Black Mirror II Review
Through a glass darkly.
Version tested: PC
You may not remember Black Mirror. I reviewed it, and I still couldn't remember a thing about it. But then, it was seven years ago. It was a peculiar Czech point-and-click adventure, in which you played a wretched man called Samuel Gordon - a character who went around being rude to everyone, leaving you feeling completely alienated from the experience.
Hardly a game to have gone down in legend, it's a very peculiar choice for German developers Cranberry to have created a sequel for. Stranger still, since absolutely no prior knowledge is necessary to follow the story. The "II" in the title can only hurt their chances of picking up a UK audience for what is a quite surprisingly decent adventure game.
Set in 1993, this remarkably long game begins in Biddeford, Maine. You're Darren, a student on his summer break, working in a photography store for a particularly unpleasant boss. Darren's mother, an English woman who brought her son up in Boston, had moved to Biddeford in recent years - a sleepy, uneventful town with almost nothing for a 20-something to do. And this is how things begin - sleepily, slowly, but somehow interesting.
Things start to happen. A beautiful woman, Angelina, arrives in town, and shows interest in Darren. At the same time his disabled mother is involved in a fall and ends up in a coma in the local hospital. Then that night Darren's ghastly boss is murdered, with Angelina arrested. Your task, at first, is to prove her innocence while searching for the real culprit and trying to identify a mysterious stranger you've spotted hanging around town.
Ew, gross! They're totally kissing!
However, Black Mirror II has a far larger story than this provincial murder mystery. The original Black Mirror, set in 1981, had told the tragic story of the Gordon family, following events that had occurred twelve years previously in 1969. For Darren there's something significant about the passing of twelve years, an English village called Willow Creek, and the curse on the Gordon family.
The time it takes to get to this larger story is the first interesting aspect here. That opening tale of local woes lasts hours. Spookiness is only vaguely suggested, the focus instead on giving minor characters depth, and letting you get used to being young Darren. Stories that ultimately don't feature in the game long-term - the abusive marriage of the diner owners, for instance - are fleshed out beyond simple background detail.
Uncovering secrets within the town doesn't reveal a million-year-old monster or suchlike, but instead merely the reality of people's lives. It's not stunning, it's not ground-breaking drama. If anything it's barely above soap opera. But it's a heck of a lot more than we're used to from European adventures.
I bet you didn't know your mum was making an appearance.
However, there's an awful lot here that's painfully familiar. The first puzzle - the first one - is a bloody sliding tile puzzle. And it's not the only one in the game. Only a short while later, we're asked to piece back together a torn note. It's almost parodic. Locks must be picked, symbols decoded, ancient discs slotted into correct alignment. That you're not required to recover a key from the other side of a door with a pencil and some newspaper is a miracle. It's like a worst-of of Euro-adventure challenges, muddling up a game that otherwise promises real depth.
The inventory puzzles are, again, nothing original. But they are at least mostly very logical. Darren's magic pockets carry vast amounts, but you can invariably assume which items to combine and where to use them. It's never not satisfying to put together a bunch of tools to achieve a goal, and Black Mirror II delivers this plentifully.
In fact, there are a few knowing references. Some are nice, like Darren's remark on finding some chewing gum wrapped in aluminium foil: "I just need a paper clip, then I could build an atomic bomb." Others - well, when you're being knowing, it means you know you're getting it wrong. So when Darren remarks about how many doors he's being forced to open in increasingly silly ways, you have to wonder why the designers didn't think to listen to their own character.
Unfortunately, the further you get, the more it starts to fall to bits. There's some spectacularly awful voice acting throughout, but none so painfully hideous as that offered later in England. Imagine Dick Van Dyke crossed with a dog being drowned in a bath. Many accents swim in and out, visiting Australia, South Africa and Azerbaijan on their demented way.
Also, the translation seems to become increasingly poor. There's an absolutely stunning amount of recorded dialogue here. Every item has at least two or three descriptions, often many more, and conversations are meticulously detailed. The writing is damned fine, too. Except, the further you get, the more mistakes creep in, until you can hear the bemusement in the American actors' voices as they say something nonsensical. It all gets a bit Babelfishy, with ceilings of buildings being referred to as "lids". You can fathom the route to the mistake, but you shouldn't have to be retro-translating as you play.
Despite this, and despite the story becoming more focused on creepy curses and secret orders than people and their lives, another fantastic aspect of Black Mirror II is the scepticism that permeates it. Far too many games in this genre greet ghosts, demons and Satanic cults as if they're the postman. "Oh, hello. Got any ancient curses for me today? Ooh, you're murdering me with your mind." But here Darren remains a sceptic throughout. And more importantly, reasonably so. The mystical is significantly underplayed such that there's genuine ambiguity as to its reality, and I'm not saying which way it goes.
