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The Dark Eye

The Dark Eye

Inscape, Expert Software, Time Warner Interactive

The Dark Eye is a computer game of the horror genre, released in 1995 for the PC by the now-defunct software company Inscape. Upon its release the game attracted little attention from either critics or consumers, though it has received some attention since and, arguably, cult status. The game featured combined 3-D graphics, stop motion animation and video segments. With its unconventional interface, storyline, and characters, the game's peculiarity became its selling point. The characters are largely lifelike in appearance except for their clay-modeled faces, which are often distorted or feature grotesquely exaggerated features. This near-realism, sometimes referred to as the uncanny valley, contributed to the game's ambience of unease and anxiety. The character animation is stop-motion. Inscape did the art design of the puppets (lead artist Bruce Heavin) and had a Hollywood house actually make them. Inscape then hired two stop-motion animators and Russell Lees spent many, many hours in a hot, dark warehouse directing the animations. The working hours were from 7 am to 7 pm for about a month. They created computer-generated screenshots of the environments and shot against blue-screen, and they had a director of photography light them to match the environment. Also notable was the use of author William S. Burroughs as a voice actor: Burroughs provided not only the voice for the character of Edwin, but also voiceovers of two slide-show sequences illustrating the short story "The Masque of the Red Death" and the poem "Annabel Lee". Another story, "The Premature Burial", can be found while reading the newspaper during "The Tell-Tale Heart", and the poem "To Helen" can be read while playing the victim in "Berenice". Thomas Dolby composed the game's music. ------------------- Structurally, the game was a point-and-click adventure fueled by the macabre stories of Edgar Allan Poe. The player could experience three of the stories ("The Cask of Amontillado", "The Tell-Tale Heart", and "Berenice") from the perspectives of both murderer and victim. The game presented no choices to make, no life-or-death decisions, and no points; similar to other point-and-click adventures like Myst, the game simply waited for the player to find the next hotspot or location, at which point another video would play to advance the plot. During the portions that were direct interpretations of Poe's stories, the player was constrained to follow the actions of the stories' characters. The player could carry only one item at a time. Much of the animation in The Dark Eye consisted of QuickTime movies, either full-screen or smaller looping segments framed by a static background. -------------------------

AdventurePoint-and-clickPuzzle
Curse of the Catacombs

Curse of the Catacombs

Softdisk Publishing, Froggman, Expert Software

Curse of the Catacombs, also known as Catacomb Armageddon, is the sequel to The Catacomb Abyss. Curse of the Catacombs is a first-person shooter very similar to the previous game. Once again, you're a mage whose quest is to destroy the evil Nemesis. Just like in the previous installment, you can throw fireballs at your foes or use them to destroy certain walls. You can find bolts and nukes which allow more powerful attacks, healing potions, scrolls and keys. You can also find gems which allow you to see approaching enemies on your radar. Of course, there are completely new levels to explore and many new enemies to fight, such as harmless rabbits which suddenly turn into fearsome beasts, or evil trees which can be set on fire.

Shooter
Terminal Terror

Terminal Terror

Pie In The Sky Software, Expert Software

Terminal Terror is the sequel to Lethal Tender. Once again you step in the shoes of super spy/army-of-one hero Nick Hunter and this time around your mission is to take back into custody the international terrorist Bruno Riggs who has escaped jail thanks to the aid of a new terrorist cell that has some nasty plans in store for the world. Gameplay evolves from the straightforward Doom-cloned FPS action of the original and introduces a lot of innovative features that were surprisingly ahead of it's day for a FPS, such as branching and optional missions, stealth-oriented sequences which make use of non-lethal weapons and a stealth meter (named as the "profile") which allow you to avoid detection based on your current speed, readied weapon, etc. Combat also incorporates a power bar which depletes the longer you keep firing and adds a primitive but effective hit-detection system which inflicts different types of effects on your character depending on where he is hit (damaged legs slow you down or make your character turn towards a certain direction when moving as if he were limping, damaged arms affect your aim, damaged eyes blur your vision, etc.). The game also incorporates an inventory/equipment bar for item management and throws civilians and allies into the mix, which will turn on you or cost you mission objectives if you shoot them or fail to protect them.

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