- Release Year: 2017
- Platforms: Macintosh, Windows
- Publisher: Big Fish Games, Inc
- Developer: ERS G-Studio
- Genre: Puzzle
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Hidden object
Description
In Haunted Legends: Faulty Creatures, you are an investigator called to look into the murder of Alfred Oldgrey’s fiancé. What begins as a straightforward investigation quickly spirals into a dark mystery as you uncover long-buried family secrets and a mysterious mechanical invention. You must navigate through a quarreling family and a web of deceit to find the culprit in this electrifying hidden-object puzzle adventure game.
Gameplay Videos
Guides & Walkthroughs
Haunted Legends: Faulty Creatures: A Relic of a Bygone Era
Introduction
In the vast, often overlooked archives of casual gaming history, the Haunted Legends series stands as a testament to a specific, commercially potent era of digital entertainment. Haunted Legends: Faulty Creatures, released in the twilight of this genre’s dominance, is a fascinating artifact. It is a game that embodies both the meticulous craft and the formulaic constraints of the hidden-object puzzle adventure (HOPA) genre. This review posits that Faulty Creatures is neither a masterpiece nor a failure, but rather a perfectly competent, utterly predictable entry from a studio that had long since mastered its specific, narrow craft. It is a game for the converted, offering comfort food for a dedicated audience while providing zero innovation for the skeptical outsider.
Development History & Context
Faulty Creatures was developed by ERS G-Studio and published by Big Fish Games, a titan in the casual games space, in early 2017. By this time, ERS G-Studio was a veritable assembly line for HOPA titles, having produced dozens of games across numerous series like Dark Tales, Grim Facade, and Queen’s Tales. Their process was refined to a science.
The gaming landscape of 2017 was dominated by blockbuster open-world titles, the rise of battle royales, and a burgeoning indie scene. Faulty Creatures existed in a parallel universe, one catered to an audience that preferred structured, linear, and cognitively stimulating experiences over twitch reflexes and complex narratives. This was a genre built on a straightforward business model: digital download, low system requirements (a mere 1.4 GHz CPU and 1 GB of RAM), and a “try before you buy” demo leading to a full purchase.
The technological constraints were a feature, not a bug. These games were designed to run on aging hardware, to be played in short bursts, and to provide a sense of constant progression through a familiar point-and-click interface. The vision for Faulty Creatures was not to push boundaries but to reliably deliver a specific type of experience to a hungry and consistent fanbase. It was the video game equivalent of a weekly procedural TV show.
Narrative & Thematic Deep Dive
The plot of Faulty Creatures is pure gothic pulp. The player is cast as a detective summoned to the Oldgrey manor to investigate the murder of Alfred Oldgrey’s fiancée, Louise. As the official blurb asks: “Can someone truly conquer death?” This sets the stage for a tale of familial discord, dark secrets, and a “mysterious mechanism” that hints at steampunk-tinged horror.
The narrative structure is rigidly episodic, broken into six distinct chapters: The Manor, Alfred’s Room, The Study, The Street, The Cemetery, and finally, The Castle. The story unfolds through dialogue with characters like the Constable and the quarreling Oldgrey family, and through discovering notes and journal pages littered throughout the environments. The themes are well-trodden for the genre: the corruption of wealth, the monstrous nature of humanity hiding behind a genteel facade, and the ethical horrors of attempting to cheat death.
The dialogue is functional, serving primarily to move the plot forward and provide context for the next puzzle. Character development is minimal; the Oldgreys are archetypes—the grieving son, the suspicious relative, the secretive patriarch. The depth comes not from nuanced writing but from the atmospheric accumulation of clues and the slow unveiling of the central mystery: the nature of the “faulty creatures” themselves, which are revealed to be mechanized abominations, the family’s failed attempt at playing god. It’s a B-movie plot executed with straight-faced earnestness, and it effectively serves its purpose as a framework for gameplay.
Gameplay Mechanics & Systems
Faulty Creatures is a textbook example of the HOPA genre’s core loop. Gameplay is a continuous cycle of three activities:
- Exploration: Navigating static, pre-rendered scenes in a first-person slideshow format.
- Puzzle-Solving: Engaging with environmental puzzles (using Item A on Location B) and dedicated mini-games.
