Ignorance is bliss. This is especially true for children whose unspoilt imagination lets them view many details about everyday life as the most miraculous wonders. Missing the bigger picture, not understanding why things are the way they are leads to viewing anything that is beyond their grasp to believe in magic. And what is the best thing about magic? The excitement, eagerly waiting for that surprising twist. Anything seems to be possible to them, because they simply have not seen everything yet. On the other hand being a grown up it is sometimes hard to recall those early days and feel that special kind of excitement again. That is until an unexpected surprise comes along and throws you off course into unfamiliar territory again. One of those might just be The Impossible Bottle.
The time has come. The night of all nights has arrived, where I will dive into darkness. Evil awakens and a nightmare comes true: Dracula rules our city of New York and the lord of darkness is also the head of the local corporation for cyber-genetics, cyber-space, cyber-surgery, cyber-technology, cyber-weapons and cyber-surveillance. Appropriately, it has been a very long time since the city has seen any light; we are in an apparently endless night.
Something's not working right in Discworld. The repercussions can be seen all over. People are still dying as normal, but their souls aren't being taken away. So the dead continue to roam the streets. The mages guild decides to have Rincewind investigate the wereabouts of Death. After taking a couple of twists and turns, the plot has Death turning into a movie star and Rincewind temporarily taking over the reaper role.
To those who were mourning the death of the Adventure genre as they knew it in the middle of the 1990s, when Myst style games were taking over the market and purely plot-driven "games" hadn't yet found their niche, Discworld II was a revelation. Here was a game which had something akin to a plot, real characters and dialogue while offering puzzles which did not come straight out of a brainteaser book, detached from the world, but which originated from this world and the needs of moving the plot forward.