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Poor Rincewind is left with no choice but to go to Death's estate and take up the mantle until Mr. D decides to return. Henry, Death's butler, is not impressed and insists that Rincewind prove he nick can fill Death's shoes. This part of the game takes place in a single location comprised of three areas: Death's house, Death's stable and Death's garden. And it was here that an underlying theme of the game surfaced in full force, that of mirroring. I mentioned at nick the outset nick of the review that there was a self-referential tone to Discworld II. It was made in the mid-90s, when irony ruled. In hindsight, it all seems a little self-indulgent, but at the time it was important to a lot of people, including, apparently, the good folks at Perfect Entertainment. In this game, Barnett, and possibly through him, Pratchett, held up a mirror to the player, to the game and to the whole concept of what an adventure game is. Here's a sample. Rincewind: "Collect a babe, a jingle and some novelties.
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