Delaware St. John, Volume 2: The Town With No Name review

The Good: Interesting puzzles, great music, and a creepy atmosphere make for some very good late night gaming.
The Bad: Could still be a little longer for the purchase price; continued issues with logic behind some puzzles, and would like to see VIC a little more integrated.
Our Verdict: A welcome leap forward in the series that shouldn't be missed by anyone interested in the genre.

Along with comedy, horror is one of the hardest genres to navigate successfully. For every Some Like It Hot, there's a Bio-Dome. And for every Texas Chainsaw Massacre or The Grudge, there's a Darkness Falls or Jesus Christ, Vampire Hunter. And when you start talking about sequels, it gets even worse. So when I heard that independent developer Big Time Games was planning a ten volume horror-themed adventure series about a paranormal investigator named Delaware St. John, I must admit that visions of Jason in Space were dancing in my head.

Luckily, I was wrong. And while I felt that The Curse of Midnight Manor (the first game in the set) had some issues, there was enough to show definite potential for a great series. And after playing through The Town with No Name, I think the developers just may pull it off.

For those who haven't played the first game or just need a refresher, you play as Delaware St. John, a young man with a bad habit of being contacted by spirits in need of assistance in moving on to the afterlife. At his side, at least remotely, is his partner Kelly, who assists him via VIC -- a camera, recording, and communication device that he carries on him.

In the first installment, Delaware investigated the disappearance of a group of teens at a local hotel, as well as the mysterious murder of a magician in the same location. In The Town With No Name, Delaware is doing inventory in the bookstore he owns with Kelly when one of the books reveals a picture of a town that doesn't exist on any map; a town to which Delaware is inexplicably drawn. And once there, he finds not only an old nemesis, but also a tie to his past as well.

While the first chapter of the first game struck me as rather clichéd, in the second chapter I could see the promise behind the characters and the story arc. And I was definitely not disappointed by the time I had finished TWNN. Big Time has taken what could have been a series of by-the-books horror stories and pulled them together into what is shaping up to be an epic adventure over the course of its ten installments.

As with the first volume, the developers have split the game into two separate chapters, although they tie together seamlessly. And also like the first game, the second chapter is locked until the first is completed, so as not to spoil the story. Fortunately, Big Time has made it clear that there actually is a second part, as many people were unaware of this during the first game and missed out on a great conclusion to the story.

The graphics for TWNN are a huge step up from the first installment, and that's saying an awful lot considering how well done they were to begin with. The splash screen, menus, and cutscenes still have that wonderful hand-painted look that was such a great touch in the first game, and the main graphics have gotten an overhaul that, for the most part, rivals many of the retail games on the market right now. From the rusted cars and decaying playground of the opening scenes in a deserted town to the peeling wallpaper and water-stained statues of an abandoned orphanage, Big Time has really gone all out and raised the bar for creepy, atmospheric screens. As with the first game, you will be navigating static screens with the occasional animation or cutscene. And once again the developers have resisted the temptation to go the gross out route, working with a sense of understated dread instead of throwing blood and gore in your face.

One of the best parts about Midnight Manor was definitely the music score and sound effects, and that has continued – if not been surpassed – with TWNN. The quiet, haunting score that filled the first game with such a subtle, creepy feel is back and in full effect. I love the fact that the music is never thrown at you for a sense of shock, instead preferring to hide in the back of your mind, lending just enough to the game to make you uneasy without being overt.

Sound effects have also taken a step forward, and this time play into the puzzles that Delaware must solve. So on top of the creaking floors and slamming doors that were so effective before, this time you will have to listen to what is going on around you in order to solve the mysteries that are going on. As much as I hate to repeat a previous review, this is a game that needs to be played with the lights out and the sound on a pair of headphones cranked up.

Voice work has definitely gotten better with the current installment, and the main actors seem to have settled much more comfortably into their roles. I enjoyed Kelly's voice in the first game but was not sold on the actor playing Delaware. But this time around I was much more impressed with his work, as well as the new actor playing Kelly's English friend Simon, on hand to help out the investigation. On top of that, the spirits are much easier to understand – even with the effects used on their voices. I would still prefer to see subtitles at some point in the future, as it seems pretty standard in most games today, but it was not as much of an issue this time around as it was during the last volume.

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Delaware St. John Volume 2: The Town With No Name can be purchased at:

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Game Info
Worldwide February 1 2007 Lighthouse Interactive
Worldwide December 1 2005 Big Time Games

Where To Buy

Delaware St. John Volume 2: The Town With No Name

Available at Big Fish

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Rob Michaud
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