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interview: Relics: Dark Hours
The halcyon days of full-motion video may be long behind us, but the mantle of live-action adventures is still being carried by the indies, from Areo’s Casebook series to Parallax Studio’s epic DARKSTAR: The Interactive Movie. The latest to join the filming fray is Relics: Dark Hours, a joint production of Subdued Games and Bryan Wiegele, creator of Inherent Evil and Delaware St. John. Like all of Wiegele’s games, Relics is a supernatural thriller using a first-person slideshow-style format, but this time around, filmed sets and characters set the stage for this haunted high school mystery. I recently had the chance to play a short preview version of the game, offering an early glimpse of the ghostly adventure awaiting this fall. I really only encountered one actual “puzzle” during my brief demo of Relics. Taking a page out of the Samantha Everett school of job poaching, Matt poses as the incoming janitor trainee, giving him free access to the school. Or not entirely free – at least not at first. Many rooms are closed to you at the start, and entire passages are locked or blocked off, limiting your early progress. After finding a uniform, I did explore the mail room, math class, and “food lab”, but in order to advance any further, a coded sequence of three keys was needed to open a gate. The keys were stored in a four-item scrolling inventory at the bottom of the screen, making it easy to select them once I found the necessary sequence clue elsewhere in the building. There aren’t a lot of interactive items per screen, though it’s too early to say whether the complexity ramps up farther into the game. Even if it does, a “notes” icon records key information you’ve discovered, and a “think” button elicits a comment from Matt about his current objective. On its own, Ridgecrest High isn’t a visually compelling place to explore. Apart from a few Halloween decorations for the seasonal dance, it looks like any other rural school. It’s also rather dimly lit, though the action does take place entirely at night, and the darker ambience is better suited to the supernatural mystery than a brighter, cheerier locale. The tension comes more from subtle effects like lights flickering and off-screen screams that remind you the building houses a dark presence. The time I spent with Relics wasn’t particularly scary, however, as the ghost of Rachel seems far more haunted than haunting, as she too is bound by the curse of the artifact you seek. In the background, the music provides a sufficiently ominous backdrop, gently playing between lengthy periods of silence that befits a mostly empty high school after hours. I’d love to tell you more about the first adventure of Matthew Hunter (and since more than one relic is missing, it’s certainly plausible that we’ll see more of him in future), but the preview version ended before I was able to delve very deeply into his story. We could just wait for the game’s projected September release to learn more, but why not go straight to the source for a little insider information instead? Along with playing the demo, I caught up with Bryan Wiegele to discuss Relics in more detail, so read on as the game’s writer and designer offers some behind-the-scenes insights about this upcoming supernatural mystery.
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