I don't get the five-star reviews. The demo I played just had me running back and forth, finding and using a legion of keys, shaped keys, tools, and missing parts…FIFTEEN in the first scene, TEN in the second, and ELEVEN in the third. So, basically, a "new" game that's just like every other game Elephant has released in the past five years.
This nonsense is neither fun nor challenging; it's just boring and annoying. At one point, I finally found the 4 bat-shaped keys to open up some hidden cache, only to be rewarded with 2 cat-shaped slots. NO THANKS! I don't even care what's inside the cache, especially since it's most likely something no one would lock up, like a screwdriver.
HOs were pro forma and lacked hidden objects. Formats included storybook, interactive list, related pairs, and zoom box mini-HO. Mini-games were all familiar and easy: • paint by numbers (the numbers appear and disappear on the painting, but no worries…you've got a schematic to copy) • copy the lock code • move the ball to the center of the circular maze, avoiding the rotating rings • swap pieces jigsaw • use arrows to move the bat to the slot (the bat will move until it encounters an obstacle)
I liked the storyline and atmosphere, but couldn't stay immersed. Constantly having to stop to find a dozen keys/tools/missing parts destroyed the sense of urgency this game should have had. And I'm disappointed, not only because Halloween is my favorite holiday, but also because the potential this game had was ignored by its developers.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
Munin is a beautiful, atmospheric, platform puzzle game that more people would have enjoyed with a few more instructions. Me, I got to the third level using my keyboard, but the pop-up visual directions gave no indication that the "rotate" icon could be moved to different parts of the screen, so the level appeared to be impossible to solve.
Finally, I looked up a video walkthrough to see what I was missing and...the second you move the mouse, the "rotate" icon moves. No idea whether there's a key on the keyboard to control it, but the instructions should have been clearer. So, let's take care of that first...
A = move left D = move right W = climb up S = climb down SPACE = jump Move mouse to move "rotate" icon and click to rotate the area.
Once the controls were clear, I instantly became enchanted with Munin. Each level includes one or more areas that can be rotated and multiple feathers, all of which you must collect before you can move on. So, you have to figure out combinations of rotations that will allow you to reach each feather. This is a brain game, and I wish BFG would offer more of them.
The graphics are fairly simple, but ladders, bridges, and walkways are clearly recognizable. Music is ambient and ethereal, adding to immersion. This is a definite purchase for me.
I hope that those who were as baffled as I initially was will try the demo again, because we rarely get games that are challenging and beautiful at the same time.
My CE review only covered the demo, so I thought I'd post a review of the completed game and extras.
STORYLINE For generations, Julia's father, Eliot, and his two brothers, Abe and Rick, have been protecting the magical, mythical creatures of Ireland. Now, Julia has inherited her Uncle Abe's lighthouse, as he judged her the most qualified to carry on the family's work. Julia will have some help from Abe's friend, Casey, and the adorable Corgi, Ash…but will also face a formidable adversary intent on harnessing the creatures' power.
GAMEPLAY The goal is to return all the creatures to the magic cube that serves as a safe sanctuary for them, since it actually contains a pocket universe. To accomplish this task for each creature requires beating them at a version of Match-3 which specifies a certain number of each color token be collected. (No, I'm not sure why the creatures have to be convinced to return to their sanctuary.) Once a creature is returned to safety, Julia acquires a onetime use of its powers.
The HO scenes have various presentations: interactive list, silhouettes, pictorial, find clues on a map, words in a narrative, images through a telescope, find and replace, and multiples. For the most part, the objects are actually hidden and the interactions are cleverly designed.
Mini-games are varied; some are familiar and some are original. The challenge level varies from "fairly simple" to "requires thought and strategy." Some of my faves: • Choose stars to eliminate them so that the stars that remain have the same number of interconnections as the number they bear. Three levels of increasing difficulty. • With Ash's help, navigate the alleyways of Dublin, using items you find to overcome obstacles. • Move and rotate six mirrors to reflect three colored light beams to the center crystal. • Swap photo halves among three screens until all hunters, creatures, and dwellers are grouped correctly. • Move five creature tokens to their matching spots using five different preset paths. (Much more challenging than the usual "move tokens" puzzle.) • Move three colored marbles to the center of the maze, using each one to open and close gates as needed.
PRODUCTION The graphics are pure eye candy with a varied, mostly natural palette. The details in close-up are thoughtful and quite beautiful. And animation is done well. The music is beautiful and nicely accents the game's theme. Voiceovers are mostly excellent.
EXTRAS The CE bling is comprehensive with quite a bit of extra gameplay. You can replay HO scenes and mini-games, and the bonus chapter is fairly long. In addition, if you collect all the hidden Fabergé eggs, you're rewarded with a complex, multi-panel, find-and-replace HO scene. I think it took me nearly an hour to complete it.
CONCLUSION Hunter's Legacy is one of the best HO games in recent memory. It offers an original storyline with plot twists and a stunning climax. The gameplay is varied and the overall challenge level is excellent…not so difficult that it's frustrating, but not so easy that you feel cheated. The production is gorgeous and the extras make this CE-worthy. Brilliant job, 4Friends! Other devs should take notice.
When I encountered the third jigsaw within ten minutes, I quit. Not an ounce of thought was put into the gameplay. I find it incredibly insulting that AMAX thinks this game is worthy of a $10 price tag.
HO SCENES • silhouettes, then find 12 puzzle pieces • storybook find and use • find 16 puzzle pieces
PUZZLES • slide 3 tokens to the correct places • match pairs of flowers • torn image jigsaw • rotate concentric circles jigsaw • swap pieces jigsaw
Seriously? So the gameplay is ALL finding puzzle pieces and solving elementary jigsaw puzzles? This is even less imaginative than usual.
