Dark Fall II: Lights Out

Last updated

Dark Fall II: Lights Out
Lightsoutcover.jpg
North American cover art of the original edition
Developer(s) XXv Productions [1]
Publisher(s)
Designer(s) Jonathan Boakes
Writer(s) Jonathan Boakes
Composer(s) Jonathan Boakes
Platform(s) Microsoft Windows
Release
  • NA: August 26, 2004 [4]
  • EU: September 24, 2004 [5]
"Pins & Needles" Edition
  • WW: March 31, 2009 [2]
Director's Cut
  • WW: December 11, 2009 [6]
Adventures in Terror
  • WW: December 11, 2009 [3]
Genre(s) First-person adventure, psychological horror
Mode(s) Single-player

Dark Fall II: Lights Out is a 2004 first-person psychological horror/adventure game developed by British studio XXv Productions and published by The Adventure Company for Microsoft Windows. In 2009, Darkling Room released a director's cut of the game in a limited "Pins & Needles" edition. Later that same year, Iceberg Interactive released the Director's Cut in both a stand-alone edition and as part of Adventures in Terror: British Horror Collection. The original version of the game was made available on Steam in December 2013. [7] Lights Out is an indirect sequel to the 2002 game Dark Fall , telling an unrelated story, although it does feature a recurring minor character. A third Dark Fall game, Dark Fall: Lost Souls , was released in 2009. A fourth entry titled Dark Fall: Ghost Vigil was released in 2020.

Contents

The game tells the story of Benjamin Parker, a cartographer sent to Trewarthan, Cornwall in 1912 to map the coastline. Whilst there, he becomes embroiled in the disappearance of three lighthouse keepers from the offshore Fetch Rock Lighthouse. Accused of murdering the three men, Parker must jump back and forth through time, facing a powerful entity known as Malaki, whose involvement with the disappearances Parker must attempt to unravel.

Lights Out received mixed reviews, with critics praising Jonathan Boakes' individual work on the game and his obvious passion for the adventure genre. Some also praised the atmosphere and storyline. Common criticisms focused on the game's technical limitations, specifically its graphical presentation, and predictable gameplay. Most critics also felt the game failed to improve on the original Dark Fall.

Gameplay

Parker encounters Malakai in 2090 BC. The image shows the simple HUD, with items acquired by the player shown along the bottom of the screen. Dark Fall II gameplay.jpg
Parker encounters Malakai in 2090 BC. The image shows the simple HUD, with items acquired by the player shown along the bottom of the screen.

Lights Out is a first-person psychological horror/adventure game, which employs a very simple HUD. A bar at the bottom of the screen serves as the inventory, storing items which the player has acquired during the game. A bar at the top of the screen displays options for the player to save their game, quit their game, or load a previously saved game. [8]

The game uses a basic point-and-click interface to move the player around and manipulate the game world, which is presented entirely through static pre-rendered images. [9] As the player moves the cursor around the screen it can change into different styles depending on the situation; neutral cursor (no interaction is possible), an arrow (the player can move in the direction indicated), a finger (indicating an item with which the player can directly interact), a wrench (the player must use an inventory item to initiate interaction), a magnifying glass (an area which can be examined in more detail), backwards arrow (the player can move backwards whilst facing the same direction; i.e. they do not have to turn around). [10]

Much of the gameplay is based around solving puzzles. However, unlike most modern adventure games, Lights Out does not keep note of any information or clues acquired by the player (for example, notes found by the player are not entered into the inventory, and journal entries read by the player are not recorded in any way). This forces the player to keep track of every clue and detail themselves. If the player wishes to recheck a journal entry, they must find the journal and re-read it. [11]

Plot

The game begins on April 28, 1912 with the arrival in Trewarthan, Cornwall, of Benjamin Parker, a cartographer who has been commissioned by a local doctor, Robert Demarion, to map the shifting sands beneath the water along the coast. Upon arriving, Parker notices a lighthouse on a nearby island not marked on any map. On his first night in the village, he dreams of a metal container flying through space.

