Dark Fall: Light Rise
I ultimately gave up and consulted a walkthrough to find the final missing word, apprehensive about accidentally reading spoilers for other things even though there really wasn’t anything left to spoil. It turns out that I had seen the word already. It was just presented in a way that was too subtle for me.
And with that, I could conclude my part of the story, trapping the Dark Fall and freeing all the spirits it had been holding, in some cases for centuries. The closing cutscene shows them in the form of points of light, rising up through a peculiar funnel-like structure in the ceiling. Then it shows a number of changes happening throughout the site that seem to indicate that you freed them retroactively, making it so that the spirits were never trapped at all, there were no disappearances and no investigation. One of the more famous disappearances occurred in the 17th century, and is the basis of the a folk song that you can see framed on a wall; this vanishes before your eyes. So this can’t possibly actually be the same ritual that trapped the beastie in the first place, because obviously it wasn’t written out of history yet when you first arrived.
I suppose it’s a good thing that they got to do a sequel, because there’s quite a lot left unresolved. My suspicions about Hadden Industries were never addressed, nor was the peculiar behavior of their equipment. I never did learn anything from talking to the ghosts that I didn’t also learn from documents. There’s some slight suggestion that the player character is dead and doesn’t know it — in the end, the player’s view seems to fly up through the ceiling with the rest of the spirits. But if so, your death is erased from history along with everything else. I’ll be continuing with Lights Out: Dark Fall 2 shortly, and keeping an eye out for answers.
Overall, this game is actually a pretty satisfying specimen of its type, despite all my complaints. It’s got a good variety of puzzles, including a few that require you to put together information from both documents and the environment. I do think it would be improved by some way to highlight hotspots, though. And even that much would be inadequate for some puzzles. In most places, you can rotate the camera to face any of the cardinal directions, even if that means facing a blank wall. One of my last breakthroughs was realizing that there was a hotspot to go through a gap in a fence that I hadn’t actually looked at since my initial foray. Perhaps this is part of the author’s intent; perhaps making discoveries by assiduously searching every surface is part of the desired experience. But if so, I say there’s just too much of it.
And there I go complaining again. Maybe I should just stop now and see if I can be more positive about Lights Out.