Posted July 16, 2013
Just did my first run-through of The Occult Chronices; here's a "first impressions"/mini-review.
Occult Chronicles has you playing as an agent of the Occult Defence Directorate (O.D.D.) exploring a creepy old mansion and trying to uncover its secrets and hopefully defeat the evil machinations of its inhabitants. You begin by selecting a scenario (Cthulhu cultists, vampires, aliens, demons, etc) and creating your investigator. I created an accountant named Wilbur (I guess all the field agents were busy that week) and pitted him against the vampire menace.
The game has you wandering around a randomly-generated mansion, running into various encounters, finding clues, solving quests, and hopefully finding enough loot to compensate for all the damage you're taking. Periodically the overarching plot will advance, and you must defeat the evil before it reaches the twelfth plot development, or its plans come to fruition and you lose.
Encounters typically present several options for resolution, with some being more or less difficult depending on your character's stats. For example, if I encounter a ghost, I may have the options of trying to fight it, banish it with a spell, engage it in a 'psychic duel', talk to it, or just run away. Wilbur was an intellectual type, so I ended up taking the diplomatic options a lot, which resulted in a lot of quests. I was pleased to see the extent to which my character build influenced the way I dealt with events, and I suspect a different character type would play very differently.
Skill checks are resolved via a short trick-taking card game with tarot carts, with your stats influencing the number of cards you get and the "target number" of tricks to take. The amount by which you succeed/fail affects the number of reward or punishment cards you must take. This mini-game works well enough and is quick and simple enough not to get annoying, but it does feel a little abstract - it's hard to imagine myself locked in deadly combat with a demon when I'm laying the Page of Wands over the Eight of Wands.
My other complaint, and this is true of all Cryptic Comet games, is that the interface can be hard to figure out even after having read the manual. I'm sure I'll get used to it after a few plays, though. Overall, the game had some decent atmosphere, moved along at a good pace, and had lots of nods to Lovecraft and to horror in general. (At one point I ran into The Tall Man from Phantasm, for example.) I'll have to play through a few more times and see how quickly the events start to get repetitive.
Oh, and if you're wondering about Wilbur, he used his acute reasoning skills to put a number of ghosts in the house to rest (apparently this vampire had a thing for haunted musical instruments). Unfortunately, Wilbur had a harder time reasoning with the zombies (they just don't understand optimal economic decision matrices), and, while fleeing one of them, tripped on a loose floorboard, fell into the basement and was promptly torn to shreds by a nightgaunt.
Occult Chronicles has you playing as an agent of the Occult Defence Directorate (O.D.D.) exploring a creepy old mansion and trying to uncover its secrets and hopefully defeat the evil machinations of its inhabitants. You begin by selecting a scenario (Cthulhu cultists, vampires, aliens, demons, etc) and creating your investigator. I created an accountant named Wilbur (I guess all the field agents were busy that week) and pitted him against the vampire menace.
The game has you wandering around a randomly-generated mansion, running into various encounters, finding clues, solving quests, and hopefully finding enough loot to compensate for all the damage you're taking. Periodically the overarching plot will advance, and you must defeat the evil before it reaches the twelfth plot development, or its plans come to fruition and you lose.
Encounters typically present several options for resolution, with some being more or less difficult depending on your character's stats. For example, if I encounter a ghost, I may have the options of trying to fight it, banish it with a spell, engage it in a 'psychic duel', talk to it, or just run away. Wilbur was an intellectual type, so I ended up taking the diplomatic options a lot, which resulted in a lot of quests. I was pleased to see the extent to which my character build influenced the way I dealt with events, and I suspect a different character type would play very differently.
Skill checks are resolved via a short trick-taking card game with tarot carts, with your stats influencing the number of cards you get and the "target number" of tricks to take. The amount by which you succeed/fail affects the number of reward or punishment cards you must take. This mini-game works well enough and is quick and simple enough not to get annoying, but it does feel a little abstract - it's hard to imagine myself locked in deadly combat with a demon when I'm laying the Page of Wands over the Eight of Wands.
My other complaint, and this is true of all Cryptic Comet games, is that the interface can be hard to figure out even after having read the manual. I'm sure I'll get used to it after a few plays, though. Overall, the game had some decent atmosphere, moved along at a good pace, and had lots of nods to Lovecraft and to horror in general. (At one point I ran into The Tall Man from Phantasm, for example.) I'll have to play through a few more times and see how quickly the events start to get repetitive.
Oh, and if you're wondering about Wilbur, he used his acute reasoning skills to put a number of ghosts in the house to rest (apparently this vampire had a thing for haunted musical instruments). Unfortunately, Wilbur had a harder time reasoning with the zombies (they just don't understand optimal economic decision matrices), and, while fleeing one of them, tripped on a loose floorboard, fell into the basement and was promptly torn to shreds by a nightgaunt.