The next morning, in Demarion's house, he learns Demarion discovered a cave beneath the lighthouse, in which he heard "a pulse, like the devil's heartbeat", and saw light patterns appear on the walls. Later that night, Demarion tells Parker the island is called Fetch Rock, and the lighthouse has a reputation for being haunted. He also explains that several hours previously, a ship passed by the lighthouse and found it in darkness. Demarion is afraid something has happened to the three lighthouse keepers (Oliver Drake, Robert Shaw and James Woolfe), and asks Parker to go there to investigate.

In the lighthouse, Parker encounters the voice of Shaw, who tells him Drake has turned into a demon, and although he and Woolfe tried to hide, Drake was able to find them. Parker also discovers an unsent letter written by Woolfe to his fiancé, in which he tells her he thinks Drake is possessed, as he has seen him turn into a blinding light and whisper the name "Malakai". Shaw and Woolfe planned to leave the next day (April 29), but the letter ends with Woolfe seeing a light underneath their door. Parker also finds a letter from Demarion to Drake written several weeks previously. In the letter, Demarion tells Drake he has hired Parker and plans on sending him to the lighthouse.

In Drake's journal, Parker learns Drake had also been dreaming of the metal object flying through space; "The fire burns across the sky as the comet plunges into the sea. The water boils with rage and hate. He is furious. He is alone, confused and afraid. Like a lost child, he is scared of the loss of guidance, and fears for his young mind." Of Shaw and Woolfe, he writes "they must be taken, and broken, and washed away. Take them from this place, and down to sea, wash them away." Drake says that when Parker arrives on the island, it will be "time for the final Dark Fall", and claims his "master" owns the island but desperately wants to leave.

Parker finds the cave mentioned by Demarion, but when he enters, he sees a strange light and his surroundings change. He emerges on Fetch Rock in 2004. The lighthouse is now a visitor center, although it has recently closed because of several "incidents". Inside, Parker finds a book which explains that when the three keepers disappeared, Parker was blamed for their murder, as it was believed he killed them and then committed suicide. The chief witness in the case was Demarion, who claimed to have seen Parker heading to the lighthouse the night of the disappearance. Parker also finds correspondence from Polly White, a ghost hunter, who is convinced she is the reincarnation of Woolfe, and wants to come to the island to investigate. During regression hypnosis therapy, she claims there are four "presences" in the lighthouse, but the fourth presence "doesn't exist in our time." She claims Drake "lost his soul" after accidentally "releasing the darkness" in the basement. However, Parker encounters the spirit of Woolfe, who tells him he tricked Polly into coming because he thought she could help him and Shaw escape their entrapment. He now realises he was wrong to do so, and advises Parker to save himself and Polly.

Parker returns to 1912, and encounters Shaw's spirit, who tells him "Malakai is all around us." Parker is transported to 2090 B.C. where he encounters the voice of Malakai, who tells him many have tried to understand him, including "the Drake creature" and "the Magnus creature", but none have succeeded. In the cave on the island, Parker finds the metal object both himself and Drake dreamt about, the words "#4 D.E.O.S. Malakai" written on it, and a computer terminal accessible on its side.

Parker jumps to 2090 A.D. at which time Fetch Rock has become the home of D.E.O.S., a scientific research group involved in deep space exploration. The facility is deserted, but Parker learns a worker named Magnus found the ruins of the lighthouse at the bottom of an elevator shaft. He also discovers the metal object in the cave is a space probe which worked by manipulating dark matter so as to jump vast distances in milliseconds. Malakai was the fourth such probe, but unlike the others, was equipped with a highly sophisticated AI which allowed him to control himself. Parker discovers the Project Manager's notes, which detail that shortly after beginning his mission, Malakai encountered an "unknown event" which damaged his on-board systems. In a panic, he tried to jump back to D.E.O.S. headquarters, but instead disappeared from their scanners, materialising on Fetch Rock in 2090 B.C. instead.

Parker travels back to the time of Malakai's arrival, and using clues he has picked up over the course of the game, reprograms Malakai, allowing him to return to his own time. Malakai thanks Parker, telling him "I can now return, leave this place and never come back. My time is calling to me, soon I will be with my kind. All that will pass is set back on course and will never suffer corruption. My past deeds forgiven, my past crimes reversed." The game then cuts to 1912, on the same night the ship reported the lighthouse in darkness. As the fog rolls across the sky, the lighthouse reignites.

