Belladonna is a gothic adventure game, twisted and dark. Take the role of a corpse girl rising from the dead in an abandoned laboratory, and unravel the mysteries concerning your own death and reanimation.Read full description
"Delightful hand drawn graphics frame a short but ultimately winning and atmospheric introduction to the point and click adventure game genre. Hallin's work is quite impressive for a one-man project." - Ragequit.gr
Belladonna is a gothic adventure game, twisted and dark. Take the role of a corpse girl rising from the dead in an abandoned laboratory, and unravel the mysteries concerning your own death and reanimation.
After the death of their young child, doctor Wolfram von Trauerschloss and his wife Belladonna are left to deal with the tragedy however they are able. The doctor launches into a dark obsession, devoting his life to the quest of conquering death. The madness spreads and Belladonna is soon dragged into the despair, but the tale takes surprising turns as the dead are brought back to life and the living are not to be trusted.
The game explores various themes, such as the role of villains and heroes, moral value systems and different kinds of horror. It’s a point-and-click adventure, and it will ask you to read longer texts which are inspired in style by Mary Shelley’s novel, Frankenstein or The Modern Prometheus. This game is not scary in the way in which a Hollywood horror flick is scary, but it is certainly no child’s play. The story goes into an eerie place beyond life and death, and puts you into the mind of the unliving creatures and their worldviews.
Gothic style point and click adventure, developed by one person, about a reanimated woman trying to remember her past, the relationship between Belladonna and her maid, and the waning sanity of her husband and his desire for her to be more like an obedient object instead of a person. Good visual style, and the way that reanimation of the dead is presented fits the game very well thematically. Much time is spent reading, well written, if somewhat hard to read, notes from characters that all mange to do a good job describing how characters are feeling and what they believe other characters are thinking. I'm not sure why you are able to find some of these notes scattered on the ground throughout the environment you explore though, all characters mention keeping the notes hidden and secret. The game has no real puzzles and it is a very short game that should take around an hour to complete, those looking for well designed or challenging puzzles in an adventure game should look elsewhere. I feel like it would have made a better visual novel as the same visual style could have been given to the house and characters, the short cutscenes could still have been used, it would fit the style of not having puzzles better, and would have been an easy way to make the text that you spend most of your time reading easier to see for people that will have trouble reading it the way they are presented. Some people will likely consider the ending to be a cliffhanger, but like the people that wanted to know what happened after the ending of The Vanishing of Ethan Carter, I don't see how it matters or how it would be relevant to the themes explored by the game and found the ending to be fitting.
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