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.




Bye.

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.




Blimey.




Lawks.




I say.




Sorry.




Ahem.




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: 2017-05-20 04:42 pm (UTC)
kjorteo: Screenshot from Cho Aniki, of a macho-camp bodybuilder with fairy wings and antennae. (Cho Aniki)
From: [personal profile] kjorteo
Good heavens, the Murder Mansion Butler Workout is amazing. Not only did Jeeves bring his own washboard, but he also brought a gun show to rival the Colonel's weapon room. Well, we now know it couldn't have been him, since the murderer used weapons and weapons are for people who aren't the Incredible Hulk.

Er, I mean... as always, the graphics in this game are about the best use of EGA I've ever seen.

Alas, poor Ethel. This... hmm. I'm still waiting for the murderer to make a mistake in killing someone Clarence likes but Lillian doesn't or vice versa so I can rule one of them out, but four murders in and this game is still doing an impressive job having the hate lists overlap. (Then again, I just went back and checked and that's because both of them hate everyone.) You would think Lillian would be averse to killing her own mother, but... not really, given the relationship those two had up to this point. Instead, if anything, the closest this comes to eliminating a suspect is the Colonel; if he cared so little for his sister that he considered her expendable, then the line about just raising Lillian as a favor to her no longer makes sense. If Ethel was held in high enough esteem to be given favors, then she was held in high enough esteem that "don't literally murder her" would probably be one of those favors. Maybe.

Maybe we'll have to pay closer attention to the timing of the deaths. If it's Lillian, look out for the next victim being either the Colonel, Clarence, or Fifi. If it's Clarence... well, Rudy would be next if it were Clarence, I suppose, but you kind of already said that going into this one and it turned out to be Ethel instead. Hmm.

Also four murders in and still no one has noticed yet! Is it going to be like this throughout the entire game, I wonder? That's a bit disappointing, if so... one of the things I liked about Amon Ra is that the cast was at least on the same page regarding the basic premise of the game (after Laura discovered the first murder and and Det. O'Riley interviewed everyone, anyway) and it was interesting analyzing their relationships and watching their reactions as their colleagues turned up dead. Instead, all this game has so far is the narration itself getting a bit more worried (took it long enough, though!) and even that is a bit.... "You fearfully search Ethel's body and find that she was indeed killed by a terrible hit on the head?" That makes me feel afraid.
Edited Date: 2017-05-20 04:47 pm (UTC)

Date: 2017-05-20 04:51 pm (UTC)
kjorteo: Sprite of the dead "boss" and "Sorry, I'm Dead" speech balloon from Monster Party. (Sorry - I'm dead.)
From: [personal profile] kjorteo
Also, I find it a bit odd that Ethel's close-up corpse portrait is suitably series and unnerving (well, by this game's standards, anyway--I've played Amon Ra,) but her field sprite has the return of the +_+ face.

Date: 2017-05-23 11:14 am (UTC)
From: [personal profile] chalcedony_px4

The bootprint is brown on a green background, for what it's worth. It is not amazingly obvious that it is a bootprint purely from the graphics, but once the text mentions it, I imagine it is fairly easy to match it up—at least with full color vision. (But the DOS era could be unkind in general.)

Date: 2017-06-13 06:29 pm (UTC)
From: [personal profile] lizzyloo
I've been hoping someone would LP LB1 and have been lost without Kjorteo's DoAR LP, and I'm really enjoying this one.
Fun fact- if you walk into a room and interrupt a conversation, you can then head into the secret passage and spy on it without missing anything, as long as the clock doesn't progress (so it's best to head straight to the passage). Also, if you walk all the way into the shadows of the secret passage, sometimes the killer will drag you off and murder you. Creepy AF. Same for one place in the attic. I, of course, having been scared of this game since I was a child, still play it and find all the death scenes (much like DoAR).
I love both of the LB games for different reasons. Act II of DoAR just drives me to drink (well, it does now, that wasn't an option when I was 11) with all of the interrogation and eavesdropping. LB1 has a bit of that aspect to it, because I truly hate getting to the end and having there be information I missed, but I feel like it's so much freer than DoAR. It is interesting, too, that with the exception of maybe two victims, all of the bodies have more than one potential hiding place. One particularly hilarious moment was in the Her Crabbiness LP, when she was turning the handle to get the bucket in the well and reminiscing about King's Quest and suddenly there was Gloria (when she expected to find her at the gazebo). It makes for great repeat plays!
You did mention how you could be in a room and leave it and have there suddenly be a murder scene there when you re-enter. It seems glitchy, but I think it's deliberate... I think Roberta wanted you to feel freaked out that you JUST missed the murderer by a bit. It doesn't help that you can see the shadow of the killer shuffle by the window. I... UGH, it still creeps me out.
Anyway, looking forward to the rest of it, and I'll try not to obsessively fangirl your posts like I did to poor Kjorteo (to be fair, I was having a rough year and Sierra nostalgia can be so cathartic.)
Oh! Don't forget to feed crackers to Polly! It affects your final score. Also- you mentioned thinking it was strange that you could skip dialogue when spying, but I think it's because this game was meant to be replayed many times. Also fun- doing a bare minimum run. It's actually very difficult trying to get the lowest possible score. :)

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

Expand Cut Tags

No cut tags

October 2017

S M T W T F S
12345 67
891011121314
15161718192021
22232425262728
293031    

Most Popular Tags

Style Credit

Page generated Oct. 17th, 2017 08:36 pm
Powered by Dreamwidth Studios