Monday, 1 April 2019

Poirot Project: The Further Adventures of Mr Satterthwaite


This post is part of my 2016-19 Poirot Project. You can read the full story of why I’m doing this in my Introduction post. The previous post was a review of ‘The Chocolate Box’.

Beware: Here be Spoilers


When I was coming up to reviewing ‘How Does Your Garden Grow?’, I decided to make this blog project even more completist by considering Miss Lemon’s appearances in other, non-Poirot stories. I called that post ‘The Further Adventures of Miss Lemon’, and I said at the time that my plan was to write about the ‘further adventures’ of all the other characters who crop up in both Poirot and non-Poirot stories.

Well, it’s time for another ‘further adventures’ post… This time, it’s Mr Satterthwaite who takes centre-stage.

What do you mean, who’s Mr Satterthwaite? Oh dear.

Actually, you might (just) be forgiven for needing to be reminded about Mr Satterthwaite. The poor chap gets short shrift when it comes to Christie adaptations. And by that I mean, Mr Satterthwaite has never appeared on screen in a Christie adaptation. He was (I think) used as the central character in a ‘modern day drama interpretation’ app produced as a ‘multimedia stream with social functionality’ by Agatha Christie Productions in 2015. I’d never heard of the Mr Quin app before today, but I see from the publicity that Mr Satterthwaite was played by Gethin Anthony, making Anthony perhaps the only person to ever perform as (a version of) Christie’s rather unassuming character.

One adaptation where you certainly won’t see Mr Satterthwaite is ITV’s Agatha Christie’s Poirot. Although Christie included the character in ‘Dead Man’s Mirror’ and Three Act Tragedy, the character was removed/replaced in the TV versions. So, you might ask, given that this is a blog about the ITV show, why on earth have I devoted an entire post to a minor character who appears very briefly in a couple of stories and is dropped entirely from the adaptations?

It’s simple really. I wanted an excuse to talk about Harley Quin.


Not you.

In the mid- to late-1920s, Christie wrote a series of short stories for various magazines (including Grand Magazine and The Story-Teller, featuring a certain Mr Satterthwaite and his mysterious friend Harley Quin.


NOT YOU. Go on, clear off.

Twelve of the stories were published in 1930 as a collection entitled The Mysterious Mr Quin, and two further stories ‘The Love Detectives’ (first published as ‘At the Crossroads’ in The Story-Teller, but not included in the earlier collection) and ‘The Harlequin Tea Set’ were included in later collections of Christie stories. All the short stories, along with ‘Dead Man’s Mirror’ and Three Act Tragedy were collected into The Complete Quin and Satterthwaite: Love Detectives and published by HarperCollins.

I know the stories from my 1965 Fontana Books edition of The Mysterious Mr Quin (which I apparently bought for 19p when I was working at the Oxfam shop in the late 90s) and the 2010 HarperCollins eBook edition of Problem at Pollensa Bay (a collection first published in 1991, which includes ‘The Love Detectives’ and ‘The Harlequin Tea Set’).


To put these stories in context of Christie’s other detective fiction… the first Harley Quin story was published in March 1924. By this point, Christie had written two Poirot novels and a series of short stories for the Sketch. She was also in the process of wrapping up a second series of Sketch stories (known as ‘The Man who was No. 4’), which finished the same month as the first Harley Quin story appeared. Tommy and Tuppence had appeared in one novel (The Secret Adversary) by this time, but it would be three years before Miss Marple’s first outing (‘The Tuesday Night Club’, 1927) and eight years before we’d meet Parker Pyne (‘The Case of the Discontented Soldier’, 1932).

According to Christie’s autobiography, the Harley Quin stories were her favourite stories (or, perhaps, her favourite out of the two short story collections she published between 1929-1932 – her statement is a tad ambiguous!), and ‘Little Mr Satterthwaite’ was one of her favourite characters. Is it strange, then, that he has drifted into obscurity? Or is it somehow weirdly appropriate?

In case you’re unfamiliar with the Harley Quin/Mr Satterthwaite stories, allow me to introduce you to them. You’re in for a treat.

