"Blackwell Unbound" is a very short (ca. 2h) point-and-click adventure with a "paranormal investigation" theme. It is the second game in the "Blackwell" franchise and acts as a prequel to the first one. While it is overall a better game than its predecessor, it does share some of its problems. 1. Story & Setting You play Lauren, the aunt of the first game's protagonist, in a 1973 New York setting - several decades before the first game, which started with Lauren's death. You're a medium and work together with your spirit guardian (the ghost Joey who already featured in the first game) to help confused spirits pass into the afterlife. The game starts with two seemingly unrelated potential ghost sightings that warrant investigation. You then gather more information about these two ghosts and their prior lives. Since the two cases run in parallel, you can switch between them when you get stuck, and return to the problematic one once you got a new idea, which is nice. Contrary to the first game, the ghost (Joey) is now also a playable character. You can (and have to) switch between Joey and Lauren to solve many puzzles, as each character has limitations that don't apply to the other. While the game's premise isn't particularly original (at least not anymore in 2024), I found the cases and stories more interesting than in the first game, whose "young students play around with an Ouija board" theme felt terribly cliché. The stories in "Unbound" were fresh enough to capture my curiosity and make me care for the characters. They hold together pretty well, until the logic unfortunately breaks down at the end of the game: There is a culprit who had no plausible way of getting the information they required, unless you assume specific supernatural powers that were neither indicated nor even hinted at in either of the two games, and which wouldn't mesh well with the established lore. The ending also includes yet another callous and unnecessarily cruel act while ignoring very obvious, less violent, alternative solutions. One detail that I appreciated a lot, was the reference to Joseph Mitchell, a real-life reporter with a bit of a mystery around him. Look it up, it's an intriguing story, but perhaps do so after completing this game, as the details are slightly spoilerish. 2. Gameplay & Mechanics The game's main mechanics are puzzles (some inventory-based, others environmental or deductive), conversations with choices, and combining clues in your notebook. The puzzles make more sense and are generally better thought-out than in the previous game. Turning Joey into a second playable character enables unusual and original puzzles, though his abilities are used only sparingly. I never got stuck - even when I wasn't sure what to do, a simple "try everything" approach usually worked, partly because there aren't many interactable objects in the game (possibly even fewer than in the first one). This isn't great for immersion, but it does make the puzzles easy to brute-force if necessary. That said, the puzzles are not without problems. Right at the start, Joey sees information that Lauren has to use a bit later, but they never talk about it, so she can't actually have that information. Later, you have to enter an apartment number that consists of a letter and a digit, which are given to you separately. That leaves two ways to combine them, and if you do it in the way that the game doesn't expect, you get the response that you're "not even close" - which doesn't make sense considering that you got both the digit and the letter correct, you'd just need to switch their positions. The puzzles also require a lot of backtracking between various locations, which didn't bother me personally, but it's something that many players don't appreciate. The conversations are sometimes interesting, but hardly constitute puzzles. You can keep talking to people until you trigger the response that advances the story. The "clue combining" mechanic lets you select two clues from your notebook, and if they fit together, then Lauren may realize that and a new clue may become available. I found the implementation more intuitive and less frustrating than in the first game. I can't tell if this is because the clues are clearer, or because I understand the mechanic and the designer's thought processes better - I suspect that it might be both. 3. Graphics & Presentation The game uses AGS, a primitive tool for creating graphical adventure games that was frankly outdated even when this game first released. That said, "Unbound" does a better job than the first game at circumventing the engine's biggest weaknesses. Most environments fit on a single screen, so the atrociously slow and janky side-scrolling of AGS is less of a problem. Graphics are still very coarse at a base resolution of 320x240, there are still letterboxes on the sides of the screen, and the mouse cursor still has the size of my thumb on my 43" monitor. The graphics looked crisper and more aesthetically appealing than in the first game, though. I'm not sure if they are actually better, or if I just found better settings. There are barely any sound effects in the game, which feels weird considering that the game takes place in one of the world's busiest cities. There is some background music, which (in some scenes) features jazz tunes played with a saxophone or piano - I liked that much more than the music of the first game. All characters are fully and competently voice-acted, most of the dialogue feels natural and believable. The voice-acting continues to be a high point of this series. 4. Usability & Accessibility The game offers simple on/off toggles for speech, subtitles, and developer commentary. No other in-game options exist, not even a volume control. There is an external tool that lets you select some graphics options, but most of them made the image look worse. The game can be played exclusively with the mouse. Some functions can also be accessed via the keyboard, with no way of rebinding keys. You can save manually anytime outside of scripted scenes and conversations. I didn't notice a limit to the number of savegames you can have. Achievement Hunters may be interested in hearing that some of the game's achievements are relatively annoying to obtain. I did not encounter any bugs. 5. Conclusion While the game's engine definitely shows its age, and many better point-and-click adventures exist, I feel that "Blackwell Unbound" holds together well enough to recommend it to fans of adventure games and "paranormal investigation" stories. I would suggest getting it on a sale or in a bundle, though.
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