Over the years, the game has been able to gain consensus within the independent and international scene, and reaches players in its final version after a crowdfunding campaign. Let’s summarize once again, therefore, the narrative incipit, which is the most important part of the game plot.
There are then two little boys: one is called Ronald, and the other Skinny. The two think it is good to spend time organizing picnics and eating in the open air, but one day something does not square. At the end of the ninth meal, Ronald gives Skinny a small plum. Our, swappin
g the fruit for a grape juice, ingested it, ignorant of the fact that from there a few moments will be hit first by an anaphylactic shock, and then by death. Here happens a singular fact: while Ronald flees frightened leaving his friend to his destiny, Skinny turns into a walking skeleton with a precise mission: to confess to his friend the crime committed and thus avoid eternal damn
ation. The problem is that Skinny, from the day off, lives hidden inside the Ronald’s closet, but he is about to move at the start of the adventure. From here will be the spooky misadventures of the adorable skeletal rogue which, guided by the player, will have to try to talk to his friend, and convince him to dissolve the curse that hangs upon him. Let’s just say that while Ronald flees frightened by leaving his friend to his fate, Skinny turns into a skeleton with a precise mission: to confess to his frien
d the crime committed and thus avoid eternal damnation. The problem is that Skinny, from the day off, lives hidden inside the Ronald’s closet, but he is about to move at the start of the adventure. From here will be the spooky misadventures of the adorable skeletal rogue which, guided by the player, will have to try to talk to his friend, and convince him to dissolve the curse that han
gs upon him. Let’s just say that while Ronald flees frightened by leaving his friend to his fate, Skinny turns into a skeleton with a precise mission: to confess to his friend the crime committed and thus avoid eternal damnation. The problem is that Skinny, from the day off, lives hidden inside the Ronald’s closet, but he is about to move at the start of the adventure. From here will be the spook
y misadventures of the adorable skeletal rogue which, guided by the player, will have to try to talk to his friend, and convince him to dissolve the curse that hangs upon him. Let’s just say that from the day off, lives hidden inside the Ronald’s closet, but he is about to move at the beginning of the adventure. From here will be the spooky misadventures of the adorable skeletal rogu
e which, guided by the player, will have to try to talk to his friend, and convince him to dissolve the curse that hangs upon him. Let’s just say that from the day off, lives hidden inside the Ronald’s closet, but he is about to move at the beginning of the adventure. From here will be the spooky misadventures of the adorable skeletal rogue which, guided by the player, will have to try to talk to his friend, and convince him to dissolve the curse that hangs upon him. Let’s just say thatThe Wardrobe
does not seem to be an adventure that focuses much on narrative: in the five or six hours that the players will engage will not see the breakup of a true twist, but more to the extemporaneous situations that will lead to the final epilogue, for the truth done in a somewhat hasty way. In general, therefore, the game does not shine as a narrative, while others are areas in which the adventure has something to say, namely style and quotations. Quotes, quotes anywhere The developers of The Wardrobe have made a choice carried out consistently throughout the game:
in fact, all 40 of the environments of the adventure are filled with cinematic, literary, television and so on quotes. As a rule, in one tip and click, once you’ve set foot in an environment you never visited before you go looking for the possible hotspots to interact with; with The Wardrobe , however, something else has happened since we just went into a new exploration area and immediately went looking for new possible references, and the material really did not fail. We must say
that we have enjoyed all the dedications that we have been able to see, from the blue horn of How I Met Your Mother , to the many connections to the Simpsons and Futurama, not to mention the many tributes to some classic video games. We can say that, in some ways, the true narrative of The Wardrobe is this, to be understood as a tribute to contemporary culture that finds
space ironically in every detail of the game. A characteristic and well-known element of production, therefore, shows a great stylistic care and a nice research work. He laughs and jokes, but the gameplay? All of these utterly pleasing quotes, however, have to be embedded in a graphic and adventure gameplay made and over, and here we have to move some criticisms. Be clear, The Wardrobe is a real game, not just a joke of references to The Day of the Tentacle
or other classics: it is to be said, however, that the experience is all too cumbersome. Basically, we have a classic graphic adventure in which Skinny can interact with many objects in four different ways. For almost any available hotspot you can talk, interact, take and watch, and from this decidedly traditional setting, a game system is created based mainly on puzzles related to the right interaction with the objects. The inventory will always be populated by a number of objects, which can be combined with each other, which will be used in the most unpardonable ways. I’m not present in The Wardrobe, real logical puzzles, or anyway related to the resolution of traps and mechanisms. Even collecting all of the objects and thoroughly looking at all the environments (thanks to the possible automatic revelation of the hotspots), however, it is not said that you immediately understand what to do. We must say, in fact, that the logic behind some of the puzzle of the game is really – let’s say so – creative, if not cruel. Being able to connect places, objects and characters with which interacting sometimes has been really complicated, and we admit that we have acted casually on some occasions. The impression is that the difficulty has been raised a little too sharply, and this could annoy the fewer patients. The skeleton shook people
From a stylistic point of view, and therefore also from the audio and video side, The Wardrobe appears again as a coherent and well-conceived product. Aesthetically, the game counts on two-dimensional graphics that are made of pleasing hand designs and “cartoonschi”, pleasing to look and often stylized. The sound likewise enjoys a positive Italian dubbing, and accompaniments that are well suited to the genre and tone of the narration. We dedicate little time to these details because we want to emphasize how the whole graphic and sound structure is going to be a very positive addition to the verve of dialogue. In fact, it seems fair to emphasize the quality of the texts, which will surprise you for their ironic charge.