Our introduction to the characters – and to the type of story in which they will feature – comes in the first published story ‘The Coming of Mr Quin’. Our hero (as it were) is described thus:
‘Mr Satterthwaite was sixty-two* - a little bent, dried-up man with a peering face oddly elflike, and an intense and inordinate interest in other people’s lives. All his life, so to speak, he had sat in the front row of the stalls watching various dramas of human nature unfold before him. His role had always been that of the onlooker. Only now, with old age holding him in its clutch, he found himself increasingly critical of the drama submitted to him. He demanded now something a little out of the common.’
The story takes place on New Year’s Eve, at a house party at Royston. Mr Satterthwaite is among the guests, as are Richard Conway, a couple called Portal and ‘six or seven young people whose names Mr Satterthwaite had not grasped’. The hosts are Tom and Laura Evesham.

As midnight strikes, Mr Satterthwaite finds himself intrigued by Eleanor Portal, and by what he perceives to be the strange effect she has on her husband. The party toast to ‘Auld Lang Syne’, and a rather melancholy mood comes over them. In typical NYE fashion, they begin to get a little maudlin, remembering the death of Derek Capel (the previous owner of the house), some years earlier. (Except the ‘serious political’ Laura Evesham, that is. She’s just hoping the New Year will be happier: ‘But the political situation seems to me to be fraught with grave uncertainty.’ Bloody Brexit.)

Up to this point, ‘The Coming of Mr Quin’ reads like a fairly standard Golden Age country house mystery, albeit one with a curious central character. As midnight chimes, though, a somewhat different atmosphere descends. There’s talk of Royston being haunted, of an old case that has never been fully explained, and a wild wind begins to blow outside. Laura Evesham (in a somewhat less ‘serious political’ vein) talks of an old superstition: ‘it must be a dark man who first steps over the door step on New Year’s Day’. And Alex Portal is unsettled by the weather:
‘“A good night for ghosts to walk,” said Portal with a reckless laugh. “All the devils in Hell are abroad to-night.”
“According to Lady Laura, even the blackest of them would bring us luck,” observed Conway, with a laugh.’
It should come as absolutely no surprise that, at this point, the men’s laughter is interrupted by the heavy sound of three loud knocks on the door.

Is it a dark man come to cross the threshold and bring good luck? Is it a ghost? Is it a devil?
‘Framed in the doorway stood a man’s figure, tall and slender. To Mr Satterthwaite, watching, he appeared by some curious effect of the stained glass above the door, to be dressed in every colour of the rainbow. Then, as he stepped forward, he showed himself to be a thin dark man dressed in motoring clothes.’
This is Mr Harley Quin. And he is most definitely not a consulting detective.

Before I come on to what – exactly – Mr Quin is, I want to say something about the type of cases he solves with Mr Satterthwaite. I guess the modern way of describing them would be ‘cold cases’ – these stories feature puzzles from the past, where there are no clues or opportunities for re-investigation. Harley Quin has no interest in different types of cigarette ash or footprints in the flowerbed, but rather he is concerned with the details of an event deeply hidden in the memories of those present. In ‘The Coming of Mr Quin’, he gently encourages the house party to think back to the death of Derek Capel and piece together the seemingly unrelated scraps they all recall.

This use of memory – the idea that the truth can be obtained by a group of people sharing what they remember of an event – is something Christie would come back to in later Poirot stories. Both Five Little Pigs and Elephants Can Remember have this idea as a central conceit, for instance. As with these later novels, this act of remembering is coupled with a detective character who observes the participants as they remember, in order to put together a plausible theory of what must have occurred. While it is Mr Quin who nudges the memories in ‘The Coming of Mr Quin’, it is Mr Satterthwaite who is able to divine the significances.

This is the general pattern of the subsequent Harley Quin stories as well. While there are two stories in which Satterthwaite is able to prevent an impending murder (‘The Face of Helen’ and ‘The Harlequin Tea Set’ – arguably ‘The Voice in the Dark’ could be counted here as well, though it’s not completely clear what ‘Clayton’ plans to do to Margery after killing her mother) and one where Satterthwaite is himself present at the time of the murder (‘The Bird with the Broken Wing’), the stories tend to focus on cases that have happened elsewhere and, usually, at some point in the past. Few of the stories actually end with an arrest, and there is very little mention of the police.

What does get more of a mention in the Harley Quin stories is suicide. In a number of stories, Mr Satterthwaite is able to discern suicidal intent in a chance acquaintance and, almost always, avert this by solving the problem at the root of their desperation. ‘The Man from the Sea’ is probably the clearest example of this, but there are a number of other stories featuring characters brought low by a crippling melancholia quite unlike anything found elsewhere in Christie’s fiction. These are stories about, above all, sadness.

