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interview: Jonathan Boakes
 

Adventure Gamers: With your previous games, players were treated to different types of equipment to use to "ghost hunt", such as voice recorders and EMF meters. Will we be seeing any new gadgets, or even new ways to ghost hunt?

Jonathan: Very perceptive! I've decided to let Lucy Reubans and Nigel Danvers experiment with the 'traditional' ghost-hunting gadgets, in their very own sequel (come 2010). They used quite a few in The Lost Crown and are ready to proceed to the next level. The fact that they are novice ghost-hunters means I can introduce new experiments, to the gamer, and have the characters do the explaining. Whereas, with Dark Fall: Lost Souls, the gamer hits the ground running, with no time to fiddle with EMF meters and camcorders. Instead, the main protagonist (you!), will be utilizing anything that comes to hand in your quest to communicate with the dead. Part of my enjoyment, when ghost-hunting, comes from using odd, strange or downright domestic objects when out 'in the field'. Basically, it doesn't have to have flashing LED's, harmonic beeping noises and nite-vision to tell you something strange, and possibly threatening, is right over your shoulder. So, get ready to do some paranormal experiments, retro style!

AG: Will Lost Souls be as non-linear as the previous two Dark Fall games?

Jonathan: To a point. It will be like Dark Fall 1 (The Journal), meaning you will perform some simple tasks, like conduct a preliminary recce, before embarking on the main mission(s). You will be able to approach several puzzles at once, which are neatly contained, and piece information together at your own pace. Some gamers really enjoyed just wandering the old train station and hotel, so I am trying to make the game as visually interesting as possible. There's plenty to see and do, and experience!, at your own pace. You will find your natural instincts and common-sense lead you through the game, avoiding the need to constantly peek at a walkthrough. If you don't feel ready to tackle a puzzle, it will be because you are not ready, rather than feel as if you are missing some esoteric detail. Lost Souls will feel like the most natural ghost-hunting experience to date, but certainly not the easiest, or most comfortable. It will feel very dark.

AG: Does the story of Lost Souls in any way connect to the events of Dark Fall II: Lights Out?

Dark Fall II: Lights Out
Jonathan: No, not at all. Also, apart from the setting, and a reappearance of certain ghosts, you do not need an extensive knowledge of Dark Fall 1, either. Lost Souls is a stand-alone title, which completes the Dark Fall games. Lights Out was a spooky game (well, the Director’s Cut is much spookier thanks to some additions), but climaxed with a sci-fi resolution which some liked, and some didn't. Lost Souls is a very traditional style ghost story, to begin with, which simmers with possible explanations right up until the last minute. It is at that point that the true meaning of the game is revealed. Gamers will have to make a very important decision, at the end there, which will change the way they perceive ghosts... perhaps forever.

AG: Your previous Dark Fall games have all used slideshow-style backgrounds, but Lost Souls is promising some freedom of movement. Can you explain how the interface will be different in the new game?

Jonathan: There is freedom of movement in some scenes, which changes depending on the action required. It depends entirely on the scene, and what I hope gamers will 'feel' towards the world.

My desire is to offer up a fully realised corner of the modern English landscape, which feels like a real place, on a real night, with real dangers. The only way to bring that across is to offer a more complex way of looking at the world. There are several tricks being used to bring the Lost Souls closer to your world. But, I will say that traditional adventure gamers will have no problems with the interface. I see the new style as a continuation, or expansion, of the classic adventure game style. I want gamers to really 'feel' the world around them; to feel the crumbling walls and peeling paint, or to choke on the smoky fumes from the boiler... or genuinely feel as if someone is standing right behind them, whispering unmentionable messages in their ear.

I learnt lots of new things, and tricks!, making The Lost Crown, so my aim is to bring some of that new knowledge and technique to the next Dark Fall, which is first-person perspective and mouse driven. But I do have to be very careful. One innovation too many and I could alienate the fans, and audience. So, it's proving to be an exciting, and nerve-wracking task.

AG: The Lost Crown was quite different from the Dark Fall games, with a unique style of its own, the black and white backgrounds and third-person gameplay. Will we see some of that influence in this game, or will it stick solely with the original Dark Fall format?
The Lost Crown

Jonathan: The Lost Crown is a very specific, and unique title. It is my own, personal love letter to the dark, children's fantasy serials I enjoyed as a child and teenager (and still enjoy to this day!). They were often rather wordy, stunted dramas, made on a tiny budget, in the English landscape. I am thinking of dramas such as Haunters of the Deep, Tarry Dan, The Owl Service and Shadows.

The game was my first attempt at a third person adventure, and as such, took a long time to create. The look, sound and texture of The Lost Crown divides the audience, with most loving it, and others left scratching their heads. I would go as far as to say that the game is purposely unwieldy and complicated, both in style and execution, very much like the material which inspired it. Whereas the Dark Fall games are surprisingly commercial in comparison. They are/were much more like the classic adventures, such as Shivers, Myst or Blackstone Chronicles, but perhaps a little more 'English', again both in style and execution.

My plan with Dark Fall: Lost Souls is to update the look and 'feel' of the series, while retaining that all-important English atmosphere and personal touch. I am very close to the previous two games, the first one especially, so it's a ghastly delight to be back. I am bringing new found skills to the workplace, to add life, movement and horror to the series, but people will find, after a few minutes play, that they are familiar with the gameplay, even if a little disturbed by the darker tone.


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Where to Buy [affiliate links]
Dark Fall: Lost Souls is available for direct download from Adventure Shop
Legal & full downloads - available internationally
Burn a backup copy or download again
Recommended by Adventure Gamers!


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