Darkness Within: In Pursuit of Loath Nolder

 

Genre:   Adventure

Developer:   Zoetrope Interactive

Publisher:   Lighthouse Interactive 

Released:  November 2007

PC Requirements:   Windows® 2000 / XP / Vista, 1.4 GHz Intel® Pentium® processor or AMD® Athlon™ processor, 512 MB (1 GB Recommended for Windows Vista™) RAM, 128 MB DirectX® 9.0c compatible or better video card (nVidia GeForce™ 6 / ATI® Radeon® 9600 Pro / comparable) and Pixel/Vertex Shader 2.0 support, 4x (or PC DVD-ROM drive), DirectX® 9.0c compatible sound card (Sound Blaster® X-Fi™ series sound card recommended), 1.1 GB Hard Disk Space, 9.0c DirectX

Walkthrough

Additional Screenshots

 

 

 

by Becky

 

Have you ever tried to stay awake because sleep brought recurrent nightmares? Have you hesitated to open a door because what's behind it might be too horrible to bear?   Or have you worried that reality is slipping away as you see the impossible happening around you?  Welcome to the world of Darkness Within: In Pursuit of Loath Nolder, the first release in a planned adventure trilogy.

Step Into My Parlor...

Darkness Within is set in a generously large gameworld centered around the imaginary town of Wellsmoth.  H.P. Lovecraft is a particular inspiration for the game, but Edgar Allan Poe would also have felt right at home here.  You assume the role of police detective Howard E. Loreid.  The year is 2011. Loreid is investigating the sudden disappearance of private eye Loath Nolder, the prime suspect in a recent murder.

As Detective Loreid, you sleuth your way through Victorian gothic mansions, murky underground caves and a cemetery that seems like an antique work of art.  You also slip into dream worlds, visions and nightmares.  This happens so easily that you often question what is real and what is an illusion. 

...Said the Spider to the Fly

For a truly creepy gaming experience, attention must be paid to the audio elements, and here the developers of Darkness Within do not disappoint.  Ambient sounds are realistic and effective, including ticking clocks, cawing birds, creaking doors, mysterious knocks, distant howls and the sound of muffled human voices.  The music often merges with the ambient sound layer and is unusually varied.  You'll hear primitive drums, eerie pipes and keyboard tones, insistent strings, and haunting echoes.

There isn't a lot of speech in this game, but what's there is professionally voiced.  You can click through conversations, and also replay them.  Replaying can be important because clues and plot information are woven into the conversations. Howard Loreid's thoughts appear as text and aren't voiced -- this works well and effectively heightens the occasions when you do hear voices.  A fast reader can also elect to click quickly through Loreid's thoughts.

And as for reading -- there's a lot of it in this game: private journals, newspaper articles, letters, and poems.  These advance the plot and provide clues to the murder and disappearance.  The quality of the writing varies.  The murder victim's journal has an old-world flavor, with elaborate descriptions and outpourings of doubt and fear.  The poetry is a bit clumsy though, especially when sticking doggedly to the rhyme scheme.

Character models are not one of the game's strengths, but since the actors in this dark drama appear but briefly (and often in shadow), this shortcoming is minimized.

Make Yourself Comfortable

The gamer chooses a difficulty level when beginning the game.  I recommend the "Standard" setting -- the easiest.  Two other levels are for those relentless, genius types who enjoy gleaning every detail and independently solving puzzles, no matter how arduous. Thankfully, the "Standard" level provides in-game help for the rest of us mere mortals. You can further customize your experience by individually enabling/disabling the Automatic Document Research option, the Clue Counts (this will post the number of clues in each document) and Hints.

An option screen allows multiple tweaks for video, audio, and gameplay settings.  The game has a generous fifty saved game slots -- though I could have used even more.

Darkness Within uses a point-and-click interface with first person perspective and 360 degree panning. You can opt to have the cursor sweep the edges of the screen in panoramic style, or you can use a fixed cursor for 360 turning (my preference).  Movement from node to node is easy and smooth.

Right-clicking brings up the inventory screen, including a magnifying glass icon, which allows you to examine inventory.  A brain icon represents Howard's Mind (described in more detail below). I strongly recommend reading the manual before you start the game to learn about this and other innovative features.

At the end of the game a Game Results screen indicates total time expended (I played for nearly twenty hours); how many Documents, Clues, Hidden Clues, Story Secrets and Easter Eggs were found; and the final score. I received the lowest score -- one star out of a possible twenty. This didn't bother me (much) and won't affect how strictly I grade this game. Much.

Admire the Scenic View

Interior environments in Darkness Within reveal a world of intriguing detail, including period furniture, paintings on the walls, and carved moldings.  The game uses light and shadow to unusual effect.  For instance, lamps in the Field mansion have latticed shades that cast eerie web-like designs on the walls.  Moonlight pours through the windows, illuminating dust motes floating in the air.

