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| The Blackwell Deception | |
|---|---|
| Developer(s) | Wadjet Eye Games |
| Publisher(s) | Wadjet Eye Games |
| Designer(s) | Dave Gilbert |
| Composer(s) | Thomas Regin |
| Series | Blackwell |
| Engine | Adventure Game Studio |
| Platform(s) | Windows, iOS, Linux, macOS |
| Release | October 12, 2011 (Windows) September 24, 2015 (iOS) |
| Genre(s) | Adventure |
| Mode(s) | Single-player |
The Blackwell Deception is a 2011 graphic adventure game developed and published by Wadjet Eye Games. It is the fourth entry in the Blackwell series, preceded directly by The Blackwell Convergence.
The Blackwell Deception focuses on Rosa and Joey again and takes place some time after the third game. Rosa receives a call from a former co-worker asking to investigate a case for him. She soon finds out that he has been murdered while investigating a contact given by a psychic Lisa Tenzin. Rosa then proceeds to solve two more murder cases and finds out that Lisa had referred both to a man named Gavin. She confronts the psychic about their deaths and it turns out Gavin had brainwashed her into helping him. Gavin has in fact been "feeding" on their energy to remain immortal. Gavin then captures Rosa and kills Lisa who tries to escape. He brainwashes Rosa into trapping Joey and tries to feed on her. However, Joey escapes and manages to bring Rosa to her senses. As she breaks Gavin's ritual of feeding on her, she accidentally kills him. Since Gavin fed on a large number of souls he tries to resurrect himself but Lisa's ghost distracts him. Rosa takes advantage and drags him as well as Lisa's soul to the gates where someone unseen stops Gavin from moving on and, in order to punish Gavin for failing his mission, somehow destroys his soul. After Lisa's departure Rosa, confused by her purpose, decides to track down the organization that was behind Gavin and found a full scale "Ghost Investigation" agency.[1]
The game was released on October 12, 2011. An updated version was released on October 31, 2013. Notably, this version changed the character portraits from the original comic-style, to a more realistic style matching the other games in the series.
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MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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