The Blackwell Legacy

[8] The game is designed in the way that fully voice acted dialogue and characterization play a big part in the narrative.

Her grandparents have long since passed; her parents died in a car accident when she was young; and her aunt had been institutionalized in an induced coma for decades after a mental breakdown.

Moments later, she is contacted by Dr. Quentin from Bellevue Hospital, who warns her of her aunt's, as well as Rosa's grandmother's, mental disorder, and that it is likely hereditary.

Unfazed despite her recent headaches, Rosa reads the Blackwell family letters previously in hospital possession, depicting both women's gradual breakdowns and isolationist behaviors at the same time they began interacting with a non-existing person both call "Joey".

Afterwards, Rosa is assigned by the Village Eye to write about the recent suicide of a New York University student, JoAnn Sherman.

Breaking into the Bellevue Hospital late at night to watch over her, Rosa and Joey intercept the "Deacon", revealed to be the ghost of a priest who fell from grace and into alcoholism after his wife died.

[3] Ian Schlaepfer was a designer of the characters art, while Chris Femo and Tom Scary created the backgrounds,[10] which include some of the New York cityscapes, like the Bellevue Hospital, the Queensboro Bridge, and more.

Subsequently, it was decided for the project to be extended and redone into a proper commercial product, which ultimately became The Blackwell Legacy.

[12][13] Upon its release, The Blackwell Legacy was met with "generally favourable" reviews from critics for the Microsoft Windows, with an aggregate score of 80% on Metacritic.