At the beginning, exploration is confined to disturbing, enclosed places. Just when you think you'll never see the out-of-doors, you break out into spaces with open sky.  Though the gamer won't encounter a huge overarching landscape, certain exteriors bring intense release from the sensation of gathering menace.  Brief cut scenes effectively expand the plot and add to the atmosphere.

Entertainment is Provided

Darkness Within contains a variety of puzzles: some inventory based, some involving patterns and symbols, and a few mechanical "twiddle" challenges.  All are entertaining to puzzle out and most are fairly clued.  Pixel hunts are rare; it's easy to find the bulk of the items and locations.  The game allows you to look at inventory items in close-up view and rotate them. In fact, doing so is essential.

Some of the written materials must be reviewed closely.  When a document can be "researched," a menu appears on the bottom left of the screen. It contains a pen for underlining information.  As noted in the manual, in "Standard" mode a magnifying glass will identify the important parts of the text for you. This is extremely helpful when you tire of searching the documents.

Unfortunately, some important information in the documents only reacts to underlining after a "trigger" occurs late in the game.  So it is possible to underline every phrase in a document without receiving all the potential responses, and then have to do it all over again when the plot has advanced.  (This tedious re-underlining activity was not my favorite aspect of the game.)

A novel game feature allows access to Howard's Mind, where the gamer explores Howard's ideas and impressions and views of his surroundings. Howard's "thoughts" become accessible as certain events occur.  Other thoughts are placed in Howard's Mind after you underline important information in documents.   You then combine thoughts and/or inventory items to learn more about the story, speculate about the characters, or decide what to do next in the game.  A couple of the thought combinations seemed a bit arbitrary. However, on the whole I enjoyed Howard's Mind immensely. I only wish that more of the seemingly-related thoughts and observations had given a result when combined, even if these weren't actually necessary to advance the plot or help solve a puzzle.

One puzzle was particularly poorly clued -- the hand-held device requiring two dates.  For one date the clues were so tenuous that I had to consult a walkthrough.  For the second date, I probably inputted a hundred dates before solving it (using both American and European month and date sequences, as both are found in the game).  I finally found a date that worked, but a journal discrepancy still leaves me confused.

And At Midnight -- A Long-Anticipated Snack

The complexity of the plot provides its own puzzle.  I needed to read all the journal entries, letters, and other documents two or three times (and to construct a timeline) before I began to understand the darkness that was within, without and beneath the strange little town of Wellsmoth. Plot reconstruction (and understanding the themes it hinted at) was my favorite challenge in the game.

However, even after piecing together the elements of the plot, I thought that the story was unfinished.  There are letters to and from people who are otherwise unidentified, names and events in newspaper articles without any follow-up, names on stone sarcophagi that seem meaningless.  Did I miss a big chunk of the story?  (Entirely possible, since the Game Results screen tells me that I've discovered only two out of five "story secrets.")  Or did I stumble across references to characters and events that will only appear in the second and third games in the Darkness Within trilogy?

This makes me more than eager to play the next two Darkness Within games when they release. Make it soon.

Quick List for Darkness Within: In Pursuit of Loath Nolder

A surprisingly attractive, intricate puzzle horror adventure from a new team of developers.  This is the first game in a planned trilogy.  First person, point-and-click, 360 degree panning.

Varied and immersive environments, truckloads of atmosphere.  Very little character interaction, lots of reading.  Excellent voiceovers, ambient sounds, and background music.  The plot is intriguing and well-handled, but the game's resolution leaves the meaning behind certain events, symbols and people as a continuing mystery.

Three difficulty levels -- I recommend "Standard" (the easiest).  Admirable puzzle innovations and tension-enhancing gameplay. Inventory and research challenges, pattern interpretation.  Read the manual to find out more about the game's novel tools.  Two particularly difficult challenges -- a puzzle in which you adjust concentric rings, and times when you must underline specific information and combine these "thoughts" correctly. No sliders, no mazes, no sound or color discrimination puzzles, one easy timed puzzle.

50 saved game slots.  You can fail a couple of times, but will be taken immediately to the moment before your wrong move/decision.  You can't die.

No problems with installation, no crashes, one minor glitch that was reversed by hitting the "Esc" key. If you sit patiently through the credits, you'll be rewarded.

Darkness Within: In Pursuit of Loath Nolder is aimed at gamers who enjoy psychological horror that doesn't descend into on-screen violence. Also aimed at gamers who enjoy immersive, detailed environments surrounding a gradually unfolding mystery.

Final Grade: B+

My Computer Specs:

Windows XP Professional

Pentium 2.80 GHz

2046 MB RAM

Direct X 9.0c

512 MB NVIDIA GeForce 7800 GTX

SB X-Fi Audio

 

December 2007

design copyright © 2007 GameBoomers Group

 GB Reviews Index