching, taking maybe only an element or two or changing the names, but the Seven Dwarves, Wicked Witch, Beauty and the Beast, and other familiar types were still easily spotted. Williams has readily admitted to being influenced and inspired by the storybook tales that filled her childhood, dragons and wizards and princesses and ghosts. There's nothing wrong with using fairy tales and old stories — it's been done to excellent effect by the likes of Corey and Lori Cole and American McGee, to name a few who spring to mind. But there's a crucial element of interpretation missing. Williams's fairy tales read straight — and so do her horror stories.



Haven't I been here before? In King's Quest...like, Everything?



I am focusing on the stylistic and literary aspects because it is a truism of FMV games that interactivity must necessarily take a backseat to storytelling, due simply to the demands of producing a game with live-action avatars. And while the compromise struck here is a good one, and the gameplay is admirably well served — Phantasmagoria is not quite at the level of "interactive movie" as some have charged — it is still subject to the limitations of the medium. There's more do to than just clicking to trigger cutscenes, but the puzzles are fairly simple, generally of the talk-to-everyone, look-everywhere, manipulate-inventory type, and will not challenge experienced gamers. Which is why it's so important that the narrative elements be well-constructed and immersive. Which is why it's so disappointing that the story elements weren't executed better. A dime-novel plot is fine to thread together an action-packed shooter or even a nitty-gritty puzzler (7th Guest, anyone?), but Phantasmagoria needed more originality.



A vision of the past.



Adrienne looks and feels like a Williams heroine, that is to say, a watered-down Disney princess. (I had similar complaints about the two King's Quest outings that featured female leads, KQ IV and VII, the latter of which was developed concurrently with Phantasmagoria.) Just because the camera is pointed at her most of the time doesn't mean that she qualifies as a Strong Female Protagonist. April Ryan she's not. She's got the long golden hair, the doe eyes, the fragile wrists, and the man-pleasing instincts of a typical storybook porcelain doormat — and now, with her recent move into the Carnevash estate, she's got the picturesque castle home, too. Yes, she faces tough challenges, and she defeats an insidious evil (if you win the game, that is). But she does it with far too much simpering, whining, quaking, shying away from getting icky, gasping, crying, hesitating, and playing with her hair for my taste. Especially that last one. I checked out every mirror in the house, hoping for a ghostly vision or a message scrawled in lipstick or steam or a portal to another world. Adrienne checked out every mirror for an occasion to repeatedly pose, primp, and fluff for what seemed an interminable amount of time. And this was just during gameplay — about half of the interchapter cutscenes also take place in front of a mirror, with Adrienne putting on lipstick or brushing her hair. There's even a set of toiletries on the bathroom sink in some chapters that you can use in case you feel that Adrienne hasn't gotten enough grooming in what with all this adventuring business.



My soul is about to be devoured by infernal powers, so I want to look my best.



It isn't just the girly mannerisms that get me, though. Now, Adrienne doesn't have to be Action Adventure Woman to make me happy. Great games like Silent Hill get by fabulously on the conceit of throwing unheroic, ordinary people into dangerous horror settings — Harry Mason isn't exactly Duke Nukem, and that's a good thing. But I don't think Adrienne is an intentionally wimpy character. I think that's just how Williams sees her heroines. Likewise, I think she sees the character of Don (at the start of the game, before he gets possessed and turns evil) as the model of a sensitive, caring husband. I don't think he's supposed to come off as the controlling, condescending jerk that I saw. I could barely tell the difference between pre- and post-possession Don, except that he seemed to switch from passive-aggressive to aggressive-aggressive. And then there's the whole secret history of the manor itself, about a dark man possessed by evil (his name is Zoltan and he wears a black and red cape — that's how you tell someone is a villain in a Williams game), and the gruesome violence he inflicted on a series of hapless wives. Some have labeled Williams's world as misogynistic, but I don't think that's quite right. I just think her outlook is seriously, crippingly...ah, old-fashioned?

You may have a hard time believing it at this point, but I did actually enjoy playing the game. Yes, it was a little cheesy and schlocky, but what a way to while away an October evening. Lights down and speakers up, as they say. And the game goes by rather quickly. You can finish it in the same time it would take to watch a few cheesy, schlocky monster movies, and it wouldn't be time badly spent. Mostly I was disappointed that such an ambitious undertaking couldn't have been more, but in the end, I enjoyed it for what it was. It's a simple tale, simply told, with lots of flashy, spooky, gory Halloween effects. The much-ballyhooed "mature content" label doesn't connote any especially shifty, murky plots or provocative psychological themes. It's a straightforward ghost story, the kind any kid could murmur around a campfire, just with extra explicit gore, and sex, and alcohol. That's why the optional "censor" feature works so well — it just skips over the gore and sex (I think the alcohol remains), leaving a simple story that's no more troubling or challenging than the latest Goosebumps title off the YA rack at the bookstore. In short, it's camp. It's pretty good camp, at that.

I breezed through the first couple of chapters with relative ease. The various puzzles and obstacles served to delay gratification just long enough to have to work for it a little, but some basic diligence and thoroughness will ensure a minimum of aimless wandering, and very little throwing up of hands. Williams wanted her game to draw non-gamers, aiming for broad appeal by playing up the novelistic aspects and simplifying the interface, dispensing with a KQ-style multi-icon system in favor of a single cursor with point-and-click hotspots. In this, she succeeded, and casual gamers should feel comfortable and welcome here.



A lot of the time is spent watching Adrienne looking at things.



