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                        Haunted House  
                        Cryptic Graves
                       
                      Format: PC  
                      Publisher: Dreampainters Software  
                      Developer: Dreampainters Software   
                      RRP: £14.99 
                      Click here to buy  
                      Age Restrictions: TBC  
                      Release Date: 25 November 2014
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            In Haunted House:  Cryptic Graves from Atari, you play paranormal investigator, Anya  Graves, heiress to Abaddon Grange, which until recently belonged to  the departed Zachary Graves. Zachary turns out to be your long lost  relative, which is weird as you're supposed to have spent a year trying  to gain access to the Grange, without him mentioning this once.  Zachary, it turns out, was secretive for a reason; the house is a  repository of supernatural artefacts, the sort that should have your  powers going crazy. The Grange and riches are yours, if you can spend  a single night there, but in uncovering the house's secrets you run  the rich of awakening a dormant evil.
            
So, we crank up the  game, and under the options we have the ability to change the quality  of the  graphics, its resolution, gamma and the choice to play  the game in either a windowed or full screen format. Strangely  enough, there is no support for a gaming pad, which may have gone  some way to address the clunky mouse and keyboard interface. This  is not just my personal dislike of playing games this way - it is a  recognised, and in some cases a preferred, way to play for many gamers. What we have here is an interface which does nothing to enhance your gaming experience.
            
The game opens with you  arriving at the Graves Mansion, a building which holds many puzzles,  cryptic graves, get it? For reasons never explained, you have the  inability to look levelly at the old guy who has arrived with you. Maybe the slightly lop sided view is supposed to add to your sense of  dread. I just presumed my character had started the game drunk, and as  I played I wished I had started that way too. As well as the whole  thing being a little lopsided I’m not sure why they made some of  their stylistic decisions; the game has a slightly blurred,  grainy quality, even at the best resolutions.
            So your walk to the  mansion is an opportunity for the old guy to go through an info dump  to set up the game's premise. The only really good thing about this is  his pretty funky walking style. So you discover that you are female,  name unknown at this time, and that you are probably a paranormal  investigator. It is only implied as you have been trying for a year to  gain access to the house, with little success. And, lastly, Graves has  died and, wouldn’t you know it, you're one of his long lost relatives.
             
The house and wealth  are yours if you can spend a night there. So you walk up to the door,  which the game redundantly informs you is a door, that’s when the  game's object recognition works, as I found doors which the game  didn’t know were doors. Another aspect which is pretty irritating  is that your companion randomly moves his mouth during his speeches  and it rarely looks in time to the speech, which to be honest isn’t  as big a problem as the laughingly dull voice acting.
            Your  interactions with the funky guys gives you the background of the  house's construction and you get the horrible feeling that the main  premise has been ripped off from 13 Ghosts. Even when weird  things do start to happen, like discovering that Anya, you have been  given a name by this point, can see beyond the veil (although at this  point what sort veil and to where it points is a mystery) the game's  poor mechanics detract from the attempts at an atmospheric scare.
            
This is the central  problem with the game, the narrative may have been strong in the  writers mind, but the actual experience is one of a directionless  experience where you walk around examining and interacting with  objects without really knowing why. Sure you have to spend the night  and apparently your reputation relies on you uncovering the house's  secrets, but it’s difficult to translate that into a motivation to  play as the characters are so poorly represented that it is nearly  impossible for you to identify with them.
            There are a few nice  elements, but ultimately the game's problems become both distractions  and detractions from the overall experience. 
            5
            Charles Packer
            