Two people close to us have died -- our parents, I'm guessing, though it's never explicit -- and we buy a second-hand car with some of our inheritance. Unfortunately, the car is haunted by the ghosts of its previous owner: three ghosts representing different aspects of a single man. So instead of dealing with our own loss, we have to deal with someone else's ghosts.
I am docking a point for the occasional timed text delivery. It is annoying to no good purpose, especially if I want a second playthrough to explore other options. I do not have the time to deal with this nonsense, okay? At the very least, it's not so egregiously over-the-top as in some other works I've seen. I ought to make this a rule.
Anyway, we're poking about and finding things out about this guy. It looks like our objective is to say the right thing to each aspect of him, tell him he's not alone, bring him peace, and let him move on. Nominally. A few passages suggest that there actually isn't any correlation between our actions and what happens, which means that the whole story might be no more than a game of chance which is absolutely NOT what we want in IF. Decisions have to mean something. It does feel like they do, here, which is good -- but then what is the point of the discussions on chance and superstition, unless it's to make us doubt that we're doing anything at all?
It's actually a pretty interesting story, though. There are multiple places you can go, depending on what you find, and of course we don't have the time to visit everywhere. It feels like there's a way to "win", and the fortune teller character rather stands out.
As a breakfast, this might be black pudding and two boiled eggs still in their shells. Quite tasty, but you've no idea if you left the eggs in long enough to be hard-boiled, and the pudding is kind of a dark, opaque mass. Tea to follow -- one lump of sugar, no milk.