While I guess it’s tempting to imagine reasons why Christie might, in the mid- to late-1920s, have written a series of short stories with sadness as the overriding theme, I don’t want to do that here. What I’m interested about is her choice of ‘detective’ for these stories – what’s the deal with Harley Quin?


What – exactly – is Harley Quin?

‘The Coming of Mr Quin’ gives a few possibilities… he’s a ghost, he’s a devil, he’s a good luck charm. Elsewhere in the stories, he takes on more explicitly supernatural qualities. He appears where he should not be – sometimes apparently willed there by Satterthwaite himself (e.g. ‘The Harlequin Tea Set’) – and disappears in equally baffling ways (e.g. he seems to walk off a cliff at the end of ‘The Man from the Sea’). On one occasion (‘The Bird with the Broken Wing’), he appears to send Satterthwaite a summons from afar via table-turning.

Of course, it should go without saying that Harley Quin is also directly associated with… well… Harlequin. There’s the name (obvs), and the fact that he’s often described as appearing to be dressed in multi-coloured clothes or motley, though this is often simply a trick of the light. At the end of ‘The Coming of Mr Quin’, he cheekily suggests Mr Satterthwaite checks out the Harlequinade at the theatre: ‘It is dying out nowadays – but it repays attention.’ In subsequent stories, Satterthwaite runs into Quin at a fancy restaurant named Arlecchino and a country pub called the Bells and Motley. In ‘The Harlequin Tea Set’, the H-word is used repeatedly to describe the eponymous multi-coloured tea service, and then there’s ‘Harlequin’s Lane’… but no… you’re not ready for that one yet.


Now, I drafted a whole long section about Harlequin that I was going to include here. About his appearance in the Italian Commedia dell’arte as a comedic zanni (servant) character. About the theories that this zanni Harlequin is a development of earlier mischievous ‘devil’ characters in medieval drama, explaining Harlequin’s common role as a trickster. About the English Harlequinade and pantomime, and the importing of Harlequin as a key character. About the development of the English Harlequin into the sophisticated romantic lead, to be contrasted with the chaos and brutishness of Clown. I had a whole big thing about Joseph Grimaldi and the Payne Brothers, the relationship to Punch and Judy, the significance of ‘motley’ and its jester heritage.

But the thing is… that’s not what Harley Quin is. Harley Quin is something that derives from – to quote Max Mallowan – ‘Agatha’s peculiar imagination’. He isn’t a mischievous trickster, or a romantic lead. He isn’t a jester or a comedic servant. He is an immortal death deity – a psychopomp.

I imagine you think I’ve lost the plot now, don’t you?

But I totally stand by this claim. Agatha Christie’s series detectives are: a Belgian refugee, a married couple who dabble in secret service work, an elderly spinster, a life coach and an immortal psychopomp. Fact.

Don’t believe me? Let’s take a trip down ‘Harlequin’s Lane’, shall we?

In this story, Mr Satterthwaite is visiting a couple called Denman. John Denman is a solid Englishman ‘devoid of imagination’, and Mrs Denman is a Russian who escaped the revolution as a refugee. The Denmans live close to an old-fashioned ‘rural lane’ named Harlequin’s Lane, and Mr Satterthwaite is unsurprised to find his old friend hanging out on said street.

What follows is probably the trippiest, most disturbing story of the lot.

In a nutshell: the Denmans are planning to stage a little entertainment for their friends. They’re putting on a ballet performance of ‘Harlequin and Columbine’, and they have some exciting dancers arriving to take part. Turns out, Mrs Denman trained as a dancer in Russia. Talk turns to the tragedy of Kharsanova, Russia’s greatest ever dancer (apparently), who was killed during the revolution. People arrive and there’s hints of intrigue (Does John Denman fancy Molly Stanwell? Does Mrs Denman have a history with Prince Oranoff?). But then a car accident prevents the arrival of the professional dancers… Mrs Denman decides to dance the part of Columbine herself, with Oranoff playing Harlequin.

Plot twist: Mrs Denman is Kharsanova!

