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The Charnel House Trilogy Review

Added: 20.04.2015 18:18 | 5 views | 0 comments


In The Charnel House Trilogy, I found a box full of dirt and worms in a train compartment, where a groaning freak was protecting it. I understand what that box represents, but I'm perplexed by The Charnel House Trilogy itself, a side-scrolling, low-resolution, point-and-click adventure that depicts a series of unsettling images that never coalesce into a story worth connecting with.

That isn't to say that The Charnel House Trilogy's three-chapter mystery is overly secretive, only that, unlike the train it takes place on, it never arrives at a distinct destination. In fact, one of the game's central enigmas is overtly revealed in much of the preceding dialogue, causing later events to land with too little weight, their power sucked away by lines that unearth secrets before they're given enough time to fester and simmer. This occurs in the game's central chapter, Sepulchre, which was originally released as a standalone short in 2013, and is notable for its overt but unsettling story of Harold, a man on a train. Yet like so many allegorical works, Sepulchre is not really a story about a man on a train--it's a story about mistakes and consequences, about how a single choice sets devastating events into unstoppable motion.

You can finish the trilogy in under two hours, so this statement isn't exactly true.

It's difficult to analyze a game like this without divulging key information, and almost every detail of Sepulchre--its main character's profession, the name of the aforementioned groaning freak, the state of the train's windows--points to its obvious conclusion. And its that lack of subtlety that proves the chapter's ultimate unraveling. This kind of setting has been used in a similar manner in fiction many times before, leaving individual sights and sounds to provide most of the impact. I did find myself pulled in by some of these details: the high-pitched buzz that punctuated an important moment, the horror of the lights blinking off and on again, and the troubling sight of particularly oversized luggage among them. Yet given all the foreshadowing, I was only mildly disturbed; with the wind snuffed from Sepulchre's sails so quickly, I could only wonder which path it might take to arrive at its obvious finale.

Sepulchre is bookended by another story, told in chapters titled Inhale and Exhale. Inhale is remarkably short, and unusual in how it almost parodies other point-and-click adventures, to the game's overall detriment. The Charnel House Trilogy is hardly humorous, so Inhale's self-referential in-jokes, such as the heroine's sarcastic description of an object behind a lamp that clearly isn't there, sets a tone the ensuing adventure doesn't follow through on. In turn, this joke parodies the puzzle that comes before, in which you find a key object behind a radiator. It is an odd prologue, providing some background on Alex, The Charnel House Trilogy's other main character, but its out-of-place humor, its focus on puzzles, and its failure to adjust object interaction dialogue after certain story events make it a poor tone-setter for what's to follow. (Alex's reactions to books in her bookcase, for instance, make no sense once the related puzzle has been solved.)

Ah, yes. They're always catching a ride to the end of the line, aren't they?

Exhale is the final and longest chapter, and its story is simultaneously more straightforward and more vague than Sepulchre's. The events that led to Alex's presence on the train are plainly exposed, yet the game's attitude towards her is more positive than its ultimate depiction of Harold. Alex's choices drove her towards her predicament, yet her horror is not self-made in the way Harold's is. Alex's role as victim allows The Charnel House Trilogy's horror elements to finally bloom, driving Alex to learn hair-raising truths, and intriguingly, to interact with her past more directly than Harold does. Alex's awareness of her unusual circumstance is the game's most successful narrative beat, as it happens. She accepts the supernatural turn of events, and uses it as an opportunity to grow. What she discovers is horrifying, but where Harold can only accept fate, Alex tries to direct it.

There are other players in this story whose roles are left mostly unexplored, though The Charnel House Trilogy's conclusion hints that there will someday be answers to lingering questions. If you wonder why I haven't described the game's puzzles in much detail, it's because there isn't much to describe. You have an inventory that holds objects like your wallet, or cigarettes and a lighter, but most of the time, the dialogue informs you what you must do and where you must go; your interactions aren't usually puzzle-solving so much as they are direction-following. The Charnel House Trilogy is focused almost exclusively on its story, a story I wish impacted me more than it did. Inhale's in-jokes about adventure games and video game reviewers left me cold; Sepulchre's obvious foreshadowing neutered the story before it had any hope of grabbing me. It was Exhale that pulled me in, and its final, unresolved events left me longing for clarity, yet thankful for story strands that give me something to chew on. Overall, however, I am left puzzled by The Charnel House Trilogy, not because I don't understand it, but because its mishmash of themes and tones can't find a way to coexist.

From: www.gamespot.com

What We Want From the Uncharted Trilogy Remaster

Added: 19.04.2015 5:17 | 13 views | 0 comments


The Beyond crew discusses the rumored collection, whether it'll come with a Uncharted 4 beta, and the merits of buying a PS3 today.

From: n4g.com

Beneath a Squeal Sky The Charnel House Trilogy Review | GIZORAMA

Added: 19.04.2015 0:17 | 6 views | 0 comments


Liam Lambert, GIZORAMA - "The Charnel House Trilogy, Owl Cave Games follow up to underrated snowpocalypse chiller Richard Alice, doesnt feel like a game. Its an interactive story, one thats intelligently told and presented with just the right amount of Gothic B-movie schlock, but its an experience that does away with an awful lot of the back-pedalling and twisted logic puzzles point-and-click adventure games are so infamous for. In relegating most of its game-y elements to the background, The Charnel House Trilogy lets its charming voice talents and sharp script take our focus, whilst still being a tale that could only be told as an interactive narrative."

From: n4g.com

Welcome Aboard The Charnel House Trilogy Launch Trailer

Added: 18.04.2015 3:17 | 6 views | 0 comments


From Owl Cave (Richard Alice) and Mastertronic, The Charnel House Trilogy is an eerie adventure of buried secrets and truths mired in doubt. Join Alex Davenport and Dr. Harold Lang, two strangers aboard an ominous train, grasping at fragments of memories and confronting pasts perhaps best left forgotten.

From: n4g.com

IndieGames: The Charnel House Trilogy Review - Steady Dread

Added: 17.04.2015 11:17 | 6 views | 0 comments


The Charnel House Trilogy isn't very interested in scaring the player with ghosts and monsters. Instead, it seeks to erode your faith in everyone you know and love, infusing your life with a creeping paranoia. This builds a powerful atmosphere of dread, and despite some issues with the game, turns it into a strong horror experience.

From: n4g.com

The Charnel House Trilogy Released, Launch Trailer Available

Added: 17.04.2015 8:04 | 11 views | 0 comments


The earth will crawl. The birds will flock. The island will rise. Be ready.

From: www.gamershell.com

The Charnel House Trilogy Review | GodisaGeek

Added: 16.04.2015 16:17 | 10 views | 0 comments


Adam Cook: "I cant tell you anything about The Charnel House Trilogy. Not really, anyway. Its an experience that is so narrative heavy, that to give away any part of the plot would devalue it for you, the reader. But most of it takes part on a train, Ill say that much. Its broken down into three parts (Inhale, Sepulchre, Exhale) and the finale is the longest part, with the other two taking roughly fifteen minutes each."

From: n4g.com


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