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We all have our ‘end of a long day’ games that we relax in without the faculties of reflexes or a fully switched-on brain. For me lately, those games have been Dave Gilbert’s Blackwell series. They’re 2D point-and-click adventures in the old-school mold—they wait patiently as I click their scenes down to every last detail, they’re 100% voice acted, and their jazzy soundtrack­s envelop me like steam rising from a New York subway.

I came to the Blackwell series after playing Gilbert’s latest game, Unavowed, set in the same universe where the supernatur­al murmurs in the shadows of a beautifull­y observed New York City. And while Unavowed may well be the best point-and-click ever made, it’s fascinatin­g to see

Gilbert and his studio Wadjet Eye Games climb towards that creative zenith through the Blackwell series.

There are five games in total, following socially awkward spirit medium Rosangela Blackwell as she wanders a mostly nocturnal New York City in search of lost souls who need help passing on to the afterlife. She does this alongside her spirit guide Joey Mallone—a caustic-humored ghost who looks and sounds like a PI from the 1950s, and who was also guide to Rosa’s late aunt Lauren.

Joey and Rosa’s dynamic is a peculiar one—his nasal lexicon, through which he calls Rosa ‘doll’ or ‘dollface’ contrastin­g with Rosa’s distinctly New York dryness and neuroticis­m. You may not warm to them right away, but their relationsh­ip offers moments of both comic relief and pensive reflection at just the right moments. It’s central to Rosa’s journey from rudderless young adult into seasoned medium.

Gilbert uses ghosts and the supernatur­al to maturely explore some serious themes. Suicide, depression, and mental illness all come up—young lives extinguish­ed

GILBERT USES GHOSTS AND THE SUPERNATUR­AL TO EXPLORE SERIOUS THEMES

too soon, a businessma­n buried in debt, a musician who drowns his talent in alcohol. Their hauntingly lifelike stories and lonely limbo existence as ghosts invests you in helping them move onto the next realm—whatever that may be.

THE REAPER

Once it finds its feet, the series settles into a rhythm of journalist­ic-style investigat­ions, as you listen to people carefully for key names and places, then type them into Rosa’s computer to unlock new locations or dialogue options. Once you gather informatio­n, you return to the ghosts and try to jog their memory by getting them to accept the fact that they’re dead.

No games capture the spirit of a real-world city like Blackwell captures New York. The diversity of the city’s denizens is well represente­d, while the hand-drawn locations are instantly recognizab­le.

I really enjoy seeing the clear creative progress through the series too. You can feel both the writing and artwork maturing alongside its existentia­lly wayfaring protagonis­t. By going through the Blackwell series game by game, you get to witness the creative journey of one of the best writers in videogames.

 ??  ?? TOP: The hand-drawn locations offer beautifull­y framed snippets of New
York City.
TOP: The hand-drawn locations offer beautifull­y framed snippets of New York City.
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 ??  ?? The art and writing of the Blackwell series builds towards its peak in the final game, BlackwellE­piphany.
The art and writing of the Blackwell series builds towards its peak in the final game, BlackwellE­piphany.

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