The Lost Crown: A Ghost-Hunting Adventure is the latest work from independent developer Jonathan Boakes, who previously brought us the haunting Dark Fall series. A spiritual successor in some ways and a notable departure in others, The Lost Crown takes place in the same universe as his earlier games, with the return of Nigel Danvers and an expanded role for the mysterious Hadden Industries. This time you play as Nigel, who’s on the run from his former employers at Hadden, after hacking into their files and seeing some dark dealings he wasn’t meant to see. Nigel ends up in the sleepy English coastal town of Saxton, where he hears rumors of a hidden treasure, the Lost Crown of Ganwulf, an Anglo-Saxon King from a millennium ago. He decides finding this crown would be the perfect way to make a name for himself.
The townsfolk may rather he didn’t. There are almost twenty characters in this game, and most will warn Nigel off his quest. Just because you don’t know where something is, they say, doesn’t mean it’s lost. Some things weren’t meant to be found. To complicate matters further, Nigel’s boss agrees to let him off the hook if he can prove the existence of ghosts, of which Saxton has plenty, and overnights him some high-tech ghost-hunting equipment. And so you’ll split your time between investigating ghostly haunts and deciphering legends and clues about the Crown, though the two often go hand-in-hand, and if you can help a spirit or two receive their just rewards, or solve the mystery of Saxton’s disappearing cat population, all the better.
The Lost Crown controls like a traditional third-person point-and-click adventure game. As you sweep the mouse across the screen, the cursor will change to show if you can interact with something or not. You can look, take/use/talk, move to the next screen, or “apply inventory item.” That’s right, instead of leaving you to try every item on every hotspot, the game will tell you explicitly if an area requires an item or not, and generally the item you need to use is fairly clear. Even if you did have to employ trial-and-error, it wouldn’t take very long, as though there are dozens of screens, each one no more than two hotspots, a good number of which are only for show, with no real interactivity.
Most of the time, the inventory item you’ll use will be one of four pieces of ghost-hunting equipment. The Electromagnetic Fluctuations (EMF) Meter is used to observe ghostly changes in the environment. The night-vision camcorder can sometimes see things invisible to the naked eye (or provide a pathway through a pitch-black area). The miniature tape recorder can pick up Electronic Voice Phenomena (EVP), conversations from the other side. And the digital camera can capture still photographs you can save and look at later. The astonishing thing about the ghosts of Saxton is how easy they are to locate. Take a picture of virtually any spooky area, and you’ll see an amazingly clear image of a ghost, while your miniature cassettes will pick up conversations plain as day. It’s a wonder there’s anyone left who doesn’t believe in the supernatural.
Even with the dead population seemingly outnumbering the living, they’re still able to give you a good scare now and again. The Lost Crown is most effective in a dark, quiet room, but even in my living room with roommates moving to and fro, I still startled a few times, and can recall at least one gasp. It’s not that there’s a lot of violence, gore, or even danger in the game (no matter what you try to do, you’ll never die or have an irreversible failure), so one wouldn’t necessarily call it a “horror” title; it’s more of a paranormal mystery. Still, there are times where a spirit will pop out of nowhere and make you leap back, or stare balefully at you with glowing red eyes that seem to bore into your very soul.
Those red eyes are among the few colors you’ll see, as virtually the entire game is in black and white. While there doesn’t seem to be any deeper meaning behind it, and most of the colored objects are fairly mundane (like a row of orange life preservers), it does create a very unique aesthetic. The color scheme (or lack of it) also helps the backgrounds—most of which are photographs of real life locations—appear sharper and more genuine than they might otherwise, creating an enhanced sense of reality. Except for some blandly old-fashioned character models, the photorealism and attention to detail throughout—there are even actual videos of the town Saxton was modeled on in the museum’s exhibits—are truly impressive, and offsets the apparitions you’ll find in an interesting, spooky way. The only one who seems unimpressed is Nigel. Near the beginning of the game, when Nigel gets a cottage in Saxton to rent, he finds a crate in his room thrashing about like there’s a rabid wolverine inside. He opens it up, and the clearly empty crate immediately comes to rest. He shrugs his shoulders and moves on with his day. La-dee-da.Continued on the next page...
|United States||March 1 2008||Got Game Entertainment|
|United Kingdom||July 1 2008||Lighthouse Interactive|
Posted by Bonsai on May 11, 2013
ExcellentFrom start to finish...a perfect adventure.... Read the review »