If devs can't be bothered to write original storylines and create innovative, challenging gameplay, then I can't be bothered wasting an hour of my time on their demo.
This game follows what has become the standard format for HOPAs in the past five years... • shallow storyline about a magical artifact • a supernatural villain • a masked secret society • someone kidnapped/gone missing • far more puzzles than HO scenes • puzzles' challenge level: kindergarten • zillions of shaped keys • the exact same obstacles in adventure mode ...all wrapped up in high production levels. Basically, the package is beautifully and artistically wrapped, but the gift itself consists of already-chewed gum, leftovers, and assorted garbage.
In 30 minutes, there were only two HO scenes but ELEVEN puzzles. Three of them were simple jigsaws, none with more than ten pieces. Four were matching pairs or groups. This is NOT gameplay for adults, not when a child could easily "solve" these puzzles.
I'm leaning more and more toward giving up on this genre. All devs are releasing what amounts to the exact same game. Repeatedly. It's becoming a waste of time to even demo HOPA games, because none of these devs offer original storylines and innovative, challenging gameplay. Like they used to do.
I mean, the complex storyline of Twisted Lands was brilliant. The villains in the older MCF games were actually evil and creepy. The enigmas in the early Mystery Trackers games were creative and interesting. What happened to morph these thoughtful, innovative developers into clones of each other?
I'm not a huge TM fan, but this series has grabbed my attention with its adorably ghoulish storyline, strategic gameplay, cute graphics, and variety.
While Dracula's away, his wife Elizabeth is tasked with chasing down Vargosi before he irrevocably damages the reputation of vampires with his chaotic destruction. Of course, she has Vlad the wonder dog to accompany her, along with a cadre of zombies to collect supplies and perform tasks. Frankenstein joins her early on, and his job is to handle feats of strength.
In each level, you'll need to gather meals from BloodDonald's, pumpkins from their patches, wood, stone, and elixir. Some of these items will be used to craft tools suitable for certain obstacles. And obstacles are legion: decrepit roads to fix, piles of stone and wood blocking the way, enchanted spider webs, broken bridges, and the like.
Plus, there are supply outlets to restore to functionality: quarries, pharmacies, etc. You'll know when you have sufficient supplies for a task because its indicator will turn green. (Red means you can't reach it yet, and yellow means your supplies are insufficient.)
I turned off the music before beginning, because TM music is generally repetitive, so I won't speak to the music in this game. I do wish the characters had more than one or two lines, as their exclamations became a bit annoying, but not enough to dampen my enjoyment of this game.
I highly recommend this TM adventure, as well as its predecessor, Game of Gods. Try the demo before you buy, as always.
Favorite Genre(s):Adventure, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
1/ 5
Storyline
5/ 5
I loved the idea of this storyline, because it offers natural places to put HO scenes and mini-games, and because it's both different and suspenseful. Unfortunately, the execution was terrible.
I quit after 35 minutes, because I encountered a sequential find-and-use HO scene that made NO logical sense. The setting was a boat, and the task was to unlock the cubby so I could fuel the boat. Now... • What rational, thinking person would use two glass fishing floats to hold up the top of a bench? I mean, what?! • Would it occur to you to use a metal spring from a couch as a lock pick? Yeah, me either.
The mini-games were a bit better, although the instructions lacked clarity. But the regular gameplay was mainly finding a bunch of shaped keys...again. Oh, yeah, there were bees to smoke away too.
I'm extremely disappointed for two reasons. First, I really enjoyed Mournful Loch. The villains were actually creepy and the plot was well thought out. Second, Death in Hardcover had so much potential in its plot, and that potential was wasted.
Ten minutes in, we already know who the perp is and what else he did, which erased most of the much-needed suspense. After that, the game became an exercise in patience...which I quickly lost.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
3/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
2/ 5
Storyline
4/ 5
Fallen Sky is a unique riff on the Jack & the Beanstalk story, involving a botanist and his sister (our game character). Our task is to remove the various curses on the townspeople, each of whom has one of the giant's treasures, then return the treasures to the giant.
That said, I found the gameplay a bit repetitive. The mini-game with the giant (match three or more to get a certain amount of one or more colors), and the cat box became tedious, especially since he kept repeating himself.
However, the HO scenes were incredibly creative and there were a few original mini-games. The production was beautiful, both sights and sounds.
In all honesty, though, I'm pretty sick of fairy tales at this point. When there are so many books in different genres that would make incredible games, we keep seeing the same childish fairy tales over and over again. Time to move on, devs.
I recommend you try the demo. I'm going to revisit this game when the SE is released.
The biggest challenge in this "game" is trying to guess what arcane, inane task you're supposed to do next. A lot of the time, the "solution" is to go to a particular area and drop an inventory item on it, whereupon all the work is done for you in the form of a cutscene. This. Is. Not. Gaming.
In 15 minutes, there was only one HO scene, but four puzzles. If this is representative of the whole game, I'll pass. I found the puzzles annoying and pro forma.
The plot's exposition was lacking, IMO. Other than someone disappearing and wolves escaping the zoo, there was really no indication as to what the investigation was about.
To be fair, I will add that I've never been a fan of this series, because it always includes nonsensical crossovers of multiple fictional universes. I'm enjoying playing older games much, much more than new ones.
I liked the storyline because it was a unique perspective on a familiar theme. The gameplay was nothing new, but I still did find the game relatively immersive because of the story, graphics, and music. I'll review this game as a SE. For now, my recommendation is to try the demo.