D'ARKUN

by Michael Baltes

Mystery
2021

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Number of Ratings: 13
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1-13 of 13


- Mr. Patient (Saint Paul, Minn.), November 30, 2022

- Kinetic Mouse Car, August 8, 2022

- Amun100 (UK), July 26, 2022

1 of 1 people found the following review helpful:
Lengthy Lovecraftian horror game in the vein of Anchorhead, February 4, 2022
by MathBrush
Related reviews: 2-10 hours

There is a long tradition of big Lovecraftian games in IF (Theatre, Anchorhead, The King of Shreds and Patches, Lydia's Heart, Ecdysis, etc.) This is one of the most recent such entries, and one I beta tested.

The setting is that you are moving to a new city for a scholarship at a foreign university. You move into an old, isolated house and all sorts of strange occurrences start to happen.

This is a sprawling game, including big locations (including a town and a village), and includes complicated set-piece puzzles like big machines and run-ins with cultists.

Overall, there's a rich background and detailed writing. To me, the thing I struggled with the most was the pacing. Some major events take place as almost-instantaneous cutscenes, especially early on, while more mundane things get dragged out unnecessarily at times. Still, this is a solid and enjoyable game, and I can recommend it to people looking for more good Lovecraftian games.

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4 of 4 people found the following review helpful:
Diet Anchorhead, December 3, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

I’m bummed I already brought up the comparison in my Ghosts Within review, because now that I’ve played D’ARKUN, I’m turning into the Boy Who Cried Anchorhead. The similarity is even clearer this time out, though, as while the former game had a dreamlike vibe very much its own, in this long Dialog game we’re firmly in remixed Lovecraft-plot territory. There’s a decayed mansion with secret passages a-plenty (including an attic telescope), a seaside town with more than its share of creepy inhabitants, nightmares that grow worse as the days go by, a wicked inheritance dredging the sins of the past into the present day, and – natch – tentacles galore. While D’ARKUN has its weak spots, with a thinner-than-it-needed-to-be story and some underclued puzzles in the back half, it very much scratches that old Mythos itch.

Starting with that plot, the impetus for getting the protagonist to this accursed stretch of the German coastline is a new one on me – your student character is on vacation and managed to rent the world’s worst Airbnb – but after an eldritch encounter all thoughts of relaxation are put aside as you start delving into the mysteries of your rented house. This shift happens too abruptly for my taste, as there isn’t much time spent establishing why you’re suddenly climbing down cliff-faces and looking behind paintings, except that there’s not much else to do to pass the time (if the cosmic horrors hadn’t materialized, one wonders how you’d have spent your holiday).

Exploration is almost immediately rewarding, though, and it’s just fun to find a madman’s scrawled notes or hidden compartments in the family mausoleum. This first half of the game is well paced too, as new locations gradually open up as the clock moves forward (the accompanying map is really evocative), and you work through satisfying puzzles that aren’t too tricky: there’s a well-implemented set of climbing gear that allows you to clamber around obstacles, and while there are some objects that require SEARCHing to find, the ABOUT text gives fair warning. There is a tricky light puzzle, where you need to make good use of the handful of turns your lantern has before it runs out of oil, but copious use of UNDO saw me through.

I found the second half didn’t fully pay off the promising opening, though. Partially this is due to the implementation starting to feel less polished: I started running into disambiguation issues, there are some guess the verb issues (figuring out how to use the syringe was tortuous), and to get to one location I think you have to type RIDE TO SIEBENSCHIEDERSTEIN, which should never be required of any player. There are also more NPCs to deal with, and they’re drawn rather thinly, without many dialogue options or much in the way of interactivity to make them feel like anything other than contrivances. Beyond implementation, the clueing also starts to get thinner: there’s a puzzle involving getting past a guard that feels like it involves reading the author’s mind, a maze that has a clever twist but will probably get brute-forced, and at another point progress requires you to get into what looks like an unwinnable situation and spend several turns waiting before a deus ex machina rescues you, rather than undoing or restoring to safety.

More impactfully, I didn’t feel like the plot really cohered. It gestures in the direction of enough Lovecraftian tropes that I can see where things are meant to be going – there’s a horrifying ritual, an extradimensional temple, a surprise or two – but the stakes are sketchy, both for the world as a whole but also for your character. A bit more polish and a bit more focus on the subjectivity of the protagonist would have made D’ARKUN a very worthy Anchorhead-alike; as it is, it’s a good time but requires the player to fill in some blanks.

Highlight: the creepy mansion is a good example of the genre; it’s not too big, but dense with creepy scenery and not-too-tough exploration puzzles.

Lowlight the recipe puzzle is neat in theory, but required more trial and error than I wanted – there are clues helping you figure out what the mixture is supposed to look like, but there’s some vagueness in the puzzle (Spoiler - click to show)(I got the potion to look “shiny”, as the notes said, but still needed to add another dose of the relevant ingredient) that made it unsatisfying to solve.

How I failed the author: this is a long one and it took me a couple days to work through it, so that’s perhaps contributed to my feeling that it’s a bit scattershot.

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- E.K., November 22, 2021

3 of 3 people found the following review helpful:
One of the rainiest games you will ever play, November 8, 2021

Looking at the map of this game, I thought it would be a decent length, not too unwieldy, especially given the brisk pace up to the point where the map turned up. Instead, I felt it was fairly expansive. Not because there are so many locations, but because of the amount of exploration needed to thoroughly interact with each area. I was really enjoying the puzzles, and I felt like they were just the right difficulty for me. I first became frustrated when I realized that the "examine" command wasn't revealing everything about the places and objects. Instead, you had to use "search" in some situations to know if you could interact or not. Sometimes the two were interchangeable, sometimes completely different, which means you have to try both on everything. I'm not sure if this was intentional, because it doesn't seem like it's reflected in the walkthrough. The game felt like it got harder as it went, and I started to check the hints and then the walkthrough with increasing frequency. There were places where the directions each one gives didn't match up. I did like the hint system, but sometimes the way it was worded caused me to misunderstand what I had to do. For example, (Spoiler - click to show) at one point, the hint reads that you have to look at the bottom of a statue for a way to activate an exit. I tried many, many commands before I found out that I needed to visit another location first. Using the command "look" never actually does anything. I was way over my head by the third act, struggling to know what my objective was or what area to revisit. I enjoyed the story, but even though it included horror elements and gloomy locations, I didn't really feel a sense of immersion. It felt more like an intellectual exercise than writing that creates a mood. I got the impression that a translation caused some unusual phrasings, and possibly compromised the effectiveness of some descriptions. My favorite parts were interacting with the NPCs who are able to provide some background information. There were also numerous written documents you could collect, and they all added to the story nicely. Still, I feel like I should have had more of a visceral response to this piece given the sorts of things it describes. To me, the very best games create an atmosphere or a feeling, and wanting to re-experience those sensations again is what motivates me to replay them. I was hoping "D'Arkun" would be one of those, but for me, it wasn't.

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- larryj (Portugal), November 6, 2021

- Jade68, November 1, 2021

- Dark Forest Media (Port Huron, MI.), October 21, 2021

- Edo, October 21, 2021

- bkirwi, October 18, 2021

- Durafen, October 5, 2021


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