Part 42: Blackwell Deception - Update 1
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The Blackwell Deception
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And so we find our way to the fourth and, to this stage, most recent game in the series, The Blackwell Deception! Released in October 2011, Deception continued the theme of the development length for each Blackwell game increasing from the last. Amusingly, Epiphany seems set to continue this trend, though it wouldn't have if it had been released this fall like originally slated.
However, there are good reasons for the delay between Convergence and Deception. When Convergence came out, Wadjet Eye was solely a game development studio, and since Gilbert was wearing several hats for his company, they were only able to release roughly one game per year. Producing games had been Gilbert's full-time career since Legacy in 2006, and he was acutely aware that one flop could see his company go bankrupt. So, he made the decision to get into publishing as well.
Two games were subsequently published under the Wadjet Eye banner with little or no involvement from Gilbert in the actual design, namely Puzzle Bots, produced by Unbound artist Erin Robinson, and Gemini Rue for which Gilbert was able to provide voice actors and a portrait artist, but which was otherwise finished by the time he first saw it. His growing name value and cash flow allowed these games to get off the ground. In the two years since Deception three more games by external developers (Da New Guys, Resonance and Primordia) have been published under the Wadjet Eye banner, meaning that Wadjet Eye has now published as many games as they've developed.
Of course, the transition from solely developing to publishing took some time. Eventually, Gilbert's own wife took over some of the business roles, freeing him up to get back to work on making games. At this stage, the positive side of Wadjet Eye's new direction became obvious; since Gilbert no longer relied on releasing a game every year to remain viable, he didn't have to work to the clock anymore. His ambitious plans for Convergence had needed to be scrapped when time constraints had dictated so, but in the case of Deception, Gilbert was able to take his time and design the game he wanted. The outcome is a significantly longer and more polished game which received the highest critical acclaim of all the Blackwell games so far. Gilbert mentioned in interviews that Deception was the first game for which he was actually able to remove or redesign major elements of the game based on tester feedback, since in the previous games money was running dry by the time they even started the testing phase.
It's not all onwards and upwards in Deception, however. After the release of Convergence, Gilbert looked back at the decisions he had made, one of which was farming the background art off to a professional art studio, and generally increasing production values (and costs) overall. The feedback he received was that hardcore adventure gamers, while appreciating the gorgeous backgrounds, were no more likely to purchase the game than before. Meanwhile, more standard gamers still found the game's pixel art ugly. Gilbert came to the conclusion that it didn't matter how much money he spent on getting the most attractive pixel art possible, his sales wouldn't change much. He did experiment early on in Deception's development cycle with moving away from the pixel-art backgrounds and had some absolutely gorgeous high-res backgrounds produced, but they clashed with the sprite art. Eventually, he made the decision to spend that extra money on developing more material, rather than prettier material. Deception is still quite an attractive game, but the backgrounds are not quite as detailed as Convergence and the sprites are slightly blockier. At the same time, with the large number of characters in the game, Gilbert made the decision to save money by having static portraits rather than animated portraits, which of course won't affect this SSLP. He has since updated the portraits in the recent free Halloween release, but I'll be playing through Deception with the original portraits.
Thomas Regin returns again as the composer for Deception, and puts in another excellent performance. I've gushed over him enough during Unbound and Convergence, so I'll simply say that he maintains his style and standards here, and there are some really beautiful tracks in Deception with no real low points.
As for the story, it was mentioned earlier in the thread that the first three Blackwell games act a bit like a trilogy. Gilbert has claimed that wasn't his intention, but he did make a deliberate effort to make Deception accessible to new gamers. As we know from Convergence, the characters of Mitchell, Gould, and the Countess have all moved on to the next world, so they won't be featured. In fact, almost nobody from the first three games will appear in Deception. Notably, there are no characters based on real life people in Deception either, which is somewhat of a departure from the other games. There are a few other departures from the style set by the first three games as well, but we'll cover those when we get there.
Much like in Convergence, Deception begins with a stand-alone case which effectively acts as a tutorial. It's quite cleverly done, with the majority of the prompts appearing only if you haven't tried to use the relevant options already, so a seasoned Blackwell player might even forget that the scene is meant to be a tutorial at all.
Anyway, that's enough chat - let's get this game started!
Oh, one more thing - is listenonrepeat.com not working for other people too? From yesterday it has started playing the video, but then hanging after the first playthrough. I've changed over to youtuberepeater.com instead for now, hopefully it works for everyone! As usual, I strongly recommend you listen to the music while reading this LP, it really adds a lot to Deception.
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Immediately as we launch into Deception, we see some things have changed. As hinted at in the epilogue of Convergence, Rosa has decided to advertise her services as a medium, and this message is from a client. He doesn't exactly sound thrilled to be working with Rosa, but hey, at least a potential case has found its way to us, instead of us having to go searching for it!
Annoyingly, right after I gushed about the music, almost the entire introductory tutorial scene has no music, instead using mostly ambient noise. That's boring, though, so I've linked one of the game's atmospheric tracks above.
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Ten seconds in and Rosa and Joey are already bickering
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As I mentioned, this scene is a tutorial. We can follow the game's advice and look at Joey...
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Or the surrounding area...
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This carving sticks out on the featureless siding of this yacht.
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Unfortunately, Rosa is unable to see what it says. Looks like we'll need to switch over to Joey! The game prompts you to this, but if you've already switched over to him beforehand it doesn't bother with the prompt. It's a neat touch.
