Lights Out: Goggle Progress

I made a lot of progress in my last session, despite my expectations. I started off stuck in a very specific way: everything seemed to be giving me hints about a combination lock on a hidden storage room in 1912, but the time tunnel was now collapsed, leaving me no way to get back there. I suppose I could have used the adventurer’s implicit time travel device, which is to say, I could have restarted the game, but I wasn’t yet ready to take things that far. I still wanted to cooperate with the game, to do things by the rules.

The way back turned out to involve looking at old photographs with my stolen ghost-hunter goggles, which makes me wonder what’s going on with Parker. Time travel definitely isn’t a capability of the goggles themselves, and recall that Parker managed to do something similar without the goggles back in the beginning. Maybe he really is a ghost after all? But no, the ghosts in this world don’t show up in photographs, and Parker does (as you discover when you fiddle with Polly’s camera).

The goggles work a bit differently from the ones in the previous game. Instead of putting a ghost-revealing aura around the cursor, they just put the whole screen into goggle-vision. I don’t think I like this as much, as it engages the player less. As before, you can only activate them in certain camera views, identified by a beep. The beep is, as far as I can tell, the only way of knowing where the goggles are usable; there’s no way of predicting where you’ll need to use them without just going there. So basically, once you get the goggles, you revisit every place you’ve been, hoping for new info that may or may not be there — particularly in 1912, where you didn’t have the goggles on your first go-round. This is actually somewhat fortuitous, because re-examining everything is pretty much what I was planning on doing while I was stuck anyway. Searching for goggle-spots turned up some new documents that I might have missed otherwise.

The locked storeroom led to a third time period, in the stone age. And this turned out to contain the endgame, although I didn’t understand this until I triggered an ending by accident. It all comes down to a metal barrel with a complicated computerized lock, anachronistic but not alien, the combination to which is scattered in pieces throughout the rest of the game, often in cryptic ways. I hadn’t found all of the combination, but I had enough that I could brute-force the rest, and by this point, after goggling the whole lighthouse in two centuries, I was feeling less cooperative and rule-bound. At any rate, despite having seen the closing cutscene, I clearly haven’t seen the whole story. I never met up with Polly, for one thing. And I still don’t have any clear idea of what opening the barrel was supposed to accomplish. It seems like the story’s villain, a sort of electronic demon called Malakai, was locked in there, and that unlocking it set him free. Perhaps he’s less malevolent than he seems? Anyway, I’ll be going back in, to finish the game the right way. I’ve been taking a lot of time between sessions so far, but knowing how close I am to the end should encourage me.

I have some worry that my lack of understanding of the plot is in part caused by my difficulty in understanding Malakai’s electronically distorted voice. He talks to Parker through the goggles sometimes, and I can understand maybe half of what he says. The half that I do understand is mostly just generic villain taunts, but still, I’d be a lot happier if the game offered subtitles.

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