Mystery Case Files: Ravenhearst is the third installment in the Mystery Case Files franchise, was released in December 2006 and features an investigation centered on a mysterious manor located in England. Players find objects to unlock diary pieces to follow the life of Emma Ravenhearst, in the year 1894 in Blackpool. Through the diary entries, the player learns how Emma travelled from America to England to be a teacher, became involved with a man called Charles Dalimar, but refused his marriage proposal; Charles then began to secretly poison Emma and intercept her family's mail to keep her from leaving England. The final diary entry addresses the player directly and directs them to a locked door in the basement, behind which they find Emma's corpse in a coffin, with her soul being released now that the mystery of her disappearance is solved.
unfortunately, the doctor turns out to be the only relatable character in the entire adventure, as even her missing memories have no explanation for her wandering amnesia other than that. even her emotional state is something of a mystery, as she appears to have fallen in love with the scientist that was murdered in the research lab, but that relationship seems to have been the trigger for her brain damage rather than the result. if id been playing this solely for the investigation, im not sure whether it would have worked out or not, but playing it for the humanity youll be forced to revive makes you wonder if theres a way to make this a genuinely intimate and personally satisfying experience rather than a waste of time.the last word on mystery case files: dire grove goes to a man at a press conference in the second game. he apologizes for the series of tragedies that have befallen the village, but argues that every event was pre-ordained, that the entire village is a test case of a larger ecological change in the ecosystem. it doesn't really matter what happened, he says, because that is what is meant to happen. he is, of course, a philosopher, and his deductions are more in line with philosophy and prophecy, as dire grove has plenty of foreshadowing to indicate what happened, why its happening, and what the ultimate resolution will be. but such conclusions are extremely hard to accept.gameplay wise, dire grove is similar to its predecessor in some areas. you still get to solve crime scenes and make deductions from clues. but dire grove also has a little bit of an rpg element to it. you move around a map based world, and you can equip your detective with items that provide various buffs and bonuses. the new addition this time is that the detective can communicate with other characters through different methods, such as a radio. each character is voiced, and they have different personalities. there is a mixture of comedy, drama, romance and comedy (in the case of two of the students). to top it off, there are a plethora of puzzles that the game continually throws at you. and dire grove is loaded with them, as it sets the bar pretty high. we aren't talking inkling's bubble trouble, because that game has a lot of gimmicky situations. this game throws a lot of puzzles at you in non-sequential order. you basically have to read the clues in a given situation and adapt to what you think of what clues are telling you, or how the clues are connected to the rest of the puzzles. 6a6f617c0c 781b155fdc