Blair Witch Volume One: Rustin Parr (Minor spoilers)
Our old friends Terminal Reality return for the first of the episodic Blair Witch games, eschewing the heavy action, gore and excitement of
Nocturne in favour of a heavier emphasis on adventure game mechanics. It's 1941 and supernatural defence agency Spookhouse have been called in to investigate a series of ritual murders in the town of Burkittsville, Maryland. With the Blair Witch rumours constituting little more than ghost stories and local legends, the protagonist of
Nocturne feels the assignment is beneath his talents, so the more inquisitive Elspeth "Doc" Holliday heads to the area to investigate in his stead. She soon discovers more than mortal evil at work in the town, and must solve the mystery of Coffin Rock before an ancient menace can bring its dark plans to fruition.
If, like me, you're a handsome and highly intelligent gamer, you'll no doubt be playing
Rustin Parr right after finishing
Nocturne, in which case everything from the control scheme to the general mechanics of movement and combat should be familiar to you. A 180 degree turn feature has been added, whilst visuals have had a slight upgrade, with limited facial animations and support for higher resolutions (you'll still need dgvoodoo2 for modern systems though). Most of the basic weapons from the previous game also return, and the most notable additions are an evidence log and map, with some gadgets to help aid in your investigation of the town. It's this aspect of the game that will take up a good deal of your time - talking to locals, analysing audio tapes, solving minor puzzles and so forth. Elspeth will follow up most conversations with a recap of what she's just learned - which is absolutely useless unless you took a break from the game for a week and need to check your last conversation in the log - as well as adding a helpful suggestion in case you're not sure how best to utilize this information. The adventure and puzzle side of the game actually has an extra mode, called "Hard Puzzles", which will significantly increase the amount of work you're have to do to progress past these sections. These range from more convoluted schemes to distract bothersome law enforcement agents, to demonic cryptography, practical witchcraft, and high school chemistry. Some of these can be messed up and lead to a game over, so it's worth keeping a few saves and staggering them so you don't leave yourself in hard fail state.
The other half of the game is of course delving into the woods with your guns drawn and battling all sorts of ancient evils. Well, I say battling them, but you'll quickly learn it's far more efficient to simply run past everything until you hit a boss. And run you will - a lot. The woods are deliberately designed to be torturously confusing, with a lot of very similar pathways and clearings. In the real world, you'll have a map to help guide you, but the game sometimes dumps you in alternate times or dimensions and no longer shows the player's location. In these situations there is a compass you could try and use in tandem with the map, but it's better to simply try and remember the original layout and keep running. Action is therefore probably the game's weakest facet, as enemies are far less interesting or entertaining to kill than in
Nocturne, and there's really no incentive to fight them at all since unlike many classic survival horror titles you're unlikely to ever need to stay in one particular area to look for items or solve puzzles. The first time you encounter some of these foes can be slightly creepy, but it's certainly not scary or exciting. Bosses are similarly dull to fight, with the biggest challenge working out whether you're injuring them or not.
In presentation the game isn't all that impressive. Burkittsville has a bleak, almost soulless look to it that I'm sure is faithful to the movies, but it's a visual style that is highly derivative of any point-and-click ghost story. Even many of the pre-rendered assets look rather lazy - such as 2d trees that were originally very low-quality 3d models - and there's only one brief night sequence near the start of the game that plays to the Nocturne engine's strengths. Even the haunted woods aren't much better in this regard, with flat lighting and a distant high-angle camera that doesn't contribute much to the horror. Perhaps the game was trying to give a sense of the player being spied upon by the woodland spirits, but it fails to capture the unease that anyone who's found themselves strolling in the woods at dusk can attest to. Sadly, sound is still not being used very effectively, with much of the game unscored and only the odd jingle playing at inopportune moments. As in Nocturne, I find this aversion to using music utterly baffling, since one of the most atmospheric parts of both games is wandering around the Spookhouse offices to this stock tune -
https://www.youtube.com/watch?v=MKuPtbZGxuA
Finally, a lot of the roughness of
Nocturne returns, with Elspeth frequently opening conversations by fudging her pathfinding and walking in circles for several seconds, and at least two different reviews mentioned game-breaking glitches in Hard Puzzle mode. There are also a few transitional scenes which were clearly meant to involve further exploration but cut due to lack of time. I read one of the Terminal Reality developers say in an interview that
Rustin Parr is the game he's most proud of, purely down to the fact that it's a miracle the team managed to complete the game at all. Unfortunately, it really shows.
It's not a horrible game, but I wouldn't recommend
Rustin Parr to any particular demographic. Perhaps twenty years ago I would've found this a tense experience, or jerked off to the implied lesbian relationship, but outside of hypotheticals the scariest part of the game was reading the old native american legends in the Burkittsville library. These days we can enjoy games with identical settings that far outclass
Blair Witch in action, horror, and storytelling (
Alan Wake), or smug race-traitor hipster bragging rights (
Deadly Premonition). You might like the puzzle-solving aspect of the game, but in that case you might as well play a real adventure, or
Silent Hill for a better balance of action and brain-teasers.
The Blair Witch Episodes are of course meant to be played as a set, but Volumes II and III were handled by different developers with almost no co-ordination between the different teams, so I won't bother with them unless I end up marathoning Human Head Studios or something. Next up, I'll be replaying
Bloodrayne for the first time in about a decade. Let's hope it holds up as well as Rayne's implants.