Have you ever tried to stay awake because 
      sleep brought recurrent nightmares? Have you hesitated to open a door 
      because what's behind it might be too horrible to bear?   Or have you 
      worried that reality is slipping away as you see the impossible happening 
      around you?  Welcome to the world of Darkness Within: In Pursuit of 
      Loath Nolder, the first release in a planned adventure trilogy.
      Step Into My Parlor...
      Darkness Within is set in a generously large gameworld centered 
      around the imaginary town of Wellsmoth.  H.P. Lovecraft is a particular 
      inspiration for the game, but Edgar Allan Poe would also have felt right 
      at home here.  You assume the role of police detective Howard E. Loreid.  
      The year is 2011. Loreid is investigating the sudden disappearance of 
      private eye Loath Nolder, the prime suspect in a recent murder. 
      As Detective Loreid, you sleuth your way through Victorian gothic 
      mansions, murky underground caves and a cemetery that seems like an 
      antique work of art.  You also slip into dream worlds, visions and 
      nightmares.  This happens so easily that you often question what is real 
      and what is an illusion.  
      ...Said the Spider to the Fly
      For a truly creepy gaming experience, attention must be paid to the 
      audio elements, and here the developers of Darkness Within do not 
      disappoint.  Ambient sounds are realistic and effective, including ticking 
      clocks, cawing birds, creaking doors, mysterious knocks, distant howls and 
      the sound of muffled human voices.  The music often merges with the 
      ambient sound layer and is unusually varied.  You'll hear primitive drums, 
      eerie pipes and keyboard tones, insistent strings, and haunting echoes.
      
