Speaking of puzzles, Blackstone Chronicles is fairly light in that department. Some may be disappointed in that, and it must have been tempting to play up the notion of the madman's wacky schemes, as other games have done. However, bizarre enigmas really wouldn't have suited Malcolm's character, as outsmarting Oliver is never his goal so much as making him understand fear and suffering (which he does oh-so-well). As a result, many of the game's challenges are straightforward inventory tasks with logical, practical application. There are a few more complicated puzzles later on that require piecing together clues from multiple sources, but overall, these are the exception rather than the rule. While a little more puzzle variety might have been nice, personally I found the lighter and more organic puzzle focus to serve the narrative quite nicely. Any artificial dilemmas would have really shattered the atmosphere the game was working so hard to create.
Graphically, what's here is of decent quality. Unfortunately, there just plain isn't enough here, even compared to its contemporaries. The pre-rendered backgrounds all crisply display the asylum, from the lavishly-decorated, posh private rooms (occupied by the elite nutjobs) to the dark, dank, gritty "therapy" rooms of untold horrors in the basement. However, with no visible characters and extremely little animation, the game world looks utterly empty. Compounding this is the fact that there are absolutely no cutscenes in the game at all. I understand that some things are best left to the imagination, but let's be honest—a game is a visual medium, and Blackstone Chronicles suffers from being so graphically sparse. What's all the more perplexing here is that the game comes with an entire second CD featuring "high resolution" transitions from node to node. Well, sad to say, these transitions aren't all that impressive to begin with, being dark and pixelated, and after seeing them all once, you'll be purposely skipping them anyway. The game would have been much better off devoting these resources to incorporating some dynamic visuals into the narrative presentation.
No such shortcuts were taken with the sound, I'm glad to report. Each distinctive part of the asylum has its own music, and every single score is impressively creepy and atmospheric. The voice acting, of crucial importance with no visual support, is largely superb. Aside from one other minor character, the only weak link here is one that inexplicably plagues far too many games—the playable character. In this case, Oliver is far too mellow and relaxed for the circumstances. Call me crazy, but I'd probably sound a little tense if I were searching for my missing son while surrounded by ghosts and instruments of torture, in a deadly psychological struggle with my deceased father. Oliver, however, sounds like he was popping Quaaludes to help him cope (which admittedly might not have been a bad idea). On the flip side, the role of Malcolm (played by Henry Strozier) is probably the single strongest demonstration of voice acting I've ever discovered in a game. His voice, tone, and delivery all perfectly convey the arrogant, calculating, emotionally disconnected sociopath he clearly is. Then, of course, the dialogue leaves no doubt that he's a man that could look you coldly in the eye and assure you he was acting in your best interest, before driving an ice pick through that same eye to produce a pre-frontal lobotomy (yes, it was an actual practice). Most of the other ghosts deliver rock-solid, convincing performances, as well, but Malcolm is the critical anchor, and it would simply be impossible to top his performance.
Blackstone Chronicles is not without other blemishes, but they're relatively small. The game becomes quite rigidly linear, and while progression is rarely an issue, occasionally you'll have no clue what to try next, or run errands that involve some annoying backtracking. More than once, I was tripped up by believing I had exhausted a dialogue, as I'd covered all available options, without realizing that I needed to re-initiate dialogue for more options. Not surprisingly, it took a fair bit of frustrating wandering until I wound up where I began. And on the topic of dialogues, the written onscreen options never match the spoken lines. This was intentional, but the result was pointlessly distracting, as you never end up saying what you believe you will. The game also lacks any subtitle option, and though the voices are all clearly discernible, be forewarned if it matters to you. Some may also wish the game were a little bigger. Although claustrophobic by design, there are parts of the museum that you can see but never enter, and the restriction is a little disappointing.
If Blackstone Chronicles has any other foible of note, it relates to the larger story of Josh's abduction. While rescuing him is clearly set up as our motivation, its emphasis throughout the game honestly never jived with me. Periodically, snapshots of Josh appear onscreen, and he appeals to us for comfort. I think this is supposed to tug at our heartstrings, but it had the opposite effect on me, as it broke the immersion of my immediate surroundings, which were powerful enough to stand on their own. Why was there a picture of Josh in front of me, and why could I hear him plainly from wherever he was hidden, alone? Sure, it seems a little hypocritical to suspend disbelief in every other area but not this one, but the fact remains that Josh is the only other living character in the game, completely incapable of such ethereal communication. Hearing from him simply defied the game's own logic, and it was a blemish on what was otherwise a captivating narrative. I suspect many will be more than willing to overlook this inconsistency, however, as he's a darn cute kid, and we really do want to save him.
Fortunately, the climactic sequence is absolutely riveting, and certainly more than atones for any minor clumsiness along the way. I wouldn't dream of spilling any details, but suffice to say that the payoff is well worth the 7-10 or so hours you'll have devoted to the game to that point. Mind you, the dénouement itself is far too abrupt, and presented with the same visual minimalism that plagues the rest of the game. So the endgame is a bit of a tradeoff, but it's hard to imagine anyone feeling too gypped at that stage.
Is Blackstone Chronicles for you? Yes. Or, to put it another way, heck yeah! Hopefully I'm not being too subtle here. It's a no-brainer for anyone who appreciates a character-rich drama, atmospheric psychological thriller, or emotionally-compelling narrative. It's also a breath of fresh air for those who want a game that breaks free of the traditional "safe" themes of the genre (and who doesn't?). The game is even perfect for those that enjoy learning, as the wealth of historical information about psychiatric care is incredible stuff. I'd be tempted to use the word "edutainment" if I didn't think that would cause some real terror for gamers who associate that word with dry, boring, fun-crushing titles. For those scared off by the stereotype of first-person puzzlefest games, this is not one of those games, despite the stylistic similarities. Admittedly, some puzzle lovers will be looking for more challenge, but what the game lacks in difficulty it more than makes up in other areas.
What the game does not do is hold your hand. You'll have to meet it half-way to get the full benefit of what it has to offer, particularly with such little focus given to the visual element. In that regard, Blackstone Chronicles shares more in common with books than with movies, which is hardly surprising, given its origin. So it'll take some imagination and concentration to appreciate, but assuming you do your part, the game is a guaranteed winner. When all is said and done, you may find that you enjoyed the game less than you were bothered by it, but that'll still mean that the game touched you on a level that few other games do.