Development

As with the original Dark Fall game, Jonathan Boakes worked primarily alone on Lights Out, writing, designing and programming the game, as well as voicing several characters, composing the music and designing the sound effects. [12]

Whereas the original game was primarily inspired by a real life experience Boakes had, [13] Lights Out featured a larger number of influences. The main inspirations for the game were the still-unexplained disappearance of three lighthouse keepers from the Flannan Isles Lighthouse in December 1900, and "The Ballad of Flannan Isle" (1912) by Wilfrid Wilson Gibson, which was inspired by the incident, and which features several times in the game itself. [1] Another major influence on both the story and the look of the game was the 1977 Doctor Who serial Horror of Fang Rock , which itself was partly inspired by the Flannan Isles disappearances, and which sees the Fourth Doctor investigate why a lighthouse on the island of Fang Rock is not lit, finding one lighthouse keeper dead, and the others reporting a light fell from the sky near the island. [14]

The time travel aspect of the game was partly inspired by the 1987 ghost story "Moondial" by Helen Cresswell, and the 1988 TV adaptation. Telling the story of Minty, a young girl staying with her aunt after her mother is injured in a car accident, the story features a moondial that enables Minty to time travel. Boakes also partially based the music in the game on the music in the TV show. [15] As with the first game, Boakes also cites the Sapphire & Steel serial "The Railway Station" as a continuing influence, mainly in terms of the tone. [16] Further influences include M. R. James 1925 ghost story "A Warning to the Curious" and its 1972 BBC adaptation for the series A Ghost Story for Christmas , in which an archaeologist accidentally finds one of the lost crowns of Anglia, which supposedly protect the country from invasion, and who is subsequently stalked by the crown's supernatural guardian. [17]

The fictional village of Trewarthan was loosely based on the real Cornish village of Polperro. During the early stages of production, Boakes visited the village, and modeled many aspects of the game's village on real elements in Polperro; [18] "textures can be created artificially, but the best results are achieved through using real surfaces. The rocks, woods and metals featured in Lights Out are, more often than not, real surfaces from the coastline where the game is set." [12] Polperro also influenced the aural aspects of the game, with Boakes referring to the sound effects as "a huge cast of tonal rhythms, everyday sounds, and ghostly whispers." [12] He captured many real sounds in Polperro, and enhanced them with Sound Forge. Of the sound design in general, he cites as an influence John Carpenter's 1980 film The Fog , which he felt used very little incidental music, instead relying on ambient sounds. [19]

He employed a similar "reality based" design philosophy when creating the faces of the characters in the game. Firstly, he used Curious Labs' Poser 5 to mould the face to the shape he wanted, before applying skin texturing. However, rather than using "a flat 'skin' colour", he used photographs of actual skin as his texture, so as to achieve a more life like quality. [20]

In terms of writing the complex time travel elements of the story, Boakes explains

I knew what the ending would be, and then proceeded to fill in the back-story. A timeline was drawn up, and fleshed out using elements from known history. This timeline includes the first inhabitants of the Cornish Islands through to the not too distant future, taking in The Spanish Armada, the construction of first brick lighthouses and the Second World War. Once the timeline looked solid, I plucked out eras which appealed to me as a writer. [12]

He also explains the puzzles in the game were interwoven into the writing of the story in such a way that many of them became "invisible"; "some of the puzzles are integrated in such a way as to not appear as classic puzzles. I wished to create a more organic experience, which involved solving important key moments naturally, rather than being conscious of problem solving." [12]

Director's Cut

In March 2009, Darkling Room published a special Limited "Pins & Needles" Edition, containing the original Dark Fall and a director's cut of Lights Out, walkthroughs for each game, a collection of ghost stories and a Dark Fall soundtrack CD. Limited to 300 copies, each is individually numbered, and signed by Boakes. [2] In December 2009, Iceberg Interactive, who had purchased the rights to the series from The Adventure Company, released the Director's Cut in both a stand-alone edition, [6] and as part of Adventures in Terror: British Horror Collection, which also contained Dark Fall: The Journal, and Shadow Tor Studios' Barrow Hill . [3]

