//јεṡṡαl?ṉ?!
ïṉτɾّḋυсτïّṉ: Oh hey there, it’s Nikoletta. If you’ve read any of my other reviews, you know what’s coming.
Ρlّτ: Nancy goes to Thornton Hall because Savannah Woodham knows the family, and Jessalyn Thorton has gone missing right before her wedding. Basically the same plot as the Haunting of Castle Malloy.
Here’s the thing about this game. Like the three or so games before it, it completely lacks the complexity that made the old games worth playing. The attention grabbing factor is gone. With the location, there were so many opportunities for SUB PLOTS. But, once again, the only goal Nancy has in the entire game is the main goal listed at the beginning: to find Jessalyn. Don’t expect any civil war history or tie ins. Don’t expect the duality found in SHA and DAN, where the location and the plot line work together to create more complicated stories interwoven into the mystery. Those who have played DAN, think about how that game is constructed, how it brings together two main storylines, adding intrigue AND length. But in GTH? Nope. Nancy is there. She solves puzzles. She does her one and only job.
I’m honestly at the end of my rope here. I (and many others on these boards) have been crying out for sub plots for ages, and there is no pay off. The plots are all flat and one dimensional. I didn’t rush back to the game after quitting for the time being. I was actually bored during most of the game, not gonna lie. The plot seemed thrown together, quick, simple, and altogether lazy.
[2/10]
ατṃّṡρhεɾε: It was pretty spooky and dark, the typical ambiance you would expect for a ghost related game. The music ranged from creepy to some sort of weird opera screeching. My friend I was playing with kept asking, “Why does ‘Ave Maria’ keep playing?!”
[6/10]
lεṉģτh: Well, since there was no sub plots and no substantial dialogue, it was pretty short. And that’s really all I have to say about that. Although since I was bored all the way through, I went pretty slowly and it took me a couple hours over the course of about 4 days to finish.
[4/10]
сhαɾαсτεɾṡ:
Clara Thornton: Jessalyn’s mom. She seems like she’s hiding something. A very cold, detached woman.
Wade Thornton: Oh wait. Uh. I think he was Clara’s cousin? I could be wrong. He comes off kind of creepy and has some secrets about him, which of course, the manner of storytelling revealed in the most unceremonious way.
Harper Thornton: Clara’s cousin. She’s known for being the crazy one in the family. Or is she?
Colton Birchfield: Jessalyn’s fiancé. He comes off a little standoffish and is very weird about his fiancé disappearing. That was kinda interesting.
The characters weren’t bad per say, but just like in TMB and DED…they don’t remain interesting because conversation isn’t really meaningful or relevant or coherent half the time and all their secrets are handed to you on a silver platter through lazy story telling. Also, the “speed through” conversation option makes me very angry, personally. If dialogue was meaningful and engaging, there would be no need for this function and no fans would be asking for it in the first place. Just my opinion.
[5/10]
ρυʐʐlεṡ: They were relatively easy throughout the game, with a couple of frustrating ones here and there. I’d say there was a good amount. I normally dislike puzzles and I don’t play these games for them, but I’d have to say this was the best element in this entire game. Kudos.
[9/10]
ṉαṿïģατïّṉ: Remember when we actually had large, engaging environments to explore and not claustrophobic, generic images with nothing to click on? Oh, yeah? Me too.
Here’s the thing. I know that the actual places are becoming more detailed and life-like, but it seems like development is being invested in making pretty graphics versus a large environment. I’m sorry, but I wasn’t happy with the tiny lab in DED and I was SO not happy with the one-location-two-things-to-click-on-per-frame setting of GTH.
[1/10]
ṡṉّّρïṉģ: There was a good amount. But since I felt the story was so boring…eh.
[4/10]
εṿεṉτṡ//ṡυṡρεṉṡε: Maybe if there was more background on the haunting and more to prep me, oh, I don’t know, maybe some subplots or detailed legends versus generic “haunting” rambles of the manor’s inhabitants, I could’ve gotten more into the suspense. Go play SAW or MHM for a good scare, kiddles. Although, I did appreciate that along with jump scares there were little things thrown in there that you could miss if you blinked, which was a throwback to MHM for me. So props for that.
[5/10]
ṡсّɾε: 36/80: F
Not as bad as DED or TMB, not nearly as good as games I felt are well put together. I feel as if this entire game was jumbled and rushed. It was a weird experience. I think my days of new Nancy might be over. I’m just not feeling it anymore. I can hardly keep any interest.
Anyway, I apologize if any of my sarcasm or brutal honesty made anyone uncomfortable. My goal is to describe the game the best way I know how and be as truthful as I can. I know many of you appreciate positivism, and I apologize but this game personally gave me no room to be so.
