“Rubbery Men don’t take the slow boat. Wherever they go after death, none have ever returned to life – until now.”
Investigate the case of Mr Martin McIntosh, the subject of the first Rubbery resurrection. Get to know the bodies in Concord Square’s morgue, and delve into the Fifth City’s illegal amber trade. What secrets lurk beyond the grave? And what in the world does ‘slobgollion’ mean?
I LOVE that zombie Rubbery. Also, this feels a little like a remake of sorts of the Rubbery Murders, which is pretty exciting. Perhaps this go around it will be good!
I don’t care for this one mechanically at all but I do appreciate trying something new!
The conversation codes are just not clicking at all for me, and it doesn’t make sense at all. I think it very much needs a tutorial of some sort without you having to opt to not play the puzzle yourself at all.
I think the story is kindof fun, although being so close to November’s Stripes of Wrath probably my favorite ES I’ve played so far, definitely makes the cop plot less interesting to me. The death stuff and Rubbery lore is thoroughly enjoyable though!
However I enjoyed the second half MUCH more than the beginning and it completely made the story for me personally!! Still bottom of my top 1/3 of ES’s played but it was very good!
When I finally understood how to get the combinations during the interrogation, I wanted to scream. So simple, and yet it took me embarrassingly long enough to figure it out. Once that was done though, the rest was smooth sailing.
I loved the investigating mechanics and appreciated the relatively low AP cost of this one! Going to need to take some time to sit on the lore implications of this one though.
Well. I’m up to about 80 actions and haven’t worked it out. I assume the clues are the bracketed words and emphasis on things. This leaves, taste, vision, vibration, viscosity and touch… Uh huh… simple combination…
It’s not about brackets or italics or anything like that. Each of the three clues at each site emphasises a particular sense or action. So, if at one of the scenes the clues involved listening to the neighbours talking through the paper-thin walls, feeling the scratches on the lock left by the murderer’s lockpicks, and tracing the chaos caused by the victim’s contortions as the poison did its work, you’d go Speak - Touch - Contort.
Not sure how much spoilers you want - but I figured it out by paying attention to the descriptions and images you get when visiting the crime scenes. And I mean all of it. From there you can work out the corresponding images and combinations.
100% agreed. Moreover they don’t explain that you need to focus on one location at a time! I spent a good chunk of actions thinking we had to figure out which clue was important at each of the 3 scenes and put then together.
Not impressed with the mechanics of this one! I’d like to like it because the story was great but this is probably only a 6/10 for me because the mechanica are really poorly explained.
That is explained somewhere, actually, but it’s not right in the main path. Maybe in the place where you can choose to lower the difficulty? I know I read it somewhere, and in retrospect I’m sure I would not have guessed it otherwise.
The italicized description you get after the body text of each clue has an icon beside it. Match that icon to the corresponding communication method. I was actually kind of disappointed that there was a giveaway, even outside of easy mode.