I’ll gloss over the reasons for Anna Kharsanova’s decision to disappear to England and change her name (just for info, not saying it’s relevant, but the story was published just five months after Christie disappeared and was found staying in Harrogate under a false name). What matters is the resolution to the story. Despite Mrs Denman/Kharsanova’s implication that she is now going to leave her husband to be with Oranoff (‘For ten years I have lived with the man I love […] Now I am going to the man who for ten years has loved me.’), the story quickly reveals that her words mean something else entirely. She explains to Satterthwaite:
‘“Always one looks for one thing – the lover, the perfect, the eternal lover… It is the music of Harlequin one hears. No lover ever satisfies one, for all lovers are mortal. And Harlequin is only a myth, an invisible presence… unless –”
“Yes,” said Mr Satterthwaite. “Yes?”
“Unless – his name is – Death!”’
WTF?

Shortly afterwards, Satterthwaite sees Kharsanova being led down Harlequin’s Lane by his old (at this point, terrifying) friend. Her maid, however, saw her walking down the lane alone.

They all hurry to the end of the lane and find Anna Kharsanova… lying dead on a rubbish heap.

Seriously, WTF??

Satterthwaite – quite understandably – asks Mr Quin what the hell is going on:
‘“What is this place?” he whispered. “What is this place?”
“I told you earlier to-day. It is My lane.”
[…] “And at the end of it – what do they find?”
“The house of their dreams – or a rubbish heap – who shall say?”’
And with that, Mr Quin literally vanishes into thin air.

Mr Satterthwaite better hope his friend is a psychopomp. The alternative is that he’s a psychopath, gleefully offing Russian ballet dancers and chucking their bodies onto his homemade murder tip.

Anyway, I’ve looked everywhere for some academic source for this association of Harlequin with death. There’s nothing. Harlequin-as-psychopomp really does seem to be Christie’s own unique take. It’s easy enough to find information about Christie’s fascination with the characters of the Commedia dell’arte (or more accurately the Harlequinade): in her autobiography, for instance, she writes about some of her early poems, which drew on stories of Harlequin and Columbine, and breezily suggests that Harley Quin was simply a ‘kind of carry-over’ from these. Her first Poirot short story (‘The Affair at the Victory Ball’ featured characters dressed as figures from the Commedia, supposedly inspired by a set of china ornaments she’d had as a child. But none of this explains why she repeatedly associates Harlequin with death.

I don’t have an answer to this. And I’ve just remembered that I’m supposed to be talking about Mr Satterthwaite, and not Harley Quin. Oops.

To return to where I began: Mr Satterthwaite has never appeared on screen. In fact, the Harley Quin stories themselves have barely been adapted. Nevertheless, there is an interesting story about the only (loose) film adaptation to tackle the tales – or, rather, one of the tales.

In 1928, a silent film version of ‘The Coming of Mr Quin’ was made. It was the first British film adaptation of a work by Christie, predating Alibi by three years. The film was called The Passing of Mr Quin, and, like Alibi, it was directed by Leslie S. Hiscott. The film took… erm… quite serious liberties with the plot and characterization, to the point of revealing at the end that it was Mr Quin himself who carried out the murder. Mr Satterthwaite – poor Mr Satterthwaite – is removed from the story entirely.

I have not seen The Passing of Mr Quin. The film was a ‘quota quickie’, and it has since been lost. However, the studio decided to publish a novelization of the film shortly after its release. Agatha Christie was reportedly horrified by this, not realizing that the film rights she had sold gave permission to the studio to use her characters in this way (and suffice to say future contracts were worded quite differently). The novelization only had a single print run, but it did survive.


In 2017, HarperCollins republished The Passing of Mr Quinn (note the spelling of the character’s name), with a fantastic introduction by Mark Aldridge that outlines the history of the film and the novelization, as well as the publication history of Christie’s own stories. It’s well worth a read.

So what have we learnt?

Mr Satterthwaite is one of Christie’s more overlooked creations, despite being one of her favourites. He’s an unassuming gent of good taste and sociable habits, who enjoys the arts. After many years of simply observing life’s drama, he has decided to make more of an intervention, and this leads him to offer comfort, explanation and resolution to the troubled people he encounters. The stories in which he features are characterized by deep sadness, with suicide being a common theme.

Mr Satterthwaite hooks up with a possibly malevolent, and almost definitely immortal, psychopomp, who may or may not be Harlequin. Among his more human acquaintances is Hercule Poirot, who he chums up with in ‘Dead Man’s Mirror’ (briefly) and Three Act Tragedy.

We’ve also learnt that you, dear reader, will put up with me rambling on for 3500 words about characters that aren’t even in the ITV Poirot series.