      There isn't a lot of speech in this game, but what's there is 
      professionally voiced.  You can click through conversations, and also 
      replay them.  Replaying can be important because clues and plot 
      information are woven into the conversations. Howard Loreid's thoughts 
      appear as text and aren't voiced -- this works well and effectively 
      heightens the occasions when you do hear voices.  A fast reader can also 
      elect to click quickly through Loreid's thoughts. 
      And as for reading -- there's a lot of it in this game: private 
      journals, newspaper articles, letters, and poems.  These advance the plot 
      and provide clues to the murder and disappearance.  The quality of the 
      writing varies.  The murder victim's journal has an old-world flavor, with 
      elaborate descriptions and outpourings of doubt and fear.  The poetry is a 
      bit clumsy though, especially when sticking doggedly to the rhyme scheme.
      Character models are not one of the game's strengths, but since the 
      actors in this dark drama appear but briefly (and often in shadow), this 
      shortcoming is minimized. 
      Make Yourself Comfortable
      The gamer chooses a difficulty level when beginning the game.  I 
      recommend the "Standard" setting -- the easiest.  Two other levels are for 
      those relentless, genius types who enjoy gleaning every detail and 
      independently solving puzzles, no matter how arduous. Thankfully, the 
      "Standard" level provides in-game help for the rest of us mere mortals. 
      You can further customize your experience by individually 
      enabling/disabling the Automatic Document Research option, the Clue Counts 
      (this will post the number of clues in each document) and Hints. 
      An option screen allows multiple tweaks for video, audio, and gameplay 
      settings.  The game has a generous fifty saved game slots -- though I 
      could have used even more.
      Darkness Within uses a point-and-click interface with first 
      person perspective and 360 degree panning. You can opt to have the cursor 
      sweep the edges of the screen in panoramic style, or you can use a fixed 
      cursor for 360 turning (my preference).  Movement from node to node is 
      easy and smooth.
      Right-clicking brings up the inventory screen, including a magnifying 
      glass icon, which allows you to examine inventory.  A brain icon 
      represents Howard's Mind (described in more detail below). I strongly 
      recommend reading the manual before you start the game to learn about this 
      and other innovative features.
      At the end of the game a Game Results screen indicates total time 
      expended (I played for nearly twenty hours); how many Documents, Clues, 
      Hidden Clues, Story Secrets and Easter Eggs were found; and the final 
      score. I received the lowest score -- one star out of a possible twenty. 
      This didn't bother me (much) and won't affect how strictly I grade this 
      game. Much.
      Admire the Scenic View
      Interior environments in Darkness Within reveal a world of 
      intriguing detail, including period furniture, paintings on the walls, and 
      carved moldings.  The game uses light and shadow to unusual effect.  For 
      instance, lamps in the Field mansion have latticed shades that cast eerie 
      web-like designs on the walls.  Moonlight pours through the windows, 
      illuminating dust motes floating in the air.
      At the beginning, exploration is confined to disturbing, enclosed 
      places. Just when you think you'll never see the out-of-doors, you break 
      out into spaces with open sky.  Though the gamer won't encounter a huge 
      overarching landscape, certain exteriors bring intense release from the 
      sensation of gathering menace.  Brief cut scenes effectively expand the 
      plot and add to the atmosphere.
      Entertainment is Provided
      Darkness Within contains a variety of puzzles: some inventory 
      based, some involving patterns and symbols, and a few mechanical "twiddle" 
      challenges.  All are entertaining to puzzle out and most are fairly 
      clued.  Pixel hunts are rare; it's easy to find the bulk of the items and 
      locations.  The game allows you to look at inventory items in close-up 
      view and rotate them. In fact, doing so is essential. 
      Some of the written materials must be reviewed closely.  When a 
      document can be "researched," a menu appears on the bottom left of the 
      screen. It contains a pen for underlining information.  As noted in the 
      manual, in "Standard" mode a magnifying glass will identify the important 
      parts of the text for you. This is extremely helpful when you tire of 
      searching the documents. 
      Unfortunately, some important information in the documents only reacts 
      to underlining after a "trigger" occurs late in the game.  So it is 
      possible to underline every phrase in a document without receiving all the 
      potential responses, and then have to do it all over again when the plot 
      has advanced.  (This tedious re-underlining activity was not my favorite 
      aspect of the game.)
      A novel game feature allows access to Howard's Mind, where the gamer 
      explores Howard's ideas and impressions and views of his surroundings. 
      Howard's "thoughts" become accessible as certain events occur.  Other 
      thoughts are placed in Howard's Mind after you underline important 
      information in documents.   You then combine thoughts and/or inventory 
      items to learn more about the story, speculate about the characters, or 
      decide what to do next in the game.  A couple of the thought combinations 
      seemed a bit arbitrary. However, on the whole I enjoyed Howard's Mind 
      immensely. I only wish that more of the seemingly-related thoughts and 
      observations had given a result when combined, even if these weren't 
      actually necessary to advance the plot or help solve a puzzle.
      One puzzle was particularly poorly clued -- the hand-held device 
      requiring two dates.  For one date the clues were so tenuous that I had to 
      consult a walkthrough.  For the second date, I probably inputted a hundred 
      dates before solving it (using both American and European month and date 
      sequences, as both are found in the game).  I finally found a date that 
      worked, but a journal discrepancy still leaves me confused. 
      And At Midnight -- A Long-Anticipated Snack
      The complexity of the plot provides its own puzzle.  I needed to read 
      all the journal entries, letters, and other documents two or three times 
      (and to construct a timeline) before I began to understand the darkness 
      that was within, without and beneath the strange little town of Wellsmoth. 
      Plot reconstruction (and understanding the themes it hinted at) was my 
      favorite challenge in the game.
      However, even after piecing together the elements of the plot, I 
      thought that the story was unfinished.  There are letters to and from 
      people who are otherwise unidentified, names and events in newspaper 
      articles without any follow-up, names on stone sarcophagi that seem 
      meaningless.  Did I miss a big chunk of the story?  (Entirely possible, 
      since the Game Results screen tells me that I've discovered only two out 
      of five "story secrets.")  Or did I stumble across references to 
      characters and events that will only appear in the second and third games 
      in the Darkness Within trilogy?
      This makes me more than eager to play the next two Darkness Within 
      games when they release. Make it soon.
      Quick List for Darkness Within: In Pursuit of Loath Nolder
      A surprisingly attractive, intricate puzzle horror adventure from a new 
      team of developers.  This is the first game in a planned trilogy.  First 
      person, point-and-click, 360 degree panning. 
      Varied and immersive environments, truckloads of atmosphere.  Very 
      little character interaction, lots of reading.  Excellent voiceovers, 
      ambient sounds, and background music.  The plot is intriguing and 
      well-handled, but the game's resolution leaves the meaning behind certain 
      events, symbols and people as a continuing mystery. 
      Three difficulty levels -- I recommend "Standard" (the easiest).  
      Admirable puzzle innovations and tension-enhancing gameplay. Inventory and 
      research challenges, pattern interpretation.  Read the manual to find out 
      more about the game's novel tools.  Two particularly difficult challenges 
      -- a puzzle in which you adjust concentric rings, and times when you must 
      underline specific information and combine these "thoughts" correctly. No 
      sliders, no mazes, no sound or color discrimination puzzles, one easy 
      timed puzzle.
      50 saved game slots.  You can fail a couple of times, but will be taken 
      immediately to the moment before your wrong move/decision.  You can't die.
      No problems with installation, no crashes, one minor glitch that was 
      reversed by hitting the "Esc" key. If you sit patiently through the 
      credits, you'll be rewarded.
      Darkness Within: In Pursuit of Loath Nolder is aimed at gamers 
      who enjoy psychological horror that doesn't descend into on-screen 
      violence. Also aimed at gamers who enjoy immersive, detailed environments 
      surrounding a gradually unfolding mystery.
      Final Grade: B+
      My Computer Specs:
      Windows XP Professional
      Pentium 2.80 GHz
      2046 MB RAM
      Direct X 9.0c
      512 MB NVIDIA GeForce 7800 GTX
      SB X-Fi Audio
      
       
      December 2007
        
          
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