Mixed Feelings. Not to guide yours, you must form your own if interested, but to talk a little about this game.
First the bad. I guess for me the games are first of all worlds to enter where I am drawn to character, story and also to place, entrancing or fascinating. This game ,for me, falls short in all those. The graphics to make a magical place not very interesting, no scenes I want to linger. The characters are presented with comic book graphics and in the same posture always like punch and judy hand puppets jerkily pulled off and thrust on stage. as the story develops the characters show,in spite of a great deal of dialogue, not much of themselves. They do not interest me ,Sarah and Adler the good ones that is-- the bad ones are not interesting,to me,as villains just sort of ugly looking. The story has its moments but it finds its resolutions in comic book ,or popular novel, cliches and is too obviously out of its depth in presenting magic and mystery. The translation problem ,I suppose, in referring to Rome as 'the Holy Seat" not "Holy See" in some passing remark probably also reflects lack of interest or knowledge.
There is some historical background that is interesting, I learned the word Guglman which is not a german computer guy.... :) The speculations on Ludwig's relations to women are interesting and the reminder of the genius, behind his dreamworld, which drew Richard Wagner to him.
Well so having said all the negative what is positive. three things I think of 1) some good technical points, interaction of inventory with HO scenes, the emails and historical entries coming in which impact the action and are not disposable. 2) the involvement with history. 3) the sense of adventure a limited hint system gives and the overall difference from so many of the tiresome games from 'major' studios with lost relatives animal helpers and discovery that the fate of several worlds depends on oneself etc. compared to that Sarah and Adler even are real characters! well and with great gratitude for some really innovative games from the big boys of course ...but this game is refreshing ,it is not a bad game..
what seem limits to me may not to you. I recommend it. Enjoy as we say in the trade!
I have not finished this but played enough ,into the forest with Declan and Khakisa to feel confident and thinking a really good review is timely so that the game may be found by some who will greatly enjoy it. I think ,leaving aside the game mechanics for the moment, you will love the game IF the characters have resonance to you. There are two characters who could serve as identification points, a man and a woman(What an idea!). If some part of your inner self is a slightly sceptical pursuer of the mysterious like Declan and (for a male player) if some other part of ones inner feminine is fey and from the light and shadow of the fairy world --or for the female player the reverse as it were-- then I think this game is more for you than almost any other game out there. The more if you feel a little at home with the academic world and enjoy eccentric scholars,or are one :). But that is secondary to relating to the primary characters who of course are figures from a comic book and yet imagination may work with them.
Now the mechanics of the game are unusual in that there is no strategy guide or hint system and until you get used to it it is a little awkward. There are no hidden objects in a junk pile but every move involves finding the hidden point needed.. It can seem like working without a safety net but there is a satisfaction in finding ,say, nine out of nine things in several places without having the hint to fall back on.
The opening bit about Gaia, the Trickster raven, and the technical man etc is a bit of comic book philosophy or theology but ..."deeper" than the average game's gestures in that direction. Well I am rambling and propose that the make or break thing is in the characters and if you like them dont let anyone turn you around ,this game is a buy!!
Four thoughts. 1. Really enjoyed it. Although the most innovative hidden object scene was the first with a wonderful traversing of four worlds. A richly imagined game with fun puzzles but as I played I felt it becoming more conventional, a set number of places to visit eading up to a climactic showdown. Perhaps the game was a little long for even its considerable creativity.
2.I liked that the world of fear was not drawn in such a way as to trouble those with phobias. a small point but important to some.
3.As another reviewer suggests it would be nice to have a more male oriented plot sometimes, here only the villain is an effective male and don't bet on his effectiveness holding up at the end. end. Having fallen off one side of a horse must one fall off the opposite side? these games led me to look into it and purple is a color listed as favorite by 20 some percent of women but on the other hand 8 percent list as least favorite. I would suggest to developers also that surely this is not enough to make it the marketing tool one would imagine it from some of these games. And realistic color is anyway the best it seems to me even or especially in fantasy.
4. This joins the game set in New Orleans as a game that I hope developers will take into account as opening new ways. and honor to Ukraine and the developers of this game unhindered by troubles around.
So --don't skip this game and I think you will join me in being glad that games seem more interesting now.
It was supposed to be a routine mission. But when a dragon attacks your plane, crash-landing in a lush valley, you're drawn into the adventure of a lifetime!
For me as a story this does not work very well. The plot premise of the bonus game is absurd both as to the parachuting in of a new villain and the the impotence of the good guys. The main game story seems uninspired fantasy and the scenes do not look real. This is an important point that fantasy scenes need to look real to draw one into the imagined world. Compare the reality of the scenes in the Cadenza games. These are more like parts of a theme park on China. Perhaps that is the key to enjoying the game. You are in an amusement park themed to Imaginary China created by artists who have visited a China town and its souvenir shops with bright colored plastic dragons and buddhas with incense trays. There are plenty, plenty!, of games...state of the art HOG and Puzzles galore and the more you are happy with these and this atmosphere as created by a skilled developer, the more you will like the game. And these are all *Games* so there is no shame in being satisfied with this sort of thing I am somewhat but not fully so this middle of the road grade. The recommendation is for those who want what this offers.
