Lights Out: Time to go home

I suppose that hitting the ending prematurely gave me a sense of license. I wound up impatiently looking at walkthroughs to find the rest of the story, and was puzzled by the fact that they seemed to differ from what I had played in a number of small details. It turns out to be the difference between the original release and the “director’s cut”. Most walkthroughs cover only the former, but the latter is what’s on Steam. I hadn’t even considered that the Steam version might be significantly different from the CD-ROM. Would I need to play both to satisfy my sense of completion?

After finishing the game, I inspected the walkthroughs in detail, and the differences between the versions are not great. Mostly the director’s cut shifts information around a bit, putting more content into the player’s path and cutting out some shortcuts that would allow you to miss stuff. A couple of obtuse-UI puzzles are gone, and to make up for it, a couple of combination lock solutions are split into two pieces and hidden separately. I think what I played is probably an overall improvement, but I don’t understand why certain random things like the access code to the museum’s front door got changed. It’s just a four-digit number. Using a different four-digit number doesn’t significantly alter the player experience.

Most of my final session was spent in a fourth time period that I had failed to find without hints, although I should have suspected it existed for symmetry reasons: the final puzzle involves a sequence of four glyphs, and each of the three ages I had found contained one of them. I really think this age is too hard to find. The sole entrance isn’t even a photograph like the other magic goggles transit points. It’s just a brick wall. The original release provided an alternate entrance through a photograph, but it skips the entire introduction to the area. I imagine it was intended mainly as a quick exit rather than an entrance, but wound up being a lot easier to find than the proper entrance, and so it got cut. This could have used some more iteration, frankly.

This fourth age is the year 2090, when the lighthouse is long gone. The site is instead home to a deep space research facility, now just as deserted as the lighthouse was, and for the same reasons. Between the stark metal corridors, the red emergency lighting, and the time travel, I was strongly reminded of the first Journeyman Project. The staff quarters area is kind of like the Ghosthunter HQ in the previous game: it’s what fills in the rest of the story. It also has most of the game’s inventory items, and a sudden resurgence of Doctor Who references. 1One of the major characters — the glowing possessed guy in this time period — is named “Griel Magnus“. Long-range teleportation is called “transmat“. A “Doctor Romana” is mentioned. There’s a very familiar-looking “laser screwdriver“. Ironically, when you find some old sci-fi TV comics in one of the bedrooms, they’re of Sapphire and Steel. So this area is pretty much the heart of the game, which makes it all the worse that it’s so easy to miss.

At any rate, I have most of an explanation of what was going on. The people of 2090 know all about Malakai, because they built it. Malakai is a space probe with artificial intelligence, teleportation capability, and some kind of matter-manipulation device. That metal barrel I found in the past doesn’t just contain Malakai, it is Malakai. Something went wrong when it was launched, and it wound up returning to Earth thousands of years earlier, with its on-board ethical watchdog severely damaged. Everything it’s done since then, including possessing people and imprisoning souls, was for one purpose: manipulating you into finding it and entering the return coordinates so it can go back where it came from and complete its mission. But being so manipulated is not such a bad thing. When you finally do it, you do it in the distant past, which means Malakai leaves before it can commit any of its crimes. Just like in Dark Fall: The Journal, your victory rewrites history.

Now, this leaves something to be desired as an explanation. Leave aside the question of how the time travel works — I can accept that Malakai is facilitating it somehow. The thing that bothers me is how you get the return coordinates. Everything you enter into Malakai’s interface at the end of the game is revealed to you by the goggles, burned into the landscape in ghost energy, usually in ways that are difficult to understand. Is this Malakai’s doing? Does Malakai know the coordinates, then? If so, wasn’t there some more straightforward way for it to use them than by scattering them through the centuries in the form of ghost riddles? Maybe to a machine anything that works is good enough. Or maybe I’m just supposed to chalk it up to insanity. Either way, I find it unsatisfying. I can accept contrived adventure-game puzzles on their own terms, or with a touch of supernatural handwaving, but if you’re going to say it’s all the doing of a certain character in your story, I’m going to want it to make sense in terms of that character’s motivations. Even if those motivations are just “It seemed like a good idea at the time”.

References
1 One of the major characters — the glowing possessed guy in this time period — is named “Griel Magnus“. Long-range teleportation is called “transmat“. A “Doctor Romana” is mentioned. There’s a very familiar-looking “laser screwdriver“. Ironically, when you find some old sci-fi TV comics in one of the bedrooms, they’re of Sapphire and Steel.

Lights Out as Thinly-Veiled Doctor Who Fanfic

At one point in Dark Fall: The Journal, the player has access to a character’s smartphone and can read his recent emails. One of them was a reminder to renew his membership to a Doctor Who fan club. I read this as the writer trying to show that this character was a bit of a nerd. After all, this game was made in 2002, three years before the show was revived, which means he was still an active fan — active enough to pay fan club dues — of a show that had been canceled 13 years ago.

Lights Out was written by a different author, with a different perspective. [Correction: Both games have the same author. I don’t know why I thought differently.] Rather than mocking Doctor Who fans as nerds, he’s sending out dog-whistles to let them know he’s one of them. There’s a Sarah Jane mentioned in the historical materials in the lighthouse museum, as well as repeated mention of an oceangoing vessel called the Ribos. And of course the whole business of a glowing madman in a lighthouse is basically lifted from The Horror of Fang Rock. Apparently the Doctor even quotes the Flannan Isle poem at one point in Fang Rock.

And even apart from these directly-referential details, much of the story’s shape so far just feels Doctor Who-ish. It starts with a period piece, then throws in a mysterious anachronism. Some of the best episodes of classic Who started the same way. It gives us the framework of a ghost story, but then starts giving the ghosts sci-fi explanations like time travel and possibly aliens — one document mentions a large cylindrical object falling from the sky. And it’s all about figuring out what’s really going on, which is a large part of Doctor Who‘s charm — much of the time, the Doctor’s initial motivation for getting involved in the story is curiosity. This, it strikes me, is a point where licensed Doctor Who games have generally fallen down, by focusing mainly on confrontations with well-known bad guys.

Now, there are enough references to characters from Dark Fall: the Journal — most notably Polly White — to make it clear that this game takes place in the same universe, if not exactly the same timeline. And that makes the shift to the Doctor Who world-view strange, because the events of the previous game were pretty definitively supernatural, involving actual ghosts and evil spirits rather than time-travel and extraterrestrials. I suppose Lights Out could be about to retcon it all into rationalism, but that seems disrespectful. No, as far as I can see right now, we just have two coexisting stories, one about ghosts that are ghosts and one about ghosts that are not ghosts.