Part 18: Trilby's Notes, Part 1: Culture Shock
Though your poems do entertain my soul,
Another pressing matter is at hand.
It shall seem odd to hear my words extol,
but through Trilby's Notes you will understand.
At this point Yahtzee learned from his mistakes,
and redesigned the series for the best.
Many ideas he shamelessly takes,
but no more is there just some guy possessed.
This series will now take a darker turn,
becoming scary, tense and worth our time.
The plot will be competent and we'll learn,
what Yahtzee's horror looks like at its prime.
For now, good plots and atmosphere replace
Salty bears and wanting to go to space.
---
Trilby's Notes, Part 1: Culture Shock

Okay, here's what everyone's been waiting for. If you want to play along at home, now would be the time to begin.

The entire game is presented, as the title implies, through notes left behind by Trilby. Just to forewarn you, Trilby's even worse at summarizing diary entries than he is at summarizing letters, so this game has a ton of text even by this series' standards. I'm doing some editing, but not much, since for the most part it's actually inteesting.


Well, he was actually thinking "Death, of course, comes to us all", and actually it was nighttime, but here we're introduced to the concept of retcons. Amusingly, there's still no ravine.

Yeah, this game already starts out on a very different note. You'll notice that Trilby now has a character that comes through based on his writing style, with his depressed yet detached personality being evident; this is because Yahtzee has learned a thing called subtlety. Also, that avatar is for the papers to make it clear when Trilby's speaking to himself or speaking the exact same way to other people.



Even less fortunate was the fact that, due to layoffs, the Herald was forced to replace journalism with pictures of gray squares.

Trilby's Notes still can't manage an actual reason the government wanted him, but I guess we can't expect it to fix everything. Good track record so far, though.

In doing so, I assumed that she would miss the giant headline and other news stories about a famous thief being captured and then enlisted by the government.

My main rule of thumb in editing will be that, after this update, I'm cutting out pointless description copy-pasted from pulp thrillers.


As you can see, the interface has been entirely redesigned. You can now actually move your character around, and, if you notice the paper icon in the upper left...


The game now runs on a text parser. Reaction to this is pretty divided, including in this thread, but I like it because it allows for much more freedom and some very abstract puzzle solutions (due to dealing with verbs other than "use"). Apparently, however, it was a pain to program, so Yahtzee made 6 Days play exactly the same way 7 Days did. Playing 7 Days for a few seconds will show you why this was a bad idea.
>Knock

>Knock



The verboseness isn't bad now that Trilby having a personality is still novel. Before long, though, it gets pretty tiring.


Well, that didn't take long in the slightest. We've already undone almost every aspect of the first game, and I'm not complaining


I don't see why this game treats Simone and Trilby as good friends. It's directly said that they hadn't interacted since the manor, and the closest thing to bonding that happened there was shooting a ghost together. This is what I mean when I say that Notes and 6 Days pretend the first two games were better than they were.

I quickly advised James Fowler to go into hiding. He was stunned, but agreed. The boy had sense, and still respected my judgment.
He then proceeded to never be seen for the rest of the series because he was unpopular.

I think I liked Yahtzee better before he was James Joyce.
On an unrelated note, pay attention to that date, and consider where we saw it before and where we pretended to see it before.

Have I mentioned recently that I'm manually transcribing all of this? Because there's no game script and I'm manually transcribing all of this. Just saying.




Once this series introduces these gigantic government organizations, the first game starts to somehow make even less sense. I would think that a British Ministry specifically made to stop ghosts from doing bad things would have noticed a prominent manor where, for 200 years, a ghost has been doing bad things.



Says the man who (amazingly) carries around lockpicks for innocuous occasions like visiting a "friend".





Oh come on, you're not even trying.
See, Trilby is pretty well known. Everyone in the 5 Days house had a vague idea of who he was, Simone pointed out that he was basically a celebrity, the authorities would supposedly recognize him on sight, etc. Apparently, he doesn't bother with either a reasonably fake name (hell, his actual Malcolm would work) or doing anything to change his signature look. Somehow people don't take any notice of this, even people in this game who are established to know who Trilby was.
Hotel only attracts the incompetent still. Good to see this game is still recognizable as a Yahtzee project.







Oh yeah, and Yahtzee still assumes the player doesn't understand anything unless slapped across the face with it. When people were praising this as being the best in the series, you didn't think it wasn't still a Chzo game at heart, did you?









I know, just hold in there. This game does get decent (and actually a game) eventually. Promise.




Abed's full name is Abed Chahal, making him an ancestor of Barry Chahal which still doesn't factor into anything. Yahtzee decided to introduce us to a text parser by making us remember names like Abed, Siobhan, and Lenkmann while previous games used names like Will, Adam, Phil, and Jim, but thankfully it usually recognizes simple typos.






[More pointless filler about things that I am sick of typing and you're sick of reading]


Yahtzee likes to blame his design faults on his players, so he responded to criticism about his characters not being well-rounded by accusing players of not typing in the right things. The commentary suggests things to enter in, so I'm doing those and things that actually advance the plot.



According to Yahtzee, this shows that Abed's perverted and Siobhan's a slut. Awesome characters, there. Siobhan's personality fluctuates, since Yahtzee wants to make her hit on every male in the game but also wants to write a slightly likable female character and not be John Steinbeck.




