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Your submarine is gripped by giant tentacles! You are in a battle of wills with a murdered classmate! You play as every scoundrel in this fantasy heist. Steal a dark power… Escape with your soul!
Studies in Darkness is an adventurous 30,000 word interactive dark fantasy novel by Nathaniel Johnson, where your choices control the story. It's entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination. In the haunted gothic city of Doskvol, you control the last surviving members of a secret society. Restore your infamous reputation by heisting treasure from an abandoned laboratory. Use ectoplasm-powered steampunk technology to dive deep underwater for a unique and precious artifact.
Beware, you are breaking into the Morlan Hall of Unnatural Philosophy. You will face the result of centuries of experiments with the occult and the undead. But you are prepared! Unleash the power of alchemy, electricity, and each scoundrel’s unique supernatural abilities!
*Play as a heist crew of five young men and women.
*Experience the award-winning Blades in the Dark system, where your every choice is significant and may bring both success AND terrible consequences!
*Jump between the students’ perspectives in each chapter!
*Solve a murder mystery by stepping into the realm of the undead!
*Fight off the corrupt cops that are raiding your school!
*“Flashback” to key events in the past, revealing hidden stories and special advantages!
*Tap into your “Stress” resource to overcome impossible odds. Beware, too much stress will drive you mad!
The pressure is rising. Your future has been stolen from you. Steal it back!
I was given a review copy of this game.
This is one of the lower-rated Hosted Games, but I liked a lot of aspects of it. It uses an open sourced TTRPG ruleset called Blades in the Dark, which assigns a difficulty to every action and has randomized rolls to meet that difficulty. You can fail with a complication, fail, succeed with complication or succeed. Complications raise meters for bad things like dying or losing your current objective. You can pay for better results by acting out flashbacks or by saying you had the right tool all along (which takes up inventory space).
I was a little bummed that this story was presented as a vignette, with 9 short chapters that build up to a big event but don't show the aftermath. I think with different framing it could feel like a complete game; giving it the tutorial setting makes it feel less engaging.
I do like the backstory, a gothic arcane city with a school filled with magical beings, ghosts and monsters. We play as 3 characters with two additional friends. The characters make choices to navigate a tower and retrieve a signet ring for their club, preventing them from getting expelled.
The mechanics had some highlights (I liked the 'Devil's Bargain's a lot) but I often felt like they interrupted the story too often. This is contrast to the last Choicescript game I played (Falrika the Alchemist) which had all story and almost no choices/mechanics. To me, I feel like there is a bit of a war between narrative momentum and mechanical enjoyment. They can work together (when a big choice has been built up the entire game until you finally make the choice, like in Slammed during the final fight), but I felt like in this game they were treading on each other, the big narrative story beats interrupted by choices at inopportune moments.
But I had fun. Each page was fun. I would definitely read more by this author.