In regard to why he created a Director's Cut, Boakes explains

With Dark Fall: Lost Souls on the horizon, it seemed an appropriate time to re-evaluate the original games. After some thought, it was decided the time was right to update the games to run on newer systems, and also fix a few nagging issues which were present in the original versions. After tweaking a few things in Dark Fall, I found myself playing Lights Out and wondered why so much detail was removed during production. Then I remembered the publisher, and it all came flooding back. Not a good time. So, I grabbed the Spring Cleaning Bag, my old notes and scripts, and got to work re-vamping the game, and pushing it up onto a new level, that of a Director's Cut. [21]

The Director's Cut included enhanced graphics, effects, and sound. Several puzzles have been altered, with some simplified and some made more challenging, whilst the story has been expanded by the addition of some new characters, dialogue, ghosts, documents, and a new location. [22] Unique to the Director's Cut is that players can now speak directly to some of the ghosts by means of a conversation tree. [1]

Reception

Lights Out received "mixed or average reviews". It holds an aggregate score of 66 out of 100 on Metacritic, based on twenty reviews. [23]

Adventure Gamers' Dan Ravipinto scored the game 3.5 out of 5. He praised Boakes for trying new things, but felt some of them didn't work; "ultimately the game does not play out as well as the original with regards to both the story and the gameplay, but in the end, it's an admirable attempt." He was critical of both the time travel aspect of the story, and the science fiction elements introduced towards the end, although he praised the game's improved graphics. He concluded "ultimately, the new directions the game goes in dilute the qualities that made the first Dark Fall so great, and it ends up being much less immediate, real and frightening than its predecessor. Still, this slightly lesser Dark Fall still contains a deeply realized world that's definitely worth the effort of exploring." [25]

GameSpot's Scott Osborne scored the game 6.3 out of 10, criticizing it for being too similar to the original; "If you played last year's Dark Fall: The Journal, then you've virtually played its follow-up. Both games share almost identical weaknesses and strengths." He was critical of the "static slideshow presentation" and the "dull and cryptic storytelling", but praised "Boakes' obvious love for British landscapes and lore and his penchant for meticulously detailed game environments". He concluded "Dark Fall: Lights Out is ultimately unambitious and relies on very dated and dry presentation methods. Overall, it feels strikingly like its predecessor, though with a bit more visual polish and a tad more diversity. All told, Lights Out is a decent but unremarkable little adventure." [9]

GameSpy's Tom Chick scored it 2 out of 5. Although he praised Boakes' attention to detail, and obvious passion for the genre, he was critical of the gameplay; "you'll rarely have a sense for how important a clue is or whether something is even a clue. Lights Out relies on copious note taking because there's no in-game mechanism for keeping track of what you've found [...] This means there's lots of backtracking and wandering as you do things like travel 4000 years into the past to unlock a door in 1912. "Counter-intuitive" doesn't even begin to describe the nature of the puzzles here. This is the sort of gameplay aimed almost solely at obsessive, hardcore adventure gamers." [11]

1UP.com's Garnett Lee rated the game a D−, calling the Dark Fall games "woefully out of date point and click mysteries [...] Their stories play out more like an illustrated book. Screen after screen of lifeless scenes must be clicked on to find the little spot here or there that advances the plot." Of the graphics, he wrote "many users will have screensavers that look better than Lights Out." He concluded "Lights Out more resembles a student project for a gaming college than a finished retail product [...] Even fans of style will want to spend their time elsewhere. As the new Myst sequel shows, even the point and click adventure has grown some over the past decade. Lights Out has not." [24]

The editors of Computer Gaming World nominated Dark Fall II as their 2004 "Adventure Game of the Year", although it lost to In Memoriam . [29]

Related Research Articles

<i>Luigis Mansion</i> 2001 video game

Luigi's Mansion is a 2001 action-adventure game developed and published by Nintendo. The game was a launch title for the GameCube and was the first game in the Mario franchise to be released for the console; it was released in Japan on September 14, 2001, in North America on November 18, 2001, in Europe on May 3, 2002, and in Australia on May 17, 2002. It is the third video game in which Luigi is the main character instead of Mario, after Mario Is Missing! and Luigi's Hammer Toss. Players control him as he explores a haunted mansion, searches for Mario and deals with ghosts by capturing them through a vacuum cleaner supplied by Professor E. Gadd.

