It’s the year 1907 in London and Professor Patrick Moore finds himself faced with a paranormal predicament. As the head of a university department dedicated to investigating metaphysical matters, Patrick’s work studying life after death has come under threat. His colleague Nelson Ward has vanished along with a sizable donation meant for their research. Now the dean has given Patrick just three days to prove the existence of ghosts. If he fails, the whole department will be shut down.
Patrick sets out on a frenzied search for answers, exploring the rich spiritualist culture of turn-of-the-century Britain. He questions scholars and amateur enthusiasts alike, trying to piece together where Ward has gone. Guiding Patrick is medium Beatrice Shaw, who offers her unusual insights. Even Sir Arthur Conan Doyle lends a hand, bringing perspectives from both his paranormal pursuits and detective fiction.
Their hunt takes Patrick from the hallowed halls of academia to foggy back alleys and bustling underground clubs. Along the way, he encounters both fellow seekers and fraudsters capitalizing on public fascination with otherworldly matters. Can Patrick uncover the truth in time to save his work? And what darker forces may be at play beneath the surface of Edwardian London’s spirit craze?
Edwardian Enigma
Set in 1907 London, An English Haunting places you in the shoes of Professor Patrick Moore. As the head of a university department dedicated to proving the existence of life after death, Patrick receives some troubling news. His colleague and close friend Nelson Ward has vanished without a trace, taking a sizable donation meant for their research with him.
But that’s not all—the dean gives Patrick a deadline. In just three days, he must find Ward and present proof of the paranormal, or else face having his work shut down for lack of results. It’s quite a predicament, with Patrick wondering what could have made Ward steal the money and disappear.
To help solve the mystery, Patrick gets assistance from Beatrice Shaw, a medium claiming to have connections to the spirit world. Though some are skeptical of her abilities, she joins Patrick in questioning those who knew Ward best. They visit the British Association for Supernatural Studies, a group of enthusiastic ghost hunters, both serious and silly.
Along the way, Patrick crosses paths with historical figures like Sir Arthur Conan Doyle, a renowned author and advocate for spiritualism. Doyle lends his expertise even as skeptic Harry Houdini derides the whole enterprise. Their differing perspectives reflect the mixed beliefs of that era.
Weaving fictional characters with real identities brings the period to life. Through dialogue and detailed settings, one gains a sense of Edwardian London’s complicated relationship with otherworldly phenomena. Though the story focuses on Patrick and Beatrice solving the mystery of Ward’s disappearance, it provides cultural insight beyond just puzzles and plot.
With clues uncovered through investigation and intrigue maintained till the end, An English Haunting immerses the player in an intriguing enigma from another time. Its mysteries may not all be of the supernatural kind, but the journey makes for a haunting adventure nonetheless.
Solving Mysteries in Edwardian London
If you’ve played those old Sierra or Lucasarts adventure games from years past, the control scheme here will feel familiar. You navigate the good Professor Moore through various locales using simple point and click. Move the cursor over an area and the hotspot name pops up, then left click to investigate.
Moore also carries an inventory like those classic protags of yore. Pick up items, examine them closely, and try using what you find on things around you. This is where the puzzles lie, and they provide the right level of challenge. Some are plainly logical, while others had me stumped for a spell before the answer struck. All feel tied closely to the story and fitting for Moore’s surroundings.
As an esteemed man of science, he’s forever picking up strange clues and curiosities to aid his ghostly searches. Whether experimenting with chemical concoctions in his lab or examining paranormal phenomena in the field, there’s puzzles to match his scholarly endeavors. Figuring out how to infiltrate a secret society or how to safely contact spirits keeps your investigative juices flowing.
The mysteries dovetail neatly with the exploration of 1907 London. Moore risks life and tenure haunting darkened alleyways or snooping where few dare tread. His interest in spiritualism’s more absurd turns lets some humor shine through too. Through it all, the balance of puzzles to progressing the plot feels just right.
Over the game’s half-dozen hours, focus does tilt more towards unraveling the central mystery. But puzzles never feel an afterthought, and the story leaves room for side mysteries that don’t stall the action. Moore’s mission to prove ghosts and find his colleague keeps a tidy pace with challenges along the way. Fans of those peak-era adventure games will find much to appreciate in An English Haunting’s clever mix of exploration, investigation, and logical conundrums.
A Haunting Vision of Edwardian London
This game really draws you in with its visuals and sounds. The pixel art does an incredible job creating the feeling of 1900s London. Each area looks so lived in and detailed, from the busy docks to the grand university rooms. You can almost picture yourself walking down the foggy streets among carriage traffic and passersby.
Beyond just how it looks, the atmosphere this world pulls off is really something. Whether it’s the bustle of city noise or haunted solitude of the moors, every location gets its own perfect ambient mix. And the music, from pub songs to concert halls, sets each scene beautifully without overstaying its welcome. It all comes together to fully transport you to that time.