Shall I get back on track? The next episode is ‘Dead Man’s Mirror’, which doesn’t include Mr Satterthwaite. But it’s an adaptation of a short story that does include Mr Satterthwaite. Of course, that short story is an expansion of an earlier story that doesn’t include Mr Satterthwaite. You know what? Let’s just move on to ‘Dead Man’s Mirror’




* I believe that Christie made some changes between the original magazine publication and the 1930 book publication of the story. One of these changes was to shift Mr Satterthwaite’s age forward from 57 to 62.

Friday, 29 March 2019

Game Review: Phantasmat: Crucible Peak Collector’s Edition (first play)

Developer: ERS G-Studio
Publisher: Big Fish Games
Original Release Date: 6th December 2012
Platform: PC


Hot on the heels of playing the first Phantasmat game, I jumped straight into the next one in the series. I really enjoyed the first one, and the rest of the series (or at least the earlier instalments) all seem to have quite high ratings. It would be quite nice to have a new series that I can rely on (the closest I’ve come since Mystery Case Files is PuppetShow, and these are a bit hit-and-miss). So let’s see how the Phantasmat series shapes up…

The second game in the series is Phantasmat: Crucible Peak, and there’s been a change of developer. This one was developed by ERC G-Studio (now Amax Interactive) in 2012.


You’re a skier in this one (not sure if you’re supposed to be playing as the same person as in Phantasmat), and the game begins with you looking forward to a dream ski trip in the Alps. But shock! horror! a terrifying avalanche puts paid to your plans. You find yourself trapped in a little town called Alpion, which appears to be abandoned. As with the first game, your primary objective is to find a way to get out of the town and on your way. However – again, as with the first game – you are intercepted by one of the few residents of the town, who tells you that something wrong is happening. Naturally, your secondary objective is to find out what on earth’s wrong with Alpion.

The town has been deserted since another catastrophic avalanche many years earlier. The local resort is apparently still open, but there’s no one staying except a young man called Otto, who you meet earlier on. The resort owner offers to help you, and so you start to travel around the area, meeting a couple of other residents along the way. Gradually, the true mystery of Alpion is revealed… or, at least, it would be if you haven’t played the first game. Somewhat disappointingly, the storyline and mystery has almost exactly the same structure as the first Phantasmat game. While it’s quite possible that you guessed the ‘twist’ in Phantasmat, there’s no need to guess at all in the second game – it’s just the same twist. This is a bit of a shame, but it didn’t completely ruin my enjoyment of the game.

The game’s design is stylish and well-done. The frozen backdrops are beautifully rendered, and the character illustrations are also great. As before, the non-player characters are illustrated but not fully animated. The dialogue animation is okay – though there are some occasionally clumsy movements – and the voice acting is great (except in one case, which I’ll come back to). The HOGs are well-designed here. They are undoubtedly quite dark, but the difficulty level is just right for me. (And although I didn’t play them much, the Match-3 games are just beautiful.) Soundtrack and cutscenes are well-done, though these aren’t quite as stylish as those in the first game. Or maybe the novelty value was higher for the first one – Crucible Peak is an enjoyable game, but there’s an undeniable feeling that it’s treading the same ground as Phantasmat.


The gameplay doesn’t hold much surprise for HOPA fans: it’s move-around-and-find-stuff as usual. There are three difficulty levels, but no Custom option. I played on Advanced (the middle level), meaning I had slow recharge on Hint and Skip and some misclick penalty. Advanced is also meant to limit the number of black bar hints that appear during the game, but, while it does do that, the mini-games annoyingly have instructions displayed as default so there’s no setting that will remove these. There’s also no jump map in this one, but you can switch between HOGs and Match-3 should you choose. In my review of the first game, I praised the intuitive and logical gameplay, as well as the way HOGs are integrated into the gameplay. Crucible Peak began in a similar vein – it was pretty clear what you had to do and why you had to do it, and inventory items were used in a common-sense way. However, as the game progressed, I found myself using Hint a lot more. The back-and-forth began to get a bit much, and I sometimes forgot what task I was meant to be completing. Inventory items were mostly common sense, but there were a couple of things that I had to use in an unexpected way.

I don’t want to keep reflecting back on my previous review, but Crucible Peak is in many ways so close to Phantasmat that I can’t really avoid it. And so… once again, in my review of the first game I commented on the use of NPCs. I liked the way NPCs worked in the first game, and so was happy enough for them to be used in a similar way in Crucible Peak. Yes – they have that HOPA habit of telling you to help with something and then standing back while you struggle through the task alone, but that makes sense in the context of the storyline.