<i>Landstalker</i> 1992 video game

Landstalker: The Treasures of King Nole is an action-adventure game that was developed by Climax Entertainment and released for the Sega Genesis in 1992 in Japan and 1993 elsewhere. Players take on the role of the treasure hunter Nigel as he navigates a three-dimensional world through an isometric viewpoint, solving puzzles and fighting enemies.

<i>Alan Wake</i> 2010 video game

Alan Wake is a 2010 action-adventure game developed by Remedy Entertainment and published by Microsoft Game Studios. The game was released in May 2010 for the Xbox 360, with a Windows version following in February 2012 and a remastered version released for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Windows in October 2021, as well as a Nintendo Switch version in October 2022. The story follows bestselling crime thriller novelist Alan Wake as he tries to uncover the mystery behind his wife's disappearance during a vacation in the small fictional town of Bright Falls, Washington, all while experiencing events from the plot of his latest novel, which he cannot remember writing, coming to life.

<i>The Darkness</i> (video game) 2007 first-person shooter video game

The Darkness is a first-person shooter video game developed by Starbreeze Studios and published by 2K for the PlayStation 3 and Xbox 360. The game was released in 2007 in North America and Europe and it is based on The Darkness comic book series published by Top Cow Productions. A sequel titled The Darkness II was released in 2012.

<i>Dark Fall</i> 2002 video game

Dark Fall is a 2002 first-person psychological horror/adventure game developed and independently published for Microsoft Windows by Jonathan Boakes, under the XXv Productions label. After the independent release proved a success, with the game selling well and generating good word-of-mouth, The Adventure Company purchased the rights, releasing it worldwide in 2003 under the title Dark Fall - The Journal. The game was re-released twice in 2009. Firstly, by Boakes' own company, Darkling Room, in a limited "Pins & Needles" edition, and later by Iceberg Interactive, as part of their Adventures in Terror: British Horror Collection. The game was made available on Steam in December 2013.

Malakai may refer to:

<i>Lighthouse: The Dark Being</i> 1996 video game

Lighthouse: The Dark Being is an adventure game developed and published by Sierra On-Line. It was the first and only game designed by Sierra On-Line art director Jon Bock.

<i>Uncharted: Drakes Fortune</i> 2007 video game

Uncharted: Drake's Fortune is a 2007 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. It is the first game in the Uncharted series and was released in November 2007 for PlayStation 3. The game follows Nathan Drake, the supposed descendant of explorer Sir Francis Drake, as he searches for the lost treasure of El Dorado with journalist Elena Fisher and mentor Victor Sullivan.

Robert Haigh, also known as Omni Trio, is a British electronic, ambient and experimental musician.

<i>The Lighthouse</i> (opera)

The Lighthouse is a chamber opera with words and music by Peter Maxwell Davies.

<i>Casper</i> (video game) Series of video games based on the 1995 film Casper

Casper is a series of action-adventure games based on the 1995 film of the same name. Two different games were released in 1996 and 1997 for the Super Nintendo Entertainment System, by different publishers, in different regions. A third game was released for the 3DO, Sega Saturn, PlayStation, and Game Boy Color, published by Interplay Productions. There was also a Game Boy game developed by Bonsai. A PC game, Casper: The Interactive Adventure, and a Game Boy Advance game, simply titled Casper, were released in 1997 and 2002 respectively serving as sequels.

<i>The Lost Crown: A Ghost-Hunting Adventure</i> 2008 video game

The Lost Crown: A Ghost-Hunting Adventure is a British graphic adventure video game released in 2008. The Lost Crown is the third full title to be written and developed by Jonathan Boakes, author of Dark Fall: The Journal and Dark Fall 2: Lights Out. The screenplay follows the adventure of Nigel Danvers, as he experiences the paranormal in his quest to find the fabled Lost Crown of Anglia. The game was followed by The Last Crown: Midnight Horror and The Last Crown: Blackenrock.

