It’s this sort of “Sorry you can’t use this very sensible option because we need to push the plot forward” puzzle-solution that is so dangerous to point-and-click adventures.DVD 2 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 2 1 1 1 1 1 1 1 4 1 1 1 2 2 1 Which proceeds to kill the Mayor of Bone Town as Willy and his, suddenly-not-tripping-balls, father escape back to Bone Town proper. Of course, firing an ancient cannon within the small cavern causes a cave-in. Loading and firing the chalice from that cannon ends up being the right way to get rid of it. That solution ends up being on the pirate ship, below the main deck is an old cannon. Basically that wasn’t the story the game wanted to tell, so I had to find a different solution. Of course, once I tried to do that Willy tells me that it won’t work because the chalice will float. With the objective of getting his father’s decade long mushroom trip to end Willy slips away to discard the contents of the ‘shroomy chalice as his father swash buckles with the Mayor of Bone Town (what a title) on the deck of the 300 year old pirate ship (what a sentence).Īt this point it seemed fairly obvious what to do with the chalice: throw it down the chasm that the game had so purposefully pointed out earlier.
Later he finds the chalice that his father has been drinking the hallucinogenic mushrooms from.
Clicking on the chasm makes Billy comment, “It goes really far down. Upon entering this cavern Billy crosses over a natural chasm using a stone bridge. Aided by nutritious, hallucinogenic mushrooms he’s been living in a cavern beneath Bone Town while larping as Pirate the Kidd on his ancient pirate ship for the past 10 years. Turns out that Willy’s long-lost father has convinced himself that he is a pirate. Mashing together various items feels like the reward for listening to NPCs lazily tell their life stories and comment on the state of crumbling Bone Town. Dialogue takes the lion’s share of the playtime. Finding tricky solutions to interesting puzzles after a bit of thought is supposed to be the core gameplay loop the story progressing should be the reward. At no point did one of these genuinely confuse me or make me pause and think in any interesting way.Īs a reviewer I was grateful for never being slowed down by the game’s difficulty.īut point-and-click adventure games typically need to thrive on those “Ah-ha!” moments. It’s heavily reliant on picking up random objects and furiously trying to mash them onto the game’s backgrounds to trigger effects. I was laughing at Bone Town rather than being unsettled with Bone Town.Īs for the gameplay, it’s a very normal point-and-click adventure. Instead of creating a creepy village it came off as a silly place that was trying way too hard to not make sense. Time after time things being slightly off in the world of Bone Town seemed unintended. I can forgive them for not understanding American middle school humor, but Bone Town most certainly doesn’t mean what they think it does. Leonardo Interactive, the studio behind the game, is an Italian developer.
It’s supposed to sound creepy, perhaps even macabre. And, yes, the world and characters are weird, sure, but they never feel that way on purpose.