Last Half of Darkness: Beyond the Spirit's Eye




Genre:   Horror Adventure

Developer & Publisher:    WRF Studios

Released:  June 2007

PC Requirements:   Win 95/98Me/2000/XP, Pentium III 800 MHz or faster, 128 MB RAM (256 MB recommended), 3D video card. CD ROM drive.

Walkthrough   Walkthrough

Additional Screenshots





by Looney4Labs


Last Half of Darkness: Beyond the Spirit’s Eye (LHOD 2) is the sequel to Last Half of Darkness: Shadows of the Servants. Once again, WRF Studios has delivered a fine entertainment experience.

You want me to go where and do what?

The cool creepiness begins with the packaging and only gets better as I delve inside. A “handwritten” letter from Madame Ze Hira implores me to come to the town of Shadowcrest. Why? To investigate and end a deepening curse inflicted on the town through the actions of one Capt. Marcos Fernando. Generously included is a mysterious coin -- a token of rich payment to come.

Next, I discover a journal whose label identifies it as the property of Dr. Benzor, a friend and physician who sought to save Marcos from his dark enslavement. This journal provides a great deal of background information, and ultimately, is necessary to successfully complete the game.

Say what?

LHOD 2 is heavy on spine-chilling atmosphere and light on dialogue. Not that there isn’t any. There is. It is succinct and direct, seducing the gamer with revelations about background events and pointing the way to future happenings. It is delivered via a standard dialogue tree, and sometimes it can be repeated.

All alone?

Game play is first person and predominantly solitary, but you do interact on occasion with two bizarre characters. Weirdly, you’ll notice that no one’s lips move while speaking. While in another genre this would be a major detractor, it simply contributes to the overall mood here. 

First, you meet Madame Ze Hira, a dreadlocked gypsy woman whose appearance and demeanor are far from comforting. Later, Dr. Benzor’s young daughter, Tia pops in. Though a shadowy figure with lips direfully sewn shut, she seems empathetic and good natured…for a ghost. However, in Shadowcrest things are not always as they seem. Or are they?

In addition, you catch glimpses of Shadowcrest’s other citizens, dead and alive, through tenebrous and menacing cut scenes. Some reveal past happenings, while others suggest that, in spite of appearances, you are not really alone. Frequently, they contain clues to help you on your way.

What’s black and white and grey all over?

WRF Studios delivers a game dripping with atmosphere and ambience. From the opening storm to the very end, you are surrounded by death and decay, the stench of evil, and a feeling of impending doom.

You emerge from a mist-filled grey swamp into a world of half-light and muted colors. Gloomy and subdued tones build tension, while unexpected and jarring punches of bright color impart an “off-kilter” feeling. That, in turn, stretches the nerves just a bit more tautly.

Many scenes are lit only by candlelight (which made me wonder who was lighting and changing all those candles). Though spookiness abounds and the darkness seems alive (or perhaps undead), no area is too dark.

Do you hear what I hear?

If the eerie graphics don’t get you, the excellent sound work will.

Often I explored through a tensely immersive silence. At times, otherworldly music contrasts with half audible mutterings, labored breathing, creaking doors, cawing ravens, and ominous thumps. All served to further immerse me and raise the “goose bump factor” of this game.

From the gravelly-voiced Madame Ze Hira to Tia’s pleasant tones, the voice work is well done. However, I have one complaint.

Often, the voices are distorted (echo effect) which contributes wonderfully to the game’s flavor. However, this distortion combined with a lack of independent volume control for voice meant I often could not understand what I was hearing.

Because most of the game is subtitled, this was not an overwhelming drawback. But the introductory scene, a couple of scenes throughout, and the climactic scene could not be subtitled for a technical reason. Thankfully, Mr. Fisher, the developer graciously sent me a transcript of that dialogue allowing me to fully enjoy the game.  

I need something sterile to do what?

LHOD 2’s well integrated puzzles are a nicely balanced blend of inventory, logic, and riddles. A couple of easy mini-games -- including a fun version of hangman -- round out the mix. All necessary information is found within the game. No timed elements, sliders, mazes, color or music dependent puzzles are included and you cannot die. I had many “aha” moments when the solution to a puzzle lit my brain, and I experienced great satisfaction in solving this game’s posers.

Click where?

LHOD 2 is a first person, nonlinear, point and click game. Presented in slide show fashion, it features some areas with transitions and panning. Though limited to ten slots, you can save at will and name your own saves.

The side scrolling inventory system is easy and intuitive to use. Inventory is combined within the scrolling bar and is right-clicked for closer examination.

The smart cursor becomes a red arrow to show action, and an eye signifies that an item can be examined. The cursor also changes to indicate possible directions (back, forward, enter garden, etc.). Though usually easy to use, there is one limited area which is not as clear. This area is accessible by two paths. With one, the directional cursor remains intuitive and direct. But if you take the alternate road, movement becomes confusing. Suddenly “back” takes you forward. It’s a small area and I quickly worked through it, but I was initially quite befuddled.

A handy map allows you to move quickly between areas. Right click to open and then click the desired area, and voila, you’re there.

In-game options are limited. Sound volume is split into two options rather than my preferred three. While background music adjusts separately, ambient and voice volumes are combined in one slider.

Stability Glitches

Because of a quirk of my computer’s configuration, I played LHOD 2 on both my desktop and my laptop. Alt+Tab on my desktop (where I play most games) always resulted in the game freezing and the monitor flashing -- but oddly, Alt+Tab caused no problems on my laptop. Other than that, the game was stable and I found no dead ends.


While the debate in the gaming world rages on about what defines a good adventure game, WRF Studios settles the argument with the release of Last Half of Darkness: Beyond the Spirit’s Eye. This game wraps a decrepit and decaying town around an intriguing story and minaciously spooky characters. It tosses in tension-inducing music and ambient sounds, and (most malevolently of all), tense silences. Intelligently clued challenges whose solutions deliver a sense of accomplishment are woven throughout.

LHOD 2 calls to the gamer, inviting her back again and again to learn more of its secrets. In short, this game is immersive, creepy, intense, compelling, and a whole lot of fun.

Be sure to click on “Return to the Game” after all the credits have rolled. You’ll be glad you did.


The Last Half of Darkness: Beyond the Spirit's Eye is an Independent production of WRF Studios and can be purchased here.


1st person point and click adventure game


Slide show presentation

Spooky ambience

Mostly solitary with limited interaction with non-player characters

Well crafted, brief dialogues

Excellent background music

Voice work is well done, but distortion may affect intelligibility

Subtitles throughout much, though not all, of the game

Integrated inventory, logic, and riddle puzzles

A few easy mini-games

Smart cursor uses both left and right mouse clicks

Save at will

Name your own saves

Saves limited to 10 slots

Inconsistent Alt+Tab friendliness (Yes on laptop, No on desktop)

I played on:


Win XP Professional SP1

3.2 GHz Intel Pentium 4

1 GB Dual Channel DDR400 SDRAM

NVIDIA GeForce FX 5200 Ultra 8xAGP Video Card

DirectX Version:  9.0b


Windows XP Professional (5.1) Service Pack 2

Intel(R) Pentium(R) M processor 2.13GHz

1024MB RAM


DirectX 9.0c

August 2007

design copyright © 2007 GameBoomers Group

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