There's nothing innovative, creative, or imaginative in this game. In fact, it plays the same as the last Elephant game; they just filed off the serial numbers and slapped on a coat of paint. It certainly is NOT a five-star game by any stretch of the imagination.
During the hour demo, I counted FIFTY indentations awaiting shaped keys, mostly in sets of two or more. Assuming a four-hour game, that's a minimum of 200 of these stupid things. I guess creativity is no longer a requirement for game developers.
The puzzles all resembled one another; they were overwhelmingly in the "swap or rotate the pieces to restore the image" category, some with that annoying "moving one part affects others." There were ten in the demo, all ridiculously easy and horribly boring.
HO scenes were pro forma: varying presentations with objects in plain view. Is there an issue with devs comprehending the concept of hidden objects? Or the meaning of the word "hidden?"
The remainder of the gameplay involved the usual list of inane tasks, most of them in multiple iterations. Several items were stuck in cracks. Numerous others needed to be fished out of water or from drains. Multiple things were screwed down. A few items were rusty. Two locks were removed using a rasp. Also, there were bees, a recalcitrant bird, and an angry dog that needed to be respectively killed, scared, and fed. Is anyone still actually purchasing these cookie cutter games?
The storyline is shallow and dull. It mostly involves rushing to catch up with the villain, whose robed and hooded back you frequently see whooshing off to a different location. Then, there's Richard. Why Anna is still carrying his skull around is beyond me, except that he conveniently materializes the exact item she needs exactly when she needs it. He's just a gadget. Go into the light, Richard.
No review would be complete without a discussion of how insanely illogical this game was. How was Anna driving her car when her keys were inside her locked wallet, which was in her purse? Did the murder victims think green wine was normal? Who keeps solvent in their first aid kit? I don't think there was a single logical moment in this game.
Frankly, I'm insulted that Elephant is passing this off as a new game, and actually expects people to pay for it. They used to be on the cutting edge; I recommend their games from 2012 and earlier only. This particular one is a hot mess, and I'd give it zero stars if I could.
I'm not a huge TM fan, but there are exceptions. I haven't played the previous episodes in this series, and this one has some good stuff and some annoying stuff.
THE GOOD STUFF I liked the origami-inspired graphics and the clarity of the items represented. The storyline was humorous: Loki tricks Dracula into playing a board game in which he is the playing piece.
The tasks presented enough variation to be interesting. There are items to collect in various numbers, as required to complete tasks, so each level has interim goals to achieve as well as the goal of moving to the next level. And there are bonus items to gather as well, including gifts of stickers, figurines, Loki's chests, and more. These items are generally not on the paths, so you have to search the whole screen for them.
I liked that several modes of play were offered, including an untimed mode. Personally, I dislike the stress that accompanies timed modes, so I really appreciated not having the timer.
THE ANNOYING STUFF The music, as is typical for this genre, became repetitive quite quickly. I suggest turning it off completely. I found the zombies' repeated comments irritating; every time you set them to a task, they made one of two verbal responses. I would have liked to be able to turn that off without turning off all the sound.
CONCLUSION If you're a fan of TM games, and you like the idea of tasks that are out of the box, you might enjoy this game. I haven't decided whether or not it's for me, either in CE or SE version, so my recommendation is to try the demo. Happy gaming!
Spirit of the Ancient Forest is a Clutter-style hidden object game interspersed with puzzles. The storyline might be familiar to you if you've played Namariel Legends: Iron Lord (2013), a beautifully designed adventure game with puzzles, and its sequel, Kingdom of Aurelia: Mystery of the Poisoned Dagger (2016). Spirit of the Ancient Forest takes that fantastic fictional world and combines it with completely different gameplay.
The Clutter-style scenes are presented in different varieties: • Find two of each object. • Find three of each object. • Find either two or three or each object. • Find two of each object, one in full color, and the other in greyscale. • All of the above, except you must drag the objects from one or more piles. • All of the above with the objects moving randomly around the screen, changing position and visibility, which makes the task much more difficult. Additionally, there are a number of blue crystals to collect in each scene, but I'm not sure why. They may provide you with extra hints or more time.
The puzzles, at least during the demo, were either 24-piece traditional jigsaws or jigsaws with vertical strips to be swapped into the correct order, all presenting scenes from the story. None were difficult, and I would have liked more variety than just jigsaws.
Graphically, it's quite beautiful. Objects are rendered realistically and the palette is gorgeously jewel-toned. The music consists of the same compositions that are in the two related adventure games. Again, I would have preferred more variety and some new music. There are no voiceovers, but there's not an onerous amount of text to read either…just enough to bring you into the story.
There are several difficulty levels to choose from, including a completely untimed one, which is how I played. I tend to dislike the stress of timