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.
While I watch my character walking slowly towards the sunrise at the end of Valiant Hearts: The Great War, I take a look back at the road that has brought me here. Considering that for the most part it lead through the battlefields of World War I, the journey was surprisingly rich in variety, and it entailed even some nice memories besides all the horror. Yet it has been exactly those contrasts, these emotional ups and downs, which make these sensations so intense. Its beginning seems almost a bit unreal now, but soon the story will come to an end, and I cannot remember when I had such a feeling of accomplishment at the end of a computer game.
It is time again: Equipped with the classic fedora and the good old whip in your hand, you are standing in front of an ancient temple to figure out one of mankind's best kept secrets. If you are now thinking about a well-known leather jacket salesman, I am afraid that you are mistaken: We are not talking about the escapades of Indiana Jones, but about Tex Bonaventure on the search for the water of life.
Though honestly, if the licence could have been financed, we certainly would have met Indiana Jones here. 'Tex Bonaventure', on the other hand, is a wordplay on 'Text Adventure', of course, which already gives us an idea of what's to come.