It appears you are using Internet Explorer 6.0. Due to issues with its layout rendering engine IE6 is no longer fully supported by this site.
Please upgrade to Internet Explorer 7 or above (which is faster, uses less memory and is more secure), or switch to Firefox, Opera, Safari or Google Chrome.
Get updates: Follow us on Twitter - Become a fan on Facebook
 
First visit?
Welcome to the premiere destination for adventure game news, reviews and discussion!
Getting started: What Are Adventure Games? - Top Games - Common Questions
Updates: Follow us on Twitter Join us on Facebook Subscribe to our YouTube videos
review: Delaware St. John, Volume 1: The Curse of Midnight Manor
Pros
Wonderful music and a creepy atmosphere make for a nice (if short) late night gaming session.
Cons
Very short, very easy, and tries to mix together too many styles into one game.
Verdict
2.5 stars out of 5
About This Score »

A series with potential that's just not starting out on the right foot. I'm holding my breath for the next installment.

But of course the meat and potatoes of any game is going to be the gameplay, and DSJ is unfortunately all over the map. In a large game that is somewhat annoying, but in a smaller game, this can be the difference between a classic and the bargain bin.

For starters, the node-based system used here makes it rather easy to get yourself turned around if you're not paying close attention. Add to that the fact that you're playing in a darkened hotel, and you'll quickly wish you had some breadcrumbs to leave a trail. Navigation is pretty standard, with arrows pointing the available directions that can be selected from each screen. The Exit button and the Reverse button did cause some confusion until I got used to it, so be warned, because there are some sequences in the game where every move counts and these could mean your downfall.

The puzzles are fairly clichéd and incredibly easy, which surprised me considering that Delaware at one point actually makes a rather funny jab at conventional puzzles in games. The majority of the game is spent in the usual "find a key to open a door to find a clue to find a key to open another door". That would be fine (if a little boring) since we've all done it before, but I'm still scratching my head over the fact that I'm running all over a haunted hotel to find keys for locked doors, when at appropriate times I'm simply able to bash them down with my fist.

If you do run into any trouble, there is always VIC. VIC is your electronic link to Kelly, and I found this to be a great addition to the game, although very underused. VIC will allow you to photograph items and record voices to send to Kelly for analyzing, and if you get stuck at any point, you can contact Kelly and she'll put you back on the right track — after some good-natured hazing, of course. This is a useful tool for newer gamers, as a subtle hint is often right there if you need it.

The photography and recording are a nice touch, and one that I hope is used more in future installments. But some of the challenge is taken out by the fact that Delaware tells you whenever you need to take a picture or record anything, which removes what could have made for a few nice head scratchers.

But sadly, most of the time when the game tries to break out of the holding pattern, the results are...interesting choices.

Now, I'm not a huge fan of action sequences in my adventure games. You keep your chocolate out of my peanut butter and I'll keep my peanut butter out of your chocolate. There are instances where I'm okay with some action, but for the most part I'm a purist about this sort of thing. With that being said, if you are going to put an action sequence into your game in order to boost the adrenaline, then commit to it fully or leave it out. If I'm playing an adventure game and I've suddenly got to navigate a rail shooter sequence in order to finish the chapter, I'm not going to be the happiest of campers. But when I've suddenly got to navigate a rail shooter sequence and it's slower than my grandmother driving on the freeway, then it's just defeating the purpose. I don't see any reason to put in an action sequence if there's absolutely no way you're not going to pass it no matter how reflex-challenged you may be. That, to me, is just pointless.

The same can be said for the chase sequences in the game. Frankly, the concept of a node-based chase scene just makes me giggle. Granted, it's nice to see the chase from the creature's point of view, but there's no suspense when I can just sit at a screen and calmly try to remember which way to go next. It's kind of like Dracula taking out his teeth and trying to gum you to death — not too scary and plenty of time to plan your escape.

So, we've covered the conventional puzzles and the action sequences that are not full of action, so how about we finish up with one of our favorite ways to pad out a short game. That's right, DSJ has not one, not two, but three maze sequences — although they're all in a row, so you could consider it one extremely long maze instead. Now don't get me wrong. I have seen some good mazes put into games that really lent themselves to the story. But this is not one of them. Spending time deciphering clues to navigate a series of hallways that all look the same, finally getting through, and then opening a door to a longer version of the exact same maze is not fun and not challenging. It's just a pain.

The problem here is that there's no real group for me to recommend the game to. The puzzles are going to be too easy for experienced adventure gamers, but the maze and action sequences keep me from endorsing it even for newer gamers. Add to this the fact that both stories can be completed in around three hours total, and there's just not much here to warrant the purchase price. What I certainly can recommend is trying the game for yourself by downloading the demo from the official website, where the game is also available for order.

I think the series has potential, and I'm keeping my fingers crossed for the future installments. With a little more VIC in place, some work on the puzzles, and ditching the action sequences, this is a series that could really be great. I could already see a lot of progress from the first chapter to the second, so here's hoping Delaware isn't down for the count from the beginning.


Liked this article? Recommend it by logging in and giving a thumbs up!
1 | 2 |
Page 2 of 2


Where to Buy [affiliate links]
Delaware St. John Volume 1: The Curse of Midnight Manor is available for direct download from Adventure Shop
Legal & full downloads - available internationally
Burn a backup copy or download again
Recommended by Adventure Gamers!


0 Comments



Loading...


You are not logged in
Post a comment!

Want to comment? It's easy. First, you need a free user account. You can register one here. You can use your account to post comments, post messages on the forum or to rate articles. Once you have an account, log in at the top of the page and return to find a comment posting form waiting for your input!