Interactive movies… you might say that if you have played one of them, you have played them all. From the humble beginnings with pixelated miniature slide shows up to the fullscreen full motion video titles, all of them have one thing in common: A shallow plot combined with bad acting, interspersed by obscure and out of nowhere puzzles. The game we are going to discuss today, Black Dahlia, tried its best to leave this reputation behind by turning things up to eleven, with really high production values and an even somewhat creative story.
New England in the early 20th century. The legendary Cult of Starry Wisdom, fabled for their secretive behaviour and their great wealth, has been struck by an inexplicable tragedy. Their temple has fallen in disrepair, their members have either died, disappeared or scattered. The perfect opportunity for a treasure hunter like you to enter their once impenetrable sanctum to loot and pillage.
Infra Arcana presents itself as a classic Roguelike game: the player immediately dives into a dungeon of randomly generated levels, killing all kinds of monsters, breaking chests open to re-equip and taking breaks in shadowy corners to patch up his battered body. It is really a hack'n'slash game without any shred of plot development between the initial introduction and the ending text; no characters will be willing to interact peacefully.
Absorbing, thrilling action in a creepy setting by using minimalist design was another attempt Richard Bayliss tried to implement into the game Darkland with the help of the SEUCK (Shoot'Em Up Construction Kit) engine. The programmer is no stranger to this type of development environment. He has his own website on which several hundreds of his games and demos for the C64 are offered. The screenshots on the itch.io website gave me reason to hope that the creative spark leaps over to him and that the result was not just another faceless blast-the-baddies game.