<i>Echo Night</i> (video game) 1998 video game

Echo Night is a 1998 adventure game developed by FromSoftware for the PlayStation. It is the first game in the Echo Night series, following up with the Japan-exclusive Echo Night 2: The Lord of Nightmares in 1999, and Echo Night: Beyond in 2004. A spinoff for the PlayStation Portable was included with Adventure Player, an adventure game creation tool, which was released in Japan on June 30, 2005.

<i>Dark Fall: Lost Souls</i> 2009 video game

Dark Fall: Lost Souls is a 2009 first-person psychological horror/adventure game developed by British studio Darkling Room and published by Iceberg Interactive for Microsoft Windows. It was first released for download via Steam and Darkling Room's official website in November 2009. It was subsequently released for retail in Europe in January 2010, and in North America in April. Lost Souls is the third game in the Dark Fall series, following Dark Fall (2002) and Dark Fall II: Lights Out (2004). It tells a story relatively unrelated to either, although it is set in the same location and features several of the supporting characters from the first game.

<i>The Darkness II</i> 2012 first-person shooter game

The Darkness II is a 2012 first-person shooter video game developed by Digital Extremes and published by 2K. The game is the sequel to The Darkness (2007) and based on the comic book series published by Top Cow Productions. The player controls Jackie Estacado, a mafia hitman who possesses a mysterious power called "the Darkness" that grants him supernatural abilities and a pair of Demon Arms. The game features elements found in role-playing video games such as skill trees, experience, and a four-player cooperative mode. The player must rescue the soul of Jackie's dead girlfriend, which was trapped by the Darkness in Hell, and confront the Brotherhood, a group of armed cultists trying to take the Darkness away from Jackie.

<i>Luigis Mansion: Dark Moon</i> 2013 video game

Luigi's Mansion: Dark Moon is a 2013 action-adventure video game developed by Next Level Games and published by Nintendo for the Nintendo 3DS. It is the sequel to the 2001 Nintendo GameCube game Luigi's Mansion, and the third Mario franchise game where Luigi plays the lead role instead of the usual protagonist, Mario. The story follows Luigi as he explores a series of mansions in Evershade Valley, capturing ghosts using a specialized vacuum cleaner invented by Professor E. Gadd. In order to restore peace to Evershade Valley, Luigi must collect the pieces of the Dark Moon and recapture the main antagonist, King Boo.

Jonathan Boakes is an English game designer. He majors in writing adventure/psychological horror games such as the Dark Fall series and The Lost Crown. He is the CEO and founder of Darkling Room.

<i>Among the Sleep</i> 2014 video game

Among the Sleep is a first-person survival horror action-adventure video game developed by Norwegian developer Krillbite Studio for Microsoft Windows, OS X, Linux, PlayStation 4, and Xbox One. It was released on 29 May 2014 in North America for the PC. The PlayStation 4 version was released on 10 December 2015 while the Xbox One version was released on 3 June 2016. A definitive remaster titled Among The Sleep: Enhanced Edition was released for Windows on 2 November 2017, and later released for PS4, Xbox One and Nintendo Switch on 29 May 2019.

<i>Black Mirror</i> (2017 video game) 2017 gothic adventure horror game

Black Mirror is a 2017 gothic adventure horror video game developed by KING Art Games and published by THQ Nordic. The game is a reboot of The Black Mirror series, a trilogy of point-and-click games for Microsoft Windows. Consequently, it is sometimes referred to as Black Mirror IV or Black Mirror 4.