The dramatic climax in the seventh and final chapter changed things up a little, for better or for worse I'm not sure. I probably would have enjoyed the endgame vastly more if not for a perfect storm of individually very minor technical hitches that conspired in the aggregate to ruin my playing experience, and my mood. First, I will say that for a thirteen-year-old title, Phantasmagoria ran astonishingly well. From the start, I had no audio, video, memory, or graphic issues at all. It ran perfectly happily in XP without any of that tedious compatibility mode/color depth/screen resolution/emulator fiddling that's required for so many classic games these days. A full install option would have been appreciated to avoid swapping cds, but the chapter format helped keep cd-swapping down to an acceptable minimum of once per chapter.

The first problem was that inserting any cd, not just the first one, triggers an autorun that steals focus and flashes a prompt to start the game (no matter that the game is already running). This tripped me up several times. The first time, I thought I was being prompted to continue my game, and unwittingly launched a new one. (A new game can be started in any chapter, which is an interesting feature. It's good for going back if you want to see a certain part again, but it doesn't even have to be unlocked, which means that a new player can skip to any part of the game without finishing the earlier parts, if she is so inclined.) Even if you avoid this pitfall and click "cancel", if you've already started the next chapter before the autorun is triggered, the loss of focus will cause the introductory cutscene to be skipped completely. When you return to the game window, the gameplay portion will have already started. In fact, this was how I managed to completely miss the most controversial scene in the game, and I didn't even realize it.



Look, Adrienne, a mirror! Go on, check your hair. Oh, wait, is something supernatural going on?



The next problem was a more serious glitch — the inexplicable disappearance of all of my savegames after the third. I know they were there, because the game wouldn't let me create another game with the same name, but they simply did not appear in the list. Rather than continue my most recent surviving game, which was saved several chapters back, I had to start a new game in Chapter Seven. It wouldn't be so bad, but when you create a new game in a chapter, your inventory contains only the minimum items you would have needed to successfully complete the previous chapter. In this case, I started out missing certain items that I had already acquired in my lost saved game, and which I needed for this chapter. Some of the problems have multiple solutions, and an alternate to that item was available, but as far as I knew I had just lost a crucial and irreplaceable item, which there was no way to retrieve in the current chapter. This caused some frustration.

Finally, the cursor, which is a gold cross that changes to red over a hotspot, was rendered in a muddled black and white in this chapter, making me miss important hotspots and make disastrous mistakes during timed sequences. I learned that this is a known issue, that a quirk of the way the game processes movies in this chapter made a color cursor impossible to implement. I found that a poor excuse. If one of the seven chapters of the game simply can't handle a color cursor, then the cursor for the entire game should be redesigned to be black and white and change in a recognizable way over hotspots. Don't train the player in a feature that you remove when it most counts. Tsk tsk!

So for all of the foregoing reasons, I was having a horrible time with the endgame, which I think in other circumstances I might have rather enjoyed. Here is the only time in the game where the character is in peril, and there is a fairly exciting chase sequence and some timed decision points where you have to get yourself out of a tight spot. Failure is rewarded with death, and a chance to retry from the point where you first went wrong. There are multiple paths through the endgame, and it contains some of the game's most interesting sequences.

Apart from the technical difficulties and setbacks, though, a few further aggravations mar what should have been the game's high point. For one, the movies aren't skippable. So if you mess up, like I did, and have to retry a dozen times or more, like I did, then you have to watch the same series of movies and watch yourself be gruesomely killed in the same way over and over and over again. Suspenseful sequences like that lose some of their effect when you get to know every pixel by heart. Second, there are a few key items you need, but I wasn't really sure what they were, since during the all-important scene in any game where the wise old character explains to you what you need to do, the conversation happens offscreen! All I heard was a list of items, many of which I had never heard of before, and one of which it isn't even possible to obtain ahead of time, so I could never go in knowing I had everything I needed. The whole time I was fighting through that endgame, I wondered if I would make it to the very end only to fail because of a lack of supplies. Meaning I'd have to watch all those movies again. And in fact, that is exactly what happened. Theoretically, it seems that the automatic retry feature would protect against you constantly replaying a path that had already been screwed up by an earlier mistake, but it only looks at the moves you make — it doesn't care what you have in your inventory, so I was in fact replaying a doomed path. All of this combined to make me very, very, very glad when I finally finished the game.



Run!



So how does Phantasmagoria stand up? Its historical significance cannot be denied, both for its technically ambitious envelope-pushing and the sheer buzz and consternation it caused. It's also an important cornerstone in Roberta Williams's long career. None of which is sufficient cause for anyone to play a game, of course, excepting the scholar or completist. I have mentioned that it's appropriate for the growing audience of casual gamers but, as the screenshots will amply attest, it's not for those who have a low tolerance for the graphics of earlier eras. Impressive in its day, and fine for my classic gamer eyes, but I'm told that many people find that kind of obvious bluescreening and grainy low-res video an affront to the senses, so I must issue appropriate cautions on that front. And as far as story goes, I am the last person on earth to discount the importance of story to a game, but, even given all the flaws I've painstakingly described, it has to be admitted that there's far worse. Phantasmagoria is enjoyable, in varying degrees based on your enjoyment of fright-fest horror fare and your tolerance for hammy acting.

So I would say, if you're a casual or adventure gamer, if you like B-movie horror, if you liked King's Quest, if you're bored, and if you can find a cheap used copy on Amazon, and especially if it's almost Halloween, then go for it.

If not, then come back for my review of Scratches, which is my next game. I started it last night. It's about a novelist who buys and moves into an old haunted Victorian mansion in October, then weird things start happening. Spooky, huh?

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