![]() Perhaps the sequence of events is based on the plot details of the story. Berenice is one of the Poe stories I haven't read. Perhaps I don't give Inscape enough credit. I would have had to stumble upon the sequence by chance. The clue on the hints page was pretty arbitrary: it was a combination of actions that I never could have logically figured out. When I played the Berenice scenario from Egaeus' point of view, I had to give in and visit Inscape's Web site. After playing the scenario several frustrating times, I began to wonder if there was a floorplan to the caverns or if Fortunato's meanderings were set on a timer: it seemed that the scenario required Fortunato to spend a set length of time in the cavern before finding the wine. In The Cask of Amontillado, as the character of Fortunato, I felt like I spent far too long wandering around the wine caverns. While in the nightmare worlds, things seemed to move slowly as well. It took me over an hour before I was able to find the item necessary to leave the waking world and to enter my first nightmare world. Even so, I encountered one major frustration: it was often difficult to get the scenarios started. ![]() Burroughs and each has a soundtrack and montage of artwork suitable to the atmosphere and tone.Īlthough the "performances" in these non-interactive scenarios are well-done, I found the interactive scenarios to be much more compelling. Instead of having an interactive game scenario, these scenarios are "performances" of the works. Inscape has also chosen several works for non-interactive scenarios: among them, The Masque of the Red Death and Annabel Lee. One moment you're a murderer, the next moment, you're being murdered. Even more cool is the "soul jump" - you are able to jump, mid-game, into the point of view of another person in the scenario. One of the most interesting features is that you can play the scenarios from the point of view of both the murderer/tormentor as well as the victim. Of Poe's many works, Inscape has chosen to make three into interactive scenarios: The Tell-Tale Heart, The Cask of Amontillado, and Berenice. Interacting with these objects sends you into the nightmare worlds of Poe's stories. In this mode, you're allowed to touch objects that aren't normally accessible in the waking world. As the characters reach crucial, emotional points in the plot, you apparently fade from consciousness and are immersed in a nightmare mode: you still walk through the house but the entire scene takes on a ghostly blue-colored pall (and you'll hear some very creepy whispering in the background). Uncle Edwin vehemently opposes the relationship. As you walk through the house, interacting with the characters of this "waking world" scenario, you discover that Henry has proposed marriage to Elise. The house is occupied by your brother Henry, your cousin Elise, and your Uncle Edwin. As the game begins, you find yourself in a gothic mansion that's fallen into disrepair.
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