Happy sleuthing. You can find me back at Shadow Ranch or on Deception Island.
Ρlّτ: Nancy goes to Thornton Hall because Savannah Woodham knows the family, and Jessalyn Thorton has gone missing right before her wedding. Basically the same plot as the Haunting of Castle Malloy.
Here’s the thing about this game. Like the three or so games before it, it completely lacks the complexity that made the old games worth playing. The attention grabbing factor is gone. With the location, there were so many opportunities for SUB PLOTS. But, once again, the only goal Nancy has in the entire game is the main goal listed at the beginning: to find Jessalyn. Don’t expect any civil war history or tie ins. Don’t expect the duality found in SHA and DAN, where the location and the plot line work together to create more complicated stories interwoven into the mystery. Those who have played DAN, think about how that game is constructed, how it brings together two main storylines, adding intrigue AND length. But in GTH? Nope. Nancy is there. She solves puzzles. She does her one and only job.
I’m honestly at the end of my rope here. I (and many others on these boards) have been crying out for sub plots for ages, and there is no pay off. The plots are all flat and one dimensional. I didn’t rush back to the game after quitting for the time being. I was actually bored during most of the game, not gonna lie. The plot seemed thrown together, quick, simple, and altogether lazy.
[2/10]
ατṃّṡρhεɾε: It was pretty spooky and dark, the typical ambiance you would expect for a ghost related game. The music ranged from creepy to some sort of weird opera screeching. My friend I was playing with kept asking, “Why does ‘Ave Maria’ keep playing?!”
[6/10]
lεṉģτh: Well, since there was no sub plots and no substantial dialogue, it was pretty short. And that’s really all I have to say about that. Although since I was bored all the way through, I went pretty slowly and it took me a couple hours over the course of about 4 days to finish.
[4/10]
сhαɾαсτεɾṡ:
Clara Thornton: Jessalyn’s mom. She seems like she’s hiding something. A very cold, detached woman.
Wade Thornton: Oh wait. Uh. I think he was Clara’s cousin? I could be wrong. He comes off kind of creepy and has some secrets about him, which of course, the manner of storytelling revealed in the most unceremonious way.
Harper Thornton: Clara’s cousin. She’s known for being the crazy one in the family. Or is she?
Colton Birchfield: Jessalyn’s fiancé. He comes off a little standoffish and is very weird about his fiancé disappearing. That was kinda interesting.
The characters weren’t bad per say, but just like in TMB and DED…they don’t remain interesting because conversation isn’t really meaningful or relevant or coherent half the time and all their secrets are handed to you on a silver platter through lazy story telling. Also, the “speed through” conversation option makes me very angry, personally. If dialogue was meaningful and engaging, there would be no need for this function and no fans would be asking for it in the first place. Just my opinion.
[5/10]
ρυʐʐlεṡ: They were relatively easy throughout the game, with a couple of frustrating ones here and there. I’d say there was a good amount. I normally dislike puzzles and I don’t play these games for them, but I’d have to say this was the best element in this entire game. Kudos.
[9/10]
ṉαṿïģατïّṉ: Remember when we actually had large, engaging environments to explore and not claustrophobic, generic images with nothing to click on? Oh, yeah? Me too.
Here’s the thing. I know that the actual places are becoming more detailed and life-like, but it seems like development is being invested in making pretty graphics versus a large environment. I’m sorry, but I wasn’t happy with the tiny lab in DED and I was SO not happy with the one-location-two-things-to-click-on-per-frame setting of GTH.
[1/10]
ṡṉّّρïṉģ: There was a good amount. But since I felt the story was so boring…eh.
[4/10]
εṿεṉτṡ//ṡυṡρεṉṡε: Maybe if there was more background on the haunting and more to prep me, oh, I don’t know, maybe some subplots or detailed legends versus generic “haunting” rambles of the manor’s inhabitants, I could’ve gotten more into the suspense. Go play SAW or MHM for a good scare, kiddles. Although, I did appreciate that along with jump scares there were little things thrown in there that you could miss if you blinked, which was a throwback to MHM for me. So props for that.
[5/10]
ṡсّɾε: 36/80: F
Not as bad as DED or TMB, not nearly as good as games I felt are well put together. I feel as if this entire game was jumbled and rushed. It was a weird experience. I think my days of new Nancy might be over. I’m just not feeling it anymore. I can hardly keep any interest.
Anyway, I apologize if any of my sarcasm or brutal honesty made anyone uncomfortable. My goal is to describe the game the best way I know how and be as truthful as I can. I know many of you appreciate positivism, and I apologize but this game personally gave me no room to be so.
Happy sleuthing. You can find me back at Shadow Ranch or on Deception Island.
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