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"There is surely only one man in the world who could get me to drop everything and fly halfway around the globe at a moments notice. Frederik S. Carble. An investigator in matters of the occult. A Maverick, and an oddball. Just like me. Well, the last bit anyway.
Carble and I felt we were so close to something big, back in Arkham. He wanted to prove that we were not alone, that there was other intelligent life out there. I was just his helper really. Well at first. But more and more he let me in. Up until a few months ago I’d say we had become partners.
Then suddenly, he ghosted me. Went off grid, stopped answering calls. Then I got a telegram from him a few months ago saying something about how I might be in great danger because of him. Then nothing, until this letter. He said he needed my help. And that he had found what he was looking for, but that the world was in a terrible danger.
So, here I am, travelling to god knows where on this god forsaken filthy train. See, I told you I was an oddball."
The first time I played Colour Beyond Time, it was on the unfinished Adventuron version. I found a bug that prevented me from finishing it, and when the author was alerted of it, he fixed the game and even ported over the third part. With the game now in a complete state (I played version 3.3), I think it's only right to give it another review. For transparency, the text of the original review is in the comments.
Let's start with the plot. Your friend Carble has left you a note: everything rests on you to stop an ancient being from rising from the lake and destroying the world! It's up to you to explore the town, figure out who you trust, and uncover what's really going on. I enjoyed the story, the bits of history you pick up and get to mentally string together, and the way the characters interact. Spoilers, but (Spoiler - click to show)I did NOT expect the hotel manager to have such an important role in the story.
The puzzles throughout felt pretty fair. I kept notes, so I always had an idea of what was left to solve or where I should go next. There is one thing I think I did earlier than intended, though: (Spoiler - click to show)I wound up finding Sasha's hideout before opening the library's archive. Still, it didn't spoil any of the plot, and the puzzles didn't conflict.
Part 3's more intense tone and the way it ties everything together felt satisfying. I liked the plot developments, but it left me with an unanswered question or two: (Spoiler - click to show)We never got to know what happened to Meeks and the hotel manager. The former isn't seen after you escape the hotel, and the latter isn't even brought up as far as I remember. A small graphical detail I liked was the (Spoiler - click to show)increasingly distorted backgrounds. They added to the feeling of impending doom. In order to play this part, you need a password from the end of part 2.
One small problem I noticed throughout was the lack of specific responses or even item descriptions. I got a lot of default responses for examining or trying to take things. Having it say "you can't find it" when I tried to take described items in a room was frustrating, to say the least. Carble even has an explicitly mentioned and illustrated giant window in his room, and I wanted to look out of it and see what I could see, only to get that default response for everything I tried. Part 3 also gave me a few errors: "LISTEN" always printed a blank line, even when it was described that I could overhear someone talking, and "SEARCH" gave me the same text throughout as it did the end of part 2, referring to (Spoiler - click to show)being able to see the well at the bottom of the ocean, from the rowboat, even though I wasn't there anymore. The game also has some typos throughout, but these didn't prevent me from understanding the plot and they never got in the way of the parser.
A few more general notes about the game, and advice for players: Save often, because you can die if you mess up. Still, the game will explicitly warn you when you're in danger. You also have a score counter that you can see by checking your pocket watch; the SCORE command doesn't work. There's a limit on how many items you can carry, but I only ran into this once near the end of part 2. You have a fair amount of junk items you don't need by that point, so it wasn't much of an issue.
Overall, I found Colour Beyond Time to be worth playing. There is a rewarding story and the developer has been very good at responding to my comments and questions. I recommend this one if you're looking for something more old-school.
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