There was a feature of the NPCs in Phantasmat that I couldn’t say too much about without giving spoilers. Well, Crucible Peak does the same thing (and I still don’t want to give any spoilers). And, on reflection, I think it’s even better second time round! The NPCs are given more detail in Crucible Peak – they’re given names, for instance, and a slightly more developed backstory. My favourite of these was Schultz, whose story went from vaguely HOPA-creepy to incredibly moving in just one cutscene. Nevertheless, there are some slightly odd moments – the development of Otto’s accent is just strange, and I don’t think the voice acting is at its best here. I can’t pretend that the motivations of all the NPCs makes sense, but a lot less suspension of disbelief is required than with some games.


As I played the CE for this one, there was some bonus content. The main attraction is, as ever, a bonus chapter. But this turned out to be a disappointing. As with Phantasmat, the bonus game is an epilogue chapter that feels a little bit tagged on. It adds nothing new or different to the story, and simply gives you another half an hour of gameplay. Other bonus features include concept art, soundtrack and achievements. There are also replays on HOGs, Match-3s and mini-games, as well as achievements. The game does offer one unusual bonus feature – character profiles for each of the NPCs. These profiles flesh out some of the backstory you discover in the game, as well as offering some little extra details. This quirky little feature adds to the overall feeling that Crucible Peak is developing its NPCs in a bit more detail than Phantasmat.

So, overall, I did enjoy this one, and I spent a happy 5 hours or so completing it. I feel like I enjoyed Phantasmat more, but I wonder if that’s because it had a real novelty value to it. Perhaps I would have like Crucible Peak more if I hadn’t been constantly comparing it to the first game! Nevertheless, I’m definitely liking this series, and I think it’s quite likely I’ll be playing the third Phantasmat title before too long.

Monday, 25 March 2019

Game Review: Phantasmat Collector’s Edition (first play)

Developer: Codeminion
Publisher: Big Fish Games
Original Release Date: 6th January 2011
Platform: PC


I had a couple of game credits and a bit of spare time, so I thought I’d try out a game series I’ve not played before: Phantasmat. I saw the most recent title (Remains of Buried Memories) listed on Big Fish Games, but it seemed to have mixed reviews. I know this sounds weird, but it was the negative reviews of Remains of Buried Memories that convinced me to try the series. Bear with me on this… A number of the bad reviews of Remains of Buried Memories were from people who were comparing the new game (unfavourably) to earlier instalments of the series. These reviews were so effusive about the early titles, they convinced me to give them a try. I’ve been looking for a new series to replace Mystery Case Files in my affections, after all.

So I started with the first game, Phantasmat, which was developed by Codeminion (later titles were developed by other companies). And I’ll say up front, this is going to be a positive review. I really liked this one!

The game begins – like so many others – with your character driving down a dark and rainy road. And would you believe it? You crash your car and end up in a strangely deserted town. This is fairly typical HOPA stuff, but it’s done very well here. You’re quickly introduced to one of the non-player characters (more on these characters shortly), who directs you to the local hotel – which is ominously named The Drowned Dead Hotel. You’re advised to ask for help and use the phone only – apparently this is not a good place to stay the night. However, when you enter the Drowned Dead, the hotel’s owner (another NPC) tells you the power’s down, the phone’s not working, and you’re going to have to help fix things.

And so the story unfolds… your overall objective is pretty straightforward. You just want to leave. Each step of the game is supposed to move you closer to this goal, but every time you solve one puzzle, you’re thwarted in the next step. This forces you into a secondary objective, which is to solve the mystery of the abandoned town and its curious remaining inhabitants. Again, this is fairly standard HOPA (one might almost say clichéd), but the storytelling in this one is really good. It’s a compellingly creepy story, which unfolds through some interesting techniques.


The game’s design is pure Gothic-y HOPA. It’s dark and creepy, with some detailed settings and scenes. The colour palette is dark, but not too dark to find hidden objects in the HOGs or inventory items scattered around the scenes. NPCs are illustrated, though not fully animated, but there’s nothing cartoonish about them (there’s also a kind of cool aspect to the illustration of these characters, but I can’t tell you what it is without spoilers!). There are also a number of cutscenes – again, illustrated but not fully animated – that are really well-integrated into the gameplay. The game makes interesting use of the cutscenes, so although there are a fair number of these scenes (and also breaks for dialogue with NPCs), they’re not unwelcome interruptions.