The Ministry of Occultism and everything it does is apparently completely restricted, to the point where an average person doesn't even know the occult is real. Now, when any random man-who-pretends-he's-a-thief can perform a summoning ritual and evil ghosts are wandering around, I'm not sure why (or how) this would be kept secret, but I guess secret organizations are more interesting than your run-of-the-mill taxpayer accountable ones.

Often, these conversations are fragmented. Here, for instance, I have to "ask about idol". I'm merging conversations so they sound less artificial.












Ah, there we go. I was beginning to wonder when this game would start being good.








At first, Trilby's Notes seems like a slightly-improved retread of 5 Days. John DeFoe is reintroduced and a bunch of characters gather at a hotel, so the plot seems pretty familiar. Again. Then this happens.
I'll post that Tindeck link every update. Whenever things get horribly dark and ruined like this, play that background noise and become unable to sleep for a while. Seriously, play it now and leave it on for a while.
And yes, this whole aspect is a blatant Silent Hill ripoff, but nobody cares because it works really well.



The other floors are pretty clearly copy-pasted except for the graffiti, which helpfully informs us that walls aren't men.


As you descend, you realize that this game is going to be pretty different, because the combination of atmosphere and sound design has made you actually be afraid of a Sierra-style adventure game. Suddenly, the Olympus Mons of text you just forced your way through doesn't seem so bad.

July 18th: Felicia and I took shelter from the storm in a decrepit old hotel in the forest. It seems to be completely deserted, so we bedded down on the floor of the lobby for the night. It is so peaceful here. The noise of the storm seems far away.
July 19th: Exploring the hotel, it has become increasingly clear that the place is not as innocent as it first seemed. We found ancient corpses and evidence of terrible deeds in several of the rooms. The storm has cleared, and we intend to leave as soon as possible.
July 20th: I am certain now that devilry is at work. Every path we take through the forest brings us back to the hotel. We spent a whole day trying routes to no avail. Felicia keeps talking of a demon she fancies she saw in the hotel kitchen last night.
July 21st: Felicia is dead. I was too late to help her. I saw her murderer, just as she did. Perhaps I will be next. I am beginning to understand.
July 23rd: The murderous figure in black, the one whose body is savagely stretched into a mockery of form, is not the architect of this nightmare. Rather, this is the work of that hideous lord of the forbidden lands. God forgive me.
July 25th: I built a shrine to my captor in the lobby in an attempt to appease it. Nothing has changed. I have no more food. The horror is starting to affect my mind.
July 28th: i am certain my mind is going. i imagined for a moment that the hotel had changed, had become finely-decorated and welcoming as it must have been in the past. i blinked, and it returned to its normal hateful self.
August 1st: WHAT is his rela ionshi to that di gusting be st? is he a servan or a pri oner? Sometime he act alone, someti es at t e behest of higher power. what doe he wan from me?
August 3rd: he is afte me now I t ink I mu t hav done ome hing wron


Next time, Yahtzee continues to redeem himself for his previous transgressions. Sure, making fun of space physics is fun, but there's a reason I'm playing through this series, and it's here.
Creator Commentary
I preferred the text parser because it prevented the player from finding the solution just by trying all the buttons. Plus there was the theme of this game being Trilby's written notes, and the parser helped put you into the perspective of someone typing them up. It wasn't a perfect system, of course. A few players said afterwards that they wished I'd put in a special button to bring up the phrase 'open door'.
For the same reason of wanting a better sense of immersion I also implemented the conversation system where you have to ASK ABOUT <whatever> instead of picking from a menu, which I've come to dislike. In retrospect it would have been better to take a leaf out of Ultima's book and highlighted the important words as they appeared in dialogue.
And of course I ditched both these aspects when doing 6 Days. At that point I think I'd stopped caring about gameplay too much and just wanted to put a nice, safe, boring framework around an obligatory story wrap-up and vehicle for creative mind-screwing.
I think what I dislike most about Notes at this point is the graphics. Having learned from 7 Days that the more complexly shaded the sprites the less inclined I was to reanimate them much, I opted to stick with flat, largely unshaded blocks of colour for the character sprites in Notes. This gave me greater flexibility to design many more different-looking characters with better animations, but they do look rather 8-bit. The backgrounds aren't that great either, though. They all have this rather flat pastel-y feel I'm not sure I like.
Something you may or may not notice is that, while doors in 5 and 7 Days were always seen to open before your character entered them, the doors in Notes remain permanently closed while characters phase mystically through them in ugly jump cuts. Ho yes, I learn lessons in one place only to un-learn them in others.
This was the first of my games to have an original soundtrack by AGS regular Mark Lovegrove, which I was quite happy with. When explaining to him what I wanted out of the 'Dark World' ambient music, I said I wanted a track that evoked the feeling you get right after standing up very suddenly in a hot bath.
The Tall Man himself owes a lot to the Zealot from Blood 2:

A game I did own, but which I swear I didn't consciously rip off. The Tall Man's appearance as a whole was influenced by various sources, including the obvious Pinhead from Hellraiser, Pious Augustus from Eternal Darkness, and Rorschach from Watchmen. I liked his scarf.