7th August 2014: Ending Stauf
It's been nearly twenty years since I first played the 7th Guest with my mate Dave on my very first PC. Hours and hours we sat there, putting up with the annoying doll maker Stauf and his bizarre house of horrors, bashing our heads against the screen in a vain attempt to get through all the puzzles. Somehow we got up into the attic, and on to the last puzzle, which we could not finish. I don't think we could even figure out what we were supposed to do to complete it, and the game went unfinished for nearly two decades.
A little while back, we started playing it again, but it was on Dave's iPad version and we didn't get very far. This did however reignite the desire in me to finally see this damn thing completed, so I booted up my GOG version at last.
I'm still kind of hazy on the whole plot of this game. You seem to play as the spirit of a little kid who broke into Stauf's mansion years ago only to be hunted by the six guests who were staying there, as Stauf has promised them all their desires should you be delivered to him. You go through the building solving Stauf's puzzles, and witnessing ghostly flashbacks showing what happened in the past as all the other guests began to turn on each other.
By the end of it, it seems that your puzzle solving skills as a spirit in present day somehow save the kid when he was alive years and years ago.
I think. I could be wrong.
Well, I guess a rock solid plot wasn't what people were looking for when this originally came out in the early 90s. I think people were more interested in the freakishly weird mood of the game, and its technical aspects. It's considered to be quite revolutionary due to its cut scenes, 3D exploration and its CD-ROM release, and a lot of people on GOG are still giving it good scores. For me, despite enjoying it years ago, I would now struggle to recommend it to anyone that's not played it before. In fairness, it barely even deserves to be called a game, as it's just an array of puzzles, some that are very similar to each other, with very cheesy story bits in between.
Whatever I think of it hardly matters now. It's done, and gone, and I'll never have to think of it again...