Things get even more impressive when venturing beyond London. One puzzle takes you deep into the Scottish Highlands, and it’s like being in an entirely different game. With looming stone circles and thick forests filled with bird calls on the wind, the surroundings feel absolutely rich. You can tell a lot of care went into representing these fictional places.
When paranormal stuff happens, the visuals and audio really ramp up the fright factor too. Seeing objects move and fling across the screen while a building wall of ominous noise builds had me jumping more than once. It’s proof that less is sometimes more when it comes to scare tactics.
Between the art, sounds, and captivating atmosphere, this game wins you over with its world-building from the start. It all comes together to give gameplay its full sense of time and place—you truly feel like you’re investigating ghosts in 1906 London.
Charms of a Bygone Era
This game nails so many elements that come together for a great adventure. The storytelling is top-notch; it keeps things moving with an engaging plot and lots of unexpected turns. You really get invested in uncovering what’s happened. And it does such a beautiful job recreating turn-of-the-century London. All the tiny period details sprinkled throughout feel so authentic, from shops and signs to fashion and newspapers.
Another highlight is definitely the puzzles. They make you think without getting too frustrating, which can sometimes sink other games. Most feel sensible for the situations too. I only got properly stuck a couple times, and even then it wasn’t for long. Figuring things out is incredibly satisfying.
And my, does it look and sound gorgeous? The pixel art brings every location to life so vividly. From bustling streets to spooky forests, it’s easy to picture yourself there. Just as impressive is the soundtrack—perfect tunes set every mood. Sound effects like rattling chains sent shivers too.
Even smaller touches work well. Things like optional challenges and side activities add welcome variety. Finding Easter eggs like author cameos is a neat bonus too. It’s clear a ton of passion went into every aspect.
This game just feels crafted with care. It has heart and soul, which is what really makes an adventure memorable in my books. From start to brilliant finish, it swept me up in its charms of a bygone era. Fans of the genre are sure to find much to love here.
No Refinements Are Out of Reach
While this game nails so much, a few tweaks could take it up another level. First off, some characters feel a bit flat. We learn their roles, but not much else that makes them feel real. A bit more depth there would boost investment.
The dialogue can also overload at times. Don’t get me wrong—the writing’s excellent. But dumping pages of exposition isn’t the most engaging way to learn crucial plot points. Finding smarter ways to space things out could keep momentum going strong.
A couple puzzles also raise eyebrows. Like needing basically an engineering degree to light a lantern? It felt like more hassle than it warranted. Most tasks are logical, though.
Accessibility could also use small boosts. Something like occasional hints or an objectives list would go a long way for some. Mistakes happen when we lose sight of the goal. Guidance prevents frustration.
None of this is a knock against the game; it accomplishes stunningly for a solo effort. With its sparkling presentation and tightly woven plot, it won me over completely as-is. But imagine what further polishing could do.
Refinement is an endless journey. And getting even one percent better, reaching one more player, spreading more joy—those make hard work worthwhile. This team clearly aims high. I can’t wait to see where their standards and skills continue stretching in whatever comes next. Their dedication leaves all possibilities on the table.
Setting the Stage for Greater Heights
This tale sure brings 1907 London to life. Any fan of old-school adventures or history from that period will find a lot to love. The settings burst with such rich detail that you can practically smell the fog in the air.
That said, people here for strong characters may feel left wanting. Outside our hero, most don’t get much depth. The dialog can also drone on at times instead of showing inner lives through actions.
Still, what this team achieves on a small budget is mightily impressive. Their passion shines through in every frame. With more resources, just think how much further they could take things.
A sequel could help give characters the fleshing out they deserve while keeping all that great intact. Tying up loose plot threads also leaves the door open. Considering past works, trusting this group to continue raising the bar feels sound.
Whether they revisit this world or not, one thing’s clear: Postmodern Adventures aims high. Their dedication ensures whatever comes next will grip you with its charm. Even for those this one didn’t fully win over, hoping to see their vision keep developing feels natural. This is only the beginning, and the potential ahead remains endless.
The Review
An English Haunting
An English Haunting is a strong entry for the adventure genre that transports players to a richly atmospheric setting. Though its characters could use more depth, the game excels in environmental storytelling and balanced puzzles that keep the haunting plot moving at a clever pace. While it may not convert non-fans, those with an affection for classic adventures or fascinating historical periods will find much to appreciate in this well-crafted tribute that leaves the door open for more.
PROS
- Richly detailed 1920s London setting
- Tightly woven plot full of twists
- Balanced inventory puzzles fit well with story
- Evocative pixel art and period soundtrack
- Homages to the spiritualism movement and classic authors
CONS
- Main characters lack depth beyond roles.
- Excessive dialogue risks fatigue.
- A few illogical puzzles interrupt flow.
- No voice acting hinders character development.