davidn: (Jam)
[personal profile] davidn
All right, it's time once again for our daily visit to Murdery Acres. Last time, a clock had appeared out of nowhere.

I'm still not sure what's going on here - all the Acts run into each other with no logical separation at all, but this is the only time in the game where an Act has switched over without my intervention. This seems to be a mistake, as the main walkthrough I'm using said that this switchover should be activated in the usual clumsy way of entering, leaving, then re-entering the same location... given the warnings in the last act, I thought it might have happened because the last character I was supposed to meet had wandered on to the screen while I happened to be there, but there's nobody around. Not even hiding in the bushes giving a press conference.

Well, let's go back to where the act was supposed to start.

Ethel is murder victim four! And finally, Laura starts to have a reaction other than indifference. Perhaps she's just surprised, as I was, that it isn't Rudy slumped against the bench here as the latest person to exchange any words with Clarence.

Once again, there's not much we can do except instinctively pat down the body's pockets. And there's nothing there.


Our next destination is at the opposite side of the grounds, in the southwest corner where we haven't been yet... (map provided again for your convenience.)

As has been briefly touched on before, the Morbid Acres property was always isolated but the rising swampwater over the years has completely submerged the roads and cut it off from the mainland. This is a decent excuse as to why nobody is able to leave the vicinity of the increasingly rapid bludgeonings.

This game is one of the lucky ones.

There's something else here, and... oh no. Don't tell me that's Celie's - she's one of the couple of people on this island who isn't completely objectionable.

Another entry from the Encyclopaedia of No Surprises. At least the murderer had the sense to fling it all the way across the island this time instead of leaving it at the crime scene. But why not go the extra five inches and throw it in the swamp?

I had some difficulty here, because despite the game having told me there was a bootprint on the ground, it didn't tell me where. Zooming in here I can just, just see a different-coloured patch below Laura's feet here - perhaps it's more obvious to people who aren't colourblind, but I think it might look like just part of the ground even to normal vision.

Stealing that monocle has really paid off. Here, it looks like there's an eagle insignia on the boot that came here... and I bet that if the army clothing had stayed around long enough to be examined in the last entry, I would have seen the same thing there. So... someone's taken the army clothes and used it to disguise themselves? Why?

Here are a couple more outdoor shots because I want to give the game credit where it's due and they're really quite good and moody.

Now it's time to go back into Fifi's bedroom, and...

Oh, hello.



I say.



Fifi does not react at all to Laura staring at her while her clothes fly off and on to her like a magnetic Barbie doll, and just struts to the dresser and sits down. Looking at her gives only obvious information.

The next couple of scenes aren't all that revelatory either, but we have to talk to a couple of people downstairs -

Balls, I forgot about that. Hasn't somebody fixed that yet?

Here's where I meant to go - Clarence and his big cigar (which the walkthrough tells me to examine again, just to be sure)...

...and at half past the hour, Rudy.

Yes - permanently.

The walkthrough says to spy on Henri's room here, but I wanted to experiment with just walking in to show you the difference.

Lillian is in the middle of an argument with Henri, but clams up pretty quick once she realizes you're watching. Presumably, you then miss out on a lot of information you'd get in the full conversation - which we can rewind and experience now.

Wow. The Colonel is very casual in telling Lillian she doesn't matter to him. When she said "someone's behind this" I initially assumed she was referring to the accumulating pile of bodies around the mansion and grounds, but on reflection I'm not sure she knows about them. More likely she's talking about what's made the Colonel so distant.

As usual, we have to leave a location and immediately re-enter it to learn something important.

Perfume! About seven hundred screenshots after my struggle to get the game to react to my attempt to sniff Laura's friend, the payoff is here where we find out that... Lillian has been in the secret passage? Near the secret passage? I'm actually not sure what this tells us. Never mind.

Let's go all the way down to Jeeves' basement.

Wow, Jeeves is sprucing himself up for his end of the date as well - where did that washboard come from?

I certainly do!

Oh, never mind.

And now we have to go all the way back upstairs, which I'm doing via the dining room again. Hi, Rudy. Hi, creepy shadow at the window. He continues to appear throughout the game from now on, always going left to right past the north-facing windows. Maybe it's just a cardboard silhouette on a rail circling the house.

We're about to go back into the Colonel's bedroom, and... that's actually it for this act. That didn't last long. I'm going to plough ahead for a bit longer this time and report back later today.

Date: 2017-06-27 03:15 pm (UTC)
From: [personal profile] lizzyloo
Oh, I just so appreciate you not saying, "Pipe down, nerd!" :D I think nostalgia plays an increasingly important role in people's lives these days, and Sierra games have the strongest nostalgic pull for me. The emergence of so many Sierra and Lucas (and Apogee!) games on GOG tells me I'm not alone in this.
The chandelier and upstairs stair railing deaths were the most obnoxious to me... really kind of similar to the KQ3 (well, KQ1-4) stair deaths. You get to playing and want to hurry somewhere and BOOM! You forget and you get crushed/fall to your doom and have to pray you saved. So, typical Sierra all the way.
One thing I have to say about both the LB games- the detail does both games credit. LB did the absolute best it could with what it had available at the time (which isn't condescending if you also consider that so did the original Star Wars movies), and LB2 is such a treat to look at (except, you know, the death scenes).
Thanks for humoring my comments. Some people love talking sports or news... I love classic adventure games. :D

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