I found
this amusing YouTube video. I was aware that you could get to act 7 by typing only only command, but that shows you can also do it without ever seeing a corpse.
As for the endings,
you get the good ending by killing Rudi, and a slightly better one from also doing the adventure game stuff, while you get the bad ending from shooting the Colonel or by shooting neither, either intentionally or due to dawdling.
Regarding replay value, that's certainly the
intent behind the scoring system and hints at the end, but I don't think it quite works. When a game has so much missable stuff, I'll generally do what notbobsmith is doing: play once blind and once following a a walkthrough. In order for a game to really be replayable, each playthrough needs to be sufficiently different, either because there's so much content or because as your skill improves, the experience of the existing content changes. In LB1, the corpse location is sometimes random, but the actual actions you need to take are the same each time. So for the most part, each playthrough will be the exact same thing. For example, the only difference between a playthrough where you realize you can "smell" locations is that one interaction message and the score at the end. So the whole rest of the playthrough is just busywork. And if you accidentally advance time too soon, you're much more likely to restore than to think "I'll do better next time". And you know I'm not a fan of restoring being prominent in playing the game.
I really want to like the game, since it
is innovative and since I really do love the atmosphere. But it just strikes me how wrong the game feels:
As mentioned, if you just look at it as an ordinary adventure game, it fails, since you can just stumble your way through the whole thing. Also, it has a lot of really senseless Sierra deaths. For example, the chandelier has hung there for decades, and it falls if and only if Laura walks directly under it (which is also the natural way to go through the house). It feels like they just wanted to meet their death quota, rather than thinking how each one contributes to the experience.
And if you look at it as a mystery, it also fails. Mystery games are hard to do right (I liked
this video on the topic), but LB1 really fails: you can find clues, but the game doesn't give you any means of drawing conclusions from them. And then the clues aside,
it just becomes blatantly obvious that Lillian did it when you see her in the playhouse, but you can't act on that. And the list of possible suspects quickly shrinks, making all the dirt you have on them irrelevant. The only decision you make is the one at the end, and that one is both pretty obvious and easy to just retry for the other result.
But what bothers me most is the story. If you actually had a realtime view of the world, it would be absurd:
Lillian kills someone, places the body somewhere, waits nearby until Laura is done inspecting the corpse, then immediately drags the corpse to a laundry chute, all without anyone noticing. Struggles to the death are loud, corpses are heavy, there are full-height windows in every room, and there aren't any doors between rooms that would block sound or line of sight, but no one ever notices anything.. I know it's cliche to point this out, but if you ever think it terms of means or motive, the only answer is "it's impossible to do this" and "there's no reason anyone would try". Also, the game is very character-focused, since most of the game is about observing and spying on the cast, and then investigating their corpses. However, those characters are completely unbelievable. You can ask them things, you can tell them things, and you can show them things, but you can't
talk to them. Lillian is supposedly your best friend, but you can't ever have a conversation with her. And you can't ever convince anyone how dire their situation is; you can tell someone about finding a corpse, but that means they'll run to check it out, see nothing (because of the absurdity I just described), and then just go on as if nothing had happened.
There is one thing in the game's favor, though: uniquely to Sierra games, it treats itself as a sort of play, especially in the intro. However, they'd really have to go further with this idea in order for it to work. If the reasons the characters don't meaningfully interact with Laura is because they're just acting out a story in which Laura isn't involved, then the game should go the whole way and not have Laura be there as a character. That could actually be interesting: a game that's just all about observing, deciding where to look at what time, and then replaying it to see other parts you missed. I know there are games that have done just that. Also, the whole framing it as a play doesn't really work when its sequel just abandons the concept.