The details of each scene are quite fantastic.
There's a flipping enormous number of locations, and all are elaborately detailed. It's a very traditional 2.5D arrangement, with painted 2D backgrounds and 3D character models wandering about. The animations are mostly well-detailed (although just please, could one game featuring a character playing a pipe of some sort not do that weird hip-wiggling dance?).
Best of all, you almost never have to watch Darren plodding about. Double-clicking on something to look at will ping him straight to it, as well as letting him skip straight to scene exits. Like the first game, it's one of very few adventure games that understands people don't want to sit and watch a man trudging about for 90 per cent of the time.
So, you have a mix. On one hand it's a very nicely written (if somewhat poorly translated and, occasionally, acted) game, but on another it's a collection of the most tired, clichéd puzzles imaginable. It's absolutely huge, and enormously detailed, but the further you get, the less focus goes into the characters. It begins with a smart, tight story, but by the end, the twists come so fast that it all feels made up as they went along. There's almost nothing original about it on any level, but then what's normally so tedious in Euro-adventures is delivered pretty well here.
Willow Creek, where most of the doors are nailed shut.
This is a game that wavers between getting a 6 or a 7 throughout - and then comes the ending. Or, as it happens, it doesn't. A cliffhanger ending for a sequel to a seven-year-old game that most people haven't heard of just isn't acceptable. Plonk, it lands safely on 6.
Which is a shame, since I'd love to more heartily recommend this for those looking for an old-school, hefty adventure. In a world of bite-sized comedy cartoon adventuring, it's great to sink into a developed world of serious-toned investigation. This is still certainly worth getting if you're of that frame of mind, and willing to put up with the familiar foibles of dodgy translations. But with no ending, it's impossible to properly celebrate.
6 / 10
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Comments (25) Latest comment 2 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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lol
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Still I would not have normally paid this any attention and despite getting an average review, intrigued by the premise and some good ideas.
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Might be worth checking out though.
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I had enough of shovling boxes-puzzles in Broken Mirror 3.
With that said, it's a shame they release a game like this with nice graphics, decent story and it all falls down because the puzzles are generic and the character voices laughable. They should all visit ol' LucasArts and take a hint.
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You never heard of a sleeper? It doesn't happen very often, but every now and again a game can come out of the woodwork and suprise everyone. We shouldn't ignore games just because some unlucky dev happens to get their game completely mismanaged by their publisher.
Doesn't look like the case with this game unfortunately, but that doesn't mean we should discount every game that manages to creep under our radar!
Edit: Removed the arrogant comment, as I seemed to have missed the sarcasm.
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My comment was sarcastic, as a rebuff to 2 out of 3 comments thus far that had moaned the game isn't big enough to review. Reviews like this are exactly the sort of stuff I come to Eurogamer for. I've never heard of the game, but to me that's even more of a reason to feature it not less.
Maybe I should have added a /s tag, but I thought it was obvious. Perhaps people who form their opinions on games based on marketing spend are more common than I had first thought, sorry.
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I disagree - obscure leftfield titles can be hidden gems, and are one of the joys of PC gaming. Mainstream exposure like an EG review is exactly what they need!
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Haha, fair enough. I get the sarcasm in your second post, but saw no trace of it in the first one! I obviously don't see people forming opinions on the amount of money spent on marketting at all, but that doesn't really make it easier to spot sarcasm in such a seemingly short, to the point, post.
People form opinions on far more stupid things, so you shouldn't be surprised if people take you seriously.
Anyhow, I may still have a look around for different reviews/opinions on the game. I do really like the look of it, haven't played an old school point and click for ages, apart from Heavy Rain, which was pretty much a different take on the whole point and click theme. Hopefully it just didn't gel with this reviewer.
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My point was MBs on EG aren't precious so this review won't stop the review for AAAFPSRPG 2, and that heavy promotion by publishers has little to do with a game's worthiness. Probably should have just said that, or even better, said nothing and just enjoyed the review
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European adventure games are the only ones that are still relevant, if you ask me. Penumbra, Machinarium, Heavy Rain (yes, it's an adventure game). The only thing American devs can offer is daft, forced humour. Well, there is Grey Mater, but even that is being developed somewhere else. Japanese games are rare, universally badly written, and generally awkward in every way, once you get over the "it's a different culture" BS.
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Thanks again, you made my day!
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To spare costs on localisation for an adventure is extremely dumb. Dialogues are a huge part of such games and if the voiceovers suck the enjoyment drops accordingly...
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As far as this game is concerned, it starts off great with a rather fresh setting and great atmosphere. Unfortunately, the further you get, the more rushed it feels and the more conservative it becomes. Not only is the ending a cliffhanger, but the whole hour before the ending is so boring and illogical I didn't even bother to "unlock the cliffhanger"...
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