There were times, I’m forced to admit, where I enjoyed the idea behind Ossuary more than I did the actual game. Maybe this comes off as shallow, but there was something off-putting behind the stock-sound effects that compactly replace any kind of background music or the very simple white-lines-on-black-backdrop aesthetic employed almost exclusively throughout the adventure. Ossuary isn’t a graphical powerhouse -- it’s barely a house -- and instead promotes its worth through text. Lots and lots and lots and lots and lots of text.
I mention this now because this is likely to put a lot of people off. Ossuary’s tsunami of words are often clever and poignant but they’re also mercilessly crushing in their volume. Though technically it can be pigeonholed away in that handy cover-all genre of adventure, it also wouldn’t be massively misplaced being described as a visual novel. In Ossuary, you talk to people until you have enough information to unlock new ways to talk to people until you have enough information to manipulate, annoy or appease yet more people.
Taking on your role of a weird walking head with limbs, you find yourself trapped in the Place of Bones, a kind of ridiculous limbo housed with ridiculous people. The main hall contains four folk who tell you they have ideas on how to fix the world, but each need you to obtain items from the four sections branching away from the hall in order to do so. One needs you to infiltrate four places of power then transfer that power to them. Another asks you to uncover secret words in order to affect your new reality. You can chose to do all these things at once, or pick away at a more focused objective list. But all will need you to explore your surroundings and talk to the weird people within.
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Staff review by Gary Hartley (May 31, 2015)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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