References

  1. 1 2 3 4 "Dark Fall: Lights Out Official Site". Darkling Room. Archived from the original on March 9, 2012. Retrieved December 31, 2015.
  2. 1 2 3 "Dark Fall: Limited 'Pins & Needles' Edition". MobyGames. Archived from the original on December 4, 2015. Retrieved December 31, 2015.
  3. 1 2 3 "Adventures In Terror: British Horror Collection". Amzon.co.uk . Retrieved December 31, 2015.
  4. . September 9, 2004 https://web.archive.org/web/20040909105044/http://dreamcatcherinteractive.com/tac/press/releases/pdf/adventureCompany_darkfall2_ships.pdf. Archived from the original (PDF) on September 9, 2004. Retrieved May 12, 2023.{{cite web}}: Missing or empty |title= (help)
  5. "Dark Fall 2: Lights Out". Amazon.co.uk . Retrieved December 31, 2015.
  6. 1 2 "Dark Fall: Lights Out - The Director's Cut Edition". Amazon.co.uk . Retrieved December 31, 2015.
  7. "Now Available on Steam - Dark Fall series, 25% off!". Valve. December 3, 2013. Archived from the original on January 14, 2017. Retrieved February 11, 2016.
  8. "Game Screen". Dark Fall: Lights Out - Director's Cut Edition Instruction Manual. Iceberg Interactive. 2009. p. 6. Archived from the original on January 14, 2017. Retrieved February 23, 2016.
  9. 1 2 3 Osborne, Scott (October 20, 2004). "Dark Fall: Lights Out Review". GameSpot. Archived from the original on March 1, 2021. Retrieved October 19, 2013.
  10. "Cursor Explanations". Dark Fall: Lights Out - Director's Cut Edition Instruction Manual. Iceberg Interactive. 2009. p. 7. Archived from the original on January 14, 2017. Retrieved February 23, 2016.
  11. 1 2 3 Chick, Tom (September 26, 2004). "Dark Fall II: Lights Out Review". GameSpy. Archived from the original on March 4, 2016. Retrieved December 31, 2015.
  12. 1 2 3 4 5 Waxman, Becky (August 2004). "Dark Fall: Lights Out - An Interview with Developer Jonathan Boakes". GameBoomers. Archived from the original on March 4, 2016. Retrieved December 31, 2015.
  13. "Dark Fall: The Journal: Inspiration and Creation". Darkling Room. Archived from the original on June 4, 2008. Retrieved January 3, 2016.
  14. "Dr. Who and The Horror of Fang Rock". Darkling Room. Archived from the original on April 9, 2005. Retrieved January 1, 2016.
  15. "Moon Dial". Darkling Room. Archived from the original on April 9, 2005. Retrieved January 1, 2016.
  16. "Sapphire & Steel: Adventure Two". Darkling Room. Archived from the original on April 9, 2005. Retrieved January 1, 2016.
  17. "A Warning to the Curious". Darkling Room. Archived from the original on April 9, 2005. Retrieved January 1, 2016.
  18. "Building Worlds". Darkling Room. Archived from the original on April 18, 2008. Retrieved January 1, 2016.
  19. "Sound Design". Darkling Room. Archived from the original on April 18, 2008. Retrieved January 1, 2016.
  20. "Creating the cast". Darkling Room. Archived from the original on February 3, 2008. Retrieved January 1, 2016.
  21. Smith, Katie (July 3, 2009). "Jonathan Boakes Interview". Adventure Gamers. Archived from the original on January 1, 2016. Retrieved January 9, 2016.
  22. Waxman, Becky (October 2009). "Dark Fall: Lights Out (Director's Cut) Review". GameBoomers. Archived from the original on July 9, 2012. Retrieved August 6, 2013.
  23. 1 2 "Dark Fall: Lights Out". Metacritic. Archived from the original on July 14, 2011. Retrieved August 6, 2013.
  24. 1 2 Lee, Garnett (November 11, 2004). "Dark Fall: Lights Out Review". 1UP.com. Archived from the original on March 5, 2016. Retrieved December 31, 2015.
  25. 1 2 Ravipinto, Dan (October 1, 2004). "Dark Fall: Lights Out Review". Adventure Gamers. Archived from the original on July 12, 2012. Retrieved August 6, 2013.
  26. Cook, Denice (December 2004). "Reviews; Dark Fall II: Lights Out". Computer Gaming World . No. 246. p. 92.
  27. "Dark Fall II: Lights Out Review". PC Gamer . December 2004. p. 89.
  28. Martin, Tiffany (March 2005). "Reviews; Dark Fall: Lights Out". Computer Games Magazine (172): 78, 79.
  29. Editors of CGW (March 2005). "2004 Games of the Year". Computer Gaming World . No. 249. pp. 56–67.