Excerpt: Now this is how a scary story should be told! Essentially the unremitting work of one very talented man, Jonathan Boakes, it is a spectral tale of the supernatural: a great ghost story, with a horrifying ancient and modern twist. But what makes it so very frightening is the brilliant way that story is presented in the game.
Excerpt: Dark Fall is in many ways a throwback to 1994's Myst . It brings the same point-and-click interface, the same graphic backdrop of still images instead of a scrolling environment, the same intricate layers of backstory and red herring plot devices that must be sifted through, and the same frustrating puzzles that involve a lot of tinkering with levers, buttons and enigmatic gadgets. Those who "got it" will "get" Dark Fall as well.
Conclusion: It's clear that this is not a big-budget professional game that has been beta tested by large groups. There are small annoyances, such as not being able to skip the intro sequence if you select New Game. These are minor quibbles, though, and do not take away from the fact that Dark Fall is involving and intriguing. Exploring the environment Boakes has created is entertaining, and the story told is a very satisfying one.
Summary: Dark Fall is a solid example as to why we have an unparalleled love for
adventure games. Its well written and suspenseful back story not only sucked us
in, the horror styled theme and truly scary moments kept us on the edge of our
seats till the games' finale. Add in some extremely interesting and thought
provoking puzzles, and what you have is an extremely entertaining game.
Excerpt: I’m starting sort of an odd trend. The last game I reviewed, Divine Divinity , came out over ten months ago. Now I’m reviewing Dark Fall: The Journal , which came out over a year ago. But while Divine Divinity is simply a game that took us forever to get a hold of, we have a much better excuse for Dark Fall . You see, it came out over a year ago in Europe , and it’s only now reaching the United States. So why did it take so long to get here?
Summary: A lot of traditional adventure games put you in settings that are oddly, even comically, devoid of characters. Train stations, docks, markets, and museums all seem unrealistically deserted, except for a few conveniently placed characters you're supposed to interact with. It's a bizarre convention that's very much tied to the design of old adventure games--a genre that tends to live in the past, for better or worse.
Summary: Несмотря на многие положительные качества Dark Fall , у меня есть
некоторые сомнения в его успехе. Уж слишком «антипотребительски» выглядит
игра. Автор оказался неплохим художником, но “Макромедия” есть
“Макромедия”; фиксированное разрешение 640х480 сегодня вряд ли в
состоянии порадовать чей-нибудь глаз. Да и нехватка кадров оставила на
DF некрасивый отпечаток. Это достойный, но “гаражный”, сделанный
одним человеком проект.