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I guess she's stopped trying to play that African drum to drive Joey away, then!
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As with all the previous Blackwell games, Rosa has a "notebook", except she now enters the entry onto her smartphone instead of an actual book. She enters Ryan and June in as separate entries.
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Here's our menu, looking pretty much unchanged from Convergence, though there is one notable difference. Joey now has two inventory items. Instead of clicking on things and hoping he decides to blow on them, Joey now has a "breath" item he can use.
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His magic tie is also an inventory item now.
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Well, hell, let's blow on something!!
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Getting Joey to blow on Rosa repeatedly would have been amusing, but apparently he got bored of that at some point in the last couple of years
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Rosa decides to catch up with Joey.
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Sounds like Joey still isn't a fan of Rosa's write-in medium service. It's not like their strike rate was that great before!
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Joey barb aside, I'm not sure it counts as "moving up" when you visit someone else's yacht to essentially do some contract work for them, Rosa.
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I was going to joke about how Rosa can't even afford a change of clothes, but then I realised she actually has changed her outfit this game! She now has a short-sleeved blue jumper and is wearing her hair down. That Rosa, always daring with her style!
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It might just be me, but I felt that the voicing for Rosa and Joey in particular was a bit off in this tutorial scene. Fortunately, it picks up as we enter the game, so perhaps they just took a bit of time to warm back into the characters. It must be hard to voice characters once every two years.
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Yeah, let's be honest here, from what we've seen it's safe to say that Joey's been cynical since at least 1973.
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Of course, I can see why Joey might be cynical in this case, with us being asked to ensure nobody knows we're even speaking with our client. This isn't exactly glamorous.
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While we're chatting, let's talk about Ryan and June, since they're in our smartphone now.
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Much like in the previous two games, the character you use to initiate conversation determines what is said. I'll do my best to combine/filter the two individual responses in a sensible way throughout the thread.
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Hooray, our first appearance of the new smug Rosa portrait
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Well, let's check this yacht out. There is an upstairs door leading to the control room, and a downstairs door leading to the main cabin. If we try the upstairs door we find it's locked, and Joey doesn't want to float through, so we'll try the downstairs one for now.
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There's our first smug Joey portrait, too
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I know I keep referencing Fate of Atlantis in this thread, but hey, I'm a fan. So, in a Fate of Atlantis-inspired moment, Rosa is unable to make out any details in this room because it's too dark, and has to resort to pixel hunting for something useful.
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Fortunately, a bit of light from the nearby pier ensures the player can still see well enough to spot the light switch.
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That's better! Rosa calls out for ghosts, but there is no response.
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Suddenly, there is a massive rumbling, sending poor Rosa crumpling to the floor.
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Quickly shooting back out to the deck, Rosa and Joey behold a moving horizon.
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Rosa quickly puts two and two together.
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The ambient noise here is easy on the ears, with a soft whistling breeze and the occasional boat horn.
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Rosa reflects on the present situation.
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I still love you after all this time Rosa
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Hahahaha
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Of course, Rosa has issues with motion sickness. At least we've come a long way from her crippling social phobia in the first game!
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As you have probably noticed, our protagonists haven't lost their verbosity between games. If anything, Rosa and Joey have more to say in Deception than ever before.
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I guess Joey is happy to float through the door now! But we'll finish exploring the lower deck first.
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Well, once these two finish yacking, anyway.
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Rosa briefly considers how she might escape from the yacht, before changing her mind.
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Since we're getting settled in here, let's look at Rosa's inventory. It's pretty sparse. She has a solitary dime...
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...and she has her business card.
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Adorably, Rosa runs through the full gamut of emotions as she regards her own business card
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Also, glow-in-the-dark business cards for a "Spiritual Consultant"? That is just so Rosa
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Rosa and Joey head back to the lower decks, where Rosa decides against a nap. The object on the roof Rosa couldn't make out earlier is an air vent.
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We can get Rosa to stand on the bed and try to pull the grate off the vent, but it doesn't work.
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Joey is also not interested.
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We're being railroaded a bit here, but I guess it is a tutorial.
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Rosa comes across a shelf full of alcohol and, sure enough, it's time for another Rosa joke!!
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I hope you keep this up for the whole game, Rosa
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I assume Rosa is referring to her boozy night at the Park Gallery here, which is kind of hilarious since it was ages ago.
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Joey is marginally impressed at the alcohol collection, too. Over to the left there, the wall has some strange marks on it.
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Looking closer, we see that the marks are actually buttons that can be pushed. Trying to enter a random combination doesn't really work, though. That's a bit odd... who has a secret wooden combination lock on their yacht?
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Presumably something happened on this yacht to make the owner (or someone else?) leave in a hurry.
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Okay, let's get things moving here. Rosa can use her dime to unlock the screws on this grate in a Fate of Atlantis-inspired puz... okay, I'll stop, I'll stop.
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There isn't any point to it as of yet, though. We'll revisit this later.
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Back outside, Rosa angrily glares at the door for daring to be locked. Where are your damn paperclips, girl?!
Looks like it's up to Joey to go it alone.
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Joey enters the cockpit and puts on his tough act.
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Aha. Looks like we have a case on our hands after all.
Join me tomorrow as we deal with the ghost and get started on the game! Hope you all enjoy Deception!
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