This is the second game of a series. I loved the first Cadenza hard to compare.The first was the more innovative with this continuing and extending the innovations in hidden object game play a little Enjoyed both games very much indeed. But what I would like to add to what others have said so far maybe is this, that one wishes other developers would pick up not only on the creativity in making games and puzzles but also on the *Realism*, the attention to detail and locale , which goes beyond but includes beautiful graphics(no washed out violets and pinks) to a sense of a real if magical New Orleans. The narrative brings the magic into the believable place and into the game experience. The game is rather brief but for me the craftsmanship of each scene and moment far outweighs any sense of shortness and dont miss the equally well crafted bonus chapter. The incorporation of the player into the action is another area in which the stock villains appearing and making empty threats and vanishing are left far behind. In sum a game I am specially happy to give full marks and hope to see become an influence on and example for other developers.
*May I suggest as to this series and continuing the Jazz theme of Cadenza: why not bring it to New York to the legendary "Village Vanguard" club with its long history as a resource for background or to "Smalls" my own favorite , or if the names are off limits then a club modeled on them as a venue.
In this ghostly continuation of the Fear for Sale series, you've discovered a luxury ocean liner bears an eerie resemblance to a ship that vanished years ago.
Some moments of fun and enthusiasm , some of thinking gosh I really am obsessive compulsive to be driving away another bird ,putting a magnet through another grate, finding...yes! a gear. like the immense gaps in game story lines this feeling does not trouble when one is really having fun does it? I like ships and the sea...memorized Masefield's "Sea fever" as a lad. The developers, have ,considering the capable team is based in central Siberia, done well by this. The scene of the story flickers in and out of illusions, for me so does the experience of play between fun and weariness. Does the reality lamp show a finely carpeted room, or a broken linoleum floor? Your call and please enjoy but if you dont fully this review for your comfort.
First as other reviewers have said the use of hidden object scenes is creative and deserves to influence other developers. I found the game, considerably and much of the time, fun and appreciated its length and the bonus chapter. here are some problems: *maybe wont bother some but the time travel paradox is not resolved at the end of the bonus chapter. this is a complex question but it amounts to an undermining of the whole story. *the female centered structure others have noted is a little off-putting in its, as it seems to me ,clumsiness. *I would prefer the use of 'high(ceremonial)' magic to '(witch)craft' magic as a basis for magic in games. the incorporation of the history of witches and witch hunting does not add to the game for me and again risks a clumsiness. *the language problem of translating into English the work of developers(it is not possible from the credits as presented to tell where the devs are from which is a pity because they have put a lot of work into this). looking in a scene for "4 chessmans" etc. this is an endemic problem with so many games now. I personally think these are real problems...and not just for this game but for many games. As so often just about all the reviews fit to some feeling of mine on this game. but again in conclusion this is a major game. play it!
Tough to rate and recommend or not but Ill give it a four which is maybe high --all the problems other reviewers point up are there and if that were all a two would be generous. But something almost outweighs all that for me which may not at all for another player. The supporting characters who in the middle sections of the game collaborate with the player. Not Nubi the little fellow who crawls into holes for you and lights fires etc and is about the silliest helper I have seen. But Leonardo Da Vinci, and to a lesser extent Nikola Tesla, and to a lesser extent Clepatra and an aviatress whose name I did not recognize. They are met in a place between the worlds and provide invention ,Leonardo, and electronics,Tesla, which would be beyond the player's skill, yours or mine. This is a whole different level of collaboration than that of a funny animal helper. Furthermore Leonardo in particular is an enigmatic genius who seems to stand apart from his period or any other period in some ways in his art and science. He belongs in fact in some pub between the worlds talking shop with Einstein or in this case interacting with a HOPA player. He appears also in Grim Facade:Artist and the Pretender in an interesting role. But at the end of our game here Leonardo having turned our ship into an airship and piloted it, fades from view and we are left with the indifferently made mishmash of puzzles of an all too technically imperfect game. And the conclusion as so often is abrupt without any moments to as it were rest and look back at what we have done ...it all pops like a soap bubble which is usual in these games to be sure. Anyway this is my little thought: real and interesting supporting characters and real and engaging dialogue are things that if developers mastered, these games could make a quantum leap forward at least for me but I think for many players.
As others have said this is a game that makes one wonder. The concept of the house of 1000 doors outside of ordinary space is an attractive one , more attractive than its realization even in 'Serpent Flame' in my opinion but still it was interesting and hopeful. But this clunker, made up of a jumble of often senseless tasks, makes one wonder if the outer space bacteria threatening the world and the House in fact first landed at the developer's studio. The story is ,and the characters are, peculiarly heartless... there is a reference to destroyed heart at the strange end of the bonus chapter. A more prosaic explanation would be that the studio's attention is elsewhere and this job was mailed in by those given the assignment. In any case avoid it like the galactic plague!
As often reading the reivews I can see how each is fair to the player's experience and expectations. But I wanted more than a time killer. I played the whole game and assumed from the beginning more or less the conclusion of the story. However the story is developed in a very lame and mailed in sort of way and I still don't quite see what the illusionists were competing for whether it was world domination or just some specific magic work, and frankly I did not and do not care. The absence of 'magic' in this game is not just a function of the plot but also of the undistinguished graphics and atmospherics. I think the time is past when we ought cut slack to shoddy work like this which it seems to me ,if accepted as normal, bids fair to ruin the genre of hidden object puzzle adventuring. So my minimal grade and non recommendation.