Another aspect of the design I enjoyed was the soundtrack. While it doesn’t quite hit the dizzy heights of the Ravenhearst music (what does?), it’s really good, with a number of distinct, atmospheric themes that vary throughout the gameplay and don’t loop too frequently.

So, on to the gameplay itself… this is also well-done. Phantasmat is absolutely a HOPA, so there are no surprises with gameplay. It’s point-and-click, move between scenes, pick stuff up, use stuff from your inventory, play HOGs and mini-games. However, this is a great example of how less is most definitely more in these games. There are no morphing objects, no collectibles, no jump map and no ‘plus items’ – all of which can be a tad distracting if you’re trying to immerse yourself in the story. The gameplay here is also intuitive and logical – you look for objects that are directly related to your overall objectives, and use items from your inventory in common-sense ways (often, though not always, shortly after finding them).

One detail of gameplay that I enjoyed was the way HOGs were integrated into the overall story. There are three difficulty levels in this one (but no Custom option, sadly), and I played Advanced (slow recharge on Hint and Skip, misclick penalties, limited black bar tips). I had assumed that this difficulty option would not include sparkle indicators on HOGs, so was initially disappointed to see the ol’ sparkles appear almost immediately. However, I came to really like the sparkle indicators in this one – and I’ll try and explain why. Quite often, the sparkles appear after you’ve entered the scene, sometimes even after you’ve interacted with other items/NPCs within the scene. So, for instance, you talk to someone, and then realize that you’re going to need a screwdriver. Suddenly, there’s a sparkle to your left, and you click to have a rummage through a pile of stuff. Sure enough, you find a screwdriver. It’s as though you’ve spotted something out of the corner of your eye and gone to take a closer look. This is a great touch, which integrates the HOGs into the very intuitive gameplay and keeps you fully immersed in the storyline. While the HOGs are junk piles, they do make sense in context.

However, if you really don’t want to play all the HOGs – and the game is heavier on these than on mini-games (of which there are only a few) – then you can switch to a Match-3 game instead. I tried this a couple of times, and while they were beautifully designed, they seemed to take a lot longer to complete than the HOG itself. And, of course, they do draw you out of the story a bit.


Now, if you’ve read any of my other HOPA reviews this year, you’ll know I can sometimes have strong feelings about NPCs in these games. So, it might come as a bit of a surprise that I was more than happy with the fact that Phantasmat involved sustained and repeated interactions with three NPCs. In fact the story is essentially about your interactions with these characters.

The first you meet is a young woman, who instructs you to go to the hotel but tells you it’s a dodgy place. As I’ve said about some of the other features here, this is fairly standard fare. But there’s something quite sophisticated and stylish about the way you interact with the NPCs in Phantasmat (there’s two more after the young woman – the creepy hotel owner and a weird old woman who lives in one of the rooms). Yes, they do have that HOPA habit of telling you that something needs to be fixed, and then standing back while you do all the work. But there’s a reason behind this, which becomes clear as the game progresses. There are some really nice touches in the way the interactions work in Phantasmat. Although the dialogue scenes are standard – though nicely done, with no irritating voices – the effects of the interactions are… interesting. (It would be unfair of me to say too much more, as I don’t want to spoiler any of the game’s little surprises.)


I played the CE on this one, so there were a few extras. There’s a bonus chapter, which is an immediate epilogue to the story. I wasn’t blown away by this, as it doesn’t really add anything to the story (and, in some ways, it doesn’t make a huge amount of sense given the main game’s ending). But it’s a little bit of extra gameplay (about half an hour’s worth), which is nice.

The game also has achievements, replays on HOGs and mini-games, and a chance to have another go/a first go at the Match-3 games. This last feature could easily suck you in for a few hours!

I’m trying to put my finger on what I enjoyed so much about Phantasmat. It’s certainly stylish and atmospheric, but no more so than some other titles. The gameplay is straightforward and intuitive - though there's a bit of back-and-forth throughout - and just the right level of diffculty for me (I hardly used Hint at all, but I didn't find things too easy). But it really is a story-driven game, and that story is developed using some neat techniques that I haven’t seen before. Ultimately, I play HOPAs to immerse myself and switch off from everything else – Phantasmat was definitely one to lose yourself in, and I’m looking forward to exploring the other titles in the series. I wouldn’t say it’s replaced Mystery Case Files in my affections, but to be honest I don’t think anything ever will.