Dark Fall | |
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North American cover art |
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Developer(s) | XXv Productions |
Publisher(s) | XXv Productions (UK) The Adventure Company (world-wide) |
Designer(s) | Jonathan Boakes |
Engine | Made with Macromedia |
Platform(s) | Windows |
Release date(s) | June 4, 2002 (UK) July 23, 2003 (worldwide) |
Genre(s) | First-person adventure |
Mode(s) | Single player |
Rating(s) | ESRB: T PEGI: 12+ PEGI: 11+ (FI) USK: 12+ |
Media/distribution | CD-ROM (1) |
System requirements
Pentium 233 MHz CPU, 32 MB RAM, 24x CD-ROM drive, 640x480 with 32-bit colour capable graphics card, Windows 98/ME/2000/XP, DirectX 8 |
Dark Fall is a British first-person horror-adventure game which was independently released on June 4, 2002 by XXv Productions. It was released worldwide (and re-released in the UK) by The Adventure Company in 2003 with the title Dark Fall: The Journal. The game has developed a small cult following. A sequel titled Dark Fall II: Lights Out was released in March 2004. Dark Fall: Lost Souls was released in late 2009.[1]
Contents |
The game opens with the player listening to the messages on their answering machine. One of the messages is from the player's brother, who's currently working on a redevelopment portfolio for his company. He pleads for the player to come to the old Dowerton train station in Dorset because something is very wrong. The player travels by train to Dowerton to help their brother, only to find out that he, as well as two other people, have disappeared in the past few hours. The player then discovers that the station has had a dark history, and that this isn't the first time people have vanished.
Dark Fall uses a simple point-and-click interface to move the player around and manipulate the environment. The player has a basic inventory which — due to the game's puzzle-based nature — only ever holds a few items. The player spends most of the game solving the numerous puzzles (such as translating an encrypted message, or opening a puzzle box) to find a myriad of symbols, the use for which eventually becomes apparent.
Contrary to a lot of modern adventure games, Dark Fall does not keep note of any information or clues to puzzles that the player comes across during the game, effectively forcing the player to keep track of every puzzle or detail themselves.
These are the main characters and their backgrounds, in order of disappearance:
The simultaneous disappearance of the next six are the cause of the closing of the hotel and station.
Several other characters are mentioned, but do not have much gameplay connections. Constable Harold Perch was on the scene near the time of the disappearances incognito, but he couldn't have been Andrew Verney. There is a journal kept by a previous researcher in the 1980s mentioned, and he is also said to have disappeared.
Dark Fall was designed by Jonathan Boakes who based it on his own short story of the same name. The story was influenced heavily by the Sapphire & Steel episode "The Railway Station" and Boakes's own exploration of an isolated, abandoned train station in Dorset in January 2000.[2]
The game was originally published independently by XXv Productions in 2002 in DVD keep case-style packaging designed by Jonathan Boakes.[3] The disk contained instructions, a making of, and a hint and solutions guide.[4] All of this was removed for the game's 2003 release by The Adventure Company.
Boakes originally self-produced the game, and handed it out to friends and family. He stopped doing this when he signed a deal with The Adventure Company to distribute the game. It soon became successful worldwide. Only 2,000 of the first "handmade" copies still exist.
Late March 2009 Darkling Room began publishing a special "Pins & Needles" Limited Edition, containing Dark Fall I and II, hint and solution guides for each game, and a collection of ghost stories.
The game received mixed reviews upon its general release in 2003. For example, Denice Cook of Computer Gaming World gave the game four out of five stars and said: "This game's perpetually unnerving ambience, interesting puzzles, and unique ghost story may very well help you forgive its graphical flaws." and closed her review with "The only thing missing from this eerie game's box is a change of underwear."[5] While Scott Osborne of GameSpot gave the game a 6.4 "Fair" rating and criticized the low graphical and sound quality and claimed "the game puts too much emphasis on puzzle solving, and some of the puzzles, while quite interesting because of their intricate detail and diversity, can be too obscure and perplexing. It's also a shame that the game so often relies on the old adventure-game cliché of telling its story through clues offered by written materials--materials written by and about absent characters. Poring over note after note, journal entry after journal entry, and computer file after computer file can get tiresome in a hurry."[6] The game received an aggregate score of 68% on Metacritic.[7]