- Hidden Object Scenes (HOPs): Finding a list of items within a cluttered scene.
The walkthrough reveals the staggering density of this design. The first chapter alone involves combining a cane, picking a lock, solving a sliding block puzzle, inspecting a corpse, and conducting a chemical experiment—all within the first few minutes.
The mini-games are varied, if familiar. They include:
* Sliding tile puzzles
* Circuit-connection games (“Connect the dots of figures 1-4”)
* Symbol-matching games (“Match 3 or more symbols”)
* Logic puzzles with rotating rings and gears
* Pattern-recognition games (“Recreate images 1-2 correctly”)
The HOPs are sometimes traditional list-finding, but often morph into “interactive” scenes where items are used within the scene itself to reveal others (e.g., using a knife to cut a rope to free a key).
The UI is minimalist and intuitive, with a cursor that changes to indicate interactivity. Inventory is housed at the bottom of the screen. A hint system (not detailed in the walkthrough but standard for the genre) would recharge slowly to help players stuck on a puzzle or unable to find an item.
The primary criticism of these mechanics is their lack of innovation. For veterans of ERS games, the puzzles will feel deeply familiar, often recycled from previous titles with a new coat of narrative paint. The gameplay is polished but predictable, a comfortable repetition of known quantities.
World-Building, Art & Sound
The game’s world is built through its art direction. The environments are classic gothic horror: rain-lashed manors, dusty studies, foggy cemeteries, and dank castles. The visual style is “illustrated realism”—highly detailed, pre-rendered 2D artwork that creates a strong, if static, sense of place. The art is competent and atmospheric, effectively selling the grim tone, though it lacks the breathtaking painterly quality found in the genre’s very best titles (like those from Artifex Mundi).
The sound design is crucial in elevating the experience. One can infer (based on genre standards) a soundtrack of eerie, ambient drones and melodramatic stings that heighten tension. Sound effects like creaking floorboards, howling wind, and the satisfying click of a puzzle piece slotting into place are essential for immersion. The world of Faulty Creatures feels alive not through animation but through its audio landscape.
The Collector’s Edition bonus content, which includes downloadable art and music, underscores the value placed on these elements by the core audience. The atmosphere is the game’s greatest triumph, successfully crafting a compelling, if derivative, gothic mystery setting.
Reception & Legacy
Officially, Haunted Legends: Faulty Creatures has a non-existent public critical record. As evidenced by the MobyGames and Metacritic pages, no mainstream critics reviewed it. This is the fate of nearly all games in this genre; they operated outside the traditional critical apparatus, marketed directly to their audience through portals like Big Fish Games.
Its reception must therefore be measured through other metrics: its mere existence as part of a long-running series is a testament to its commercial viability. It was successful enough to warrant an immediate sequel (Haunted Legends: The Black Hawk in 2017) and a Collector’s Edition with bonus content. Player reviews on these portals typically praise these games for their length, puzzle variety, and atmosphere, while criticizing them for a lack of originality.
The legacy of Faulty Creatures is the legacy of the entire mid-tier HOPA genre. It represents a specific business model and design philosophy that has since waned in popularity, supplanted by mobile free-to-play titles and a resurgence of more ambitious indie adventures. It is not a game that influenced the industry at large; rather, it is a perfect snapshot of a niche, a reliable product that faithfully served its audience at a very specific point in time.
Conclusion
Haunted Legends: Faulty Creatures is the video game equivalent of a perfectly executed genre novel. It knows its audience intimately and delivers exactly what they want: a dozen hours of gothic atmosphere, intricate puzzles, and a melodramatic plot. It is mechanically sound, aesthetically cohesive, and narratively sufficient.
To critique it for a lack of innovation is to miss the point entirely. This was not its goal. Its goal was to be a reliable, entertaining, and comfortingly familiar experience for a dedicated fanbase. On those terms, it succeeds without reservation.
However, for anyone outside that target demographic, it offers little. Its puzzles feel recycled, its story is unremarkable, and its static world lacks the dynamism of modern games. Its place in video game history is secured not as a landmark title, but as a well-preserved specimen of a prolific and commercially successful genre that once thrived in its own secluded corner of the gaming ecosystem. It is a three-star game in a five-star world, but for its intended audience, those three stars shone brightly enough.