96 Mill
About
Abandoned and marked for demolition, but its infamous legacy refuses to be buried.
At 96 Mill Street, Woonsocket, Rhode Island, sits the Edmont Worsted Industrial Complex, a derelict, condemned building with a checkered past of unexplained events since its construction in 1820. You are an employee of Hamilton Demolition Company, tasked with assisting demolitions expert Frank Galvani in rigging the building for implosion.
Features
•Multiple endings with 8 different outcomes
•A genuinely creepy environment, with over 50 locations to explore
•An interactive story where your choices affect the outcome
•Familiar point and click gameplay with quests and objectives
•Fully Voiced Dialogue
At 96 Mill Street, Woonsocket, Rhode Island, sits the Edmont Worsted Industrial Complex, a derelict, condemned building with a checkered past of unexplained events since its construction in 1820. You are an employee of Hamilton Demolition Company, tasked with assisting demolitions expert Frank Galvani in rigging the building for implosion.
Features
•Multiple endings with 8 different outcomes
•A genuinely creepy environment, with over 50 locations to explore
•An interactive story where your choices affect the outcome
•Familiar point and click gameplay with quests and objectives
•Fully Voiced Dialogue
System requirements for PC
Minimum:
- OS: Windows 7, Windows 8, Windows 10
- Processor: 1.5 GHz Processor
- Memory: 2 GB RAM
- Graphics: 128 MB video card
- DirectX: Version 9.0
- Storage: 1 GB available space
- Sound Card: DirectX compatible sound card
96 Mill reviews and comments
Translated by
Microsoft from Russian
Microsoft from Russian
Most of all 96 Mill is similar to the HORORORNUV point-and-click Flash Game from the mid-2000s, only instead of trashovyh Skimerov we periodically stumble upon static images of translucent shadows and ghosts, which slowly dissolve in the air, without having Opportunity neither to harm our hero, nor to scare the player. The Atmosphere is pumped closer to the end of the game, but quite sluggish-a journey through the same dark corridors quickly becomes not disturbing, but rather melancholic-soothing. In a word, the horrory component of the 96 Mill causes a fespilm, but at least not rejection. Why then recommend it?
Somehow The authors of the game managed to make wandering around the abandoned building with the search for keys to open all new doors are not sinister, but fascinating. Maybe It's a simple and convenient interface that excludes pixel-hunting-all objects available for analysis (usually lockers with things and not yet open doors) are highlighted in the left corner of the screen immediately when hit in the location. Maybe It's about the possibility of "teleport" in the already open locations with the help of a map, which also tells where the doors remained open (without a map this project would be simply unplayable: in the local game world is easy to get lost, and Distance towards the end of the game would have to overcome the little). Perhaps It is a matter of good photographs and an atmosphere of a slightly gloomy calming desolation, in which neither people nor even the more static ghosts can disturb you (most likely, the secret lies in the combination of all these factors).
In itself the game in 96 Mill is similar to a meditative monotonous work, which is not surprising and not happy, but in its own way captivates and allows you to relax in the process. It's like cleaning the house, sorting the old collection with CDS, or hammering nails into a very long board. We Go there, we drill the wall, put the explosive package; Go here, drill the wall, put another explosive package. Find the key, find the right door-a new location! Read the notes, listen to audiologists, drill the wall, put an explosive package, find the key, find the right door... It's been a whole hour.
It Should be emphasized that the monotony of gameplay is compensated by the constant discovery of new locations. Soothing Buzz in the background, beautiful photos, fresh audio comments from the tenant, so you do not feel lonely, and items that you and so perfectly know where and when to use (eg, if at the beginning of the game you found buried in the ground box, then you will not be difficult to guess what to do with the found near the end of the shovel). It can Be said that this game is too light-not a single puzzle, which you would need to read the walkthrough, there is no-but it is lightness turns 96 Mill into a non-spicy meditative simulator wandering on Google-map, like Hashima Island : The Forgotten World, which even boasts its own atmosphere (looking at the screenshots do not say this, but this game is much more exciting than it seems at first glance).
Of Course, 96 Mill is not worth the full price of Steam ($3.99), nor the full price on the official website developers ($4.99 for the version for the game directly in the browser)-it passes for an hour, the content in it a little, the plot is screwed only "for a tick", the endings are slightly different From each other, and in general to pass it the second time you will want only after the plan of a building from game as should be forgotten. However, the main thing in the project is not this, but the gameplay: the scheme "new location-Find the key-find the door" in this case turns out to be completely working, and as a "one-time game for recreation" it is perfect. I can not recommend it to everyone, however, having bought it at a discount for $0.39, I have not regretted it never. Maybe it gets a little sad because in the 2000s such games were free and made on "flash", but at least the quality of the graphics here is much better.
P.S.: Oh Yes, it is completely in English, although for the passage you do not even need to know the language: the gameplay of the important text here is not enough, it boils down mostly to comments in the spirit "before you lay the charge, you need to drill a wall" (if desired It is easy to translate into Google Translator right during the game, if there is a smartphone at hand) or inscriptions with the names of rooms on the keys and corresponding doors.
P.P.S.: The Story of learning English is clearly not worth and is described in one phrase: "In this building live ghosts, they do not want to demolish the house, but to harm the pilot of the bombs still can not" (unless you take into account one of the endings, where they still Lethal harm, but how exactly-the game does not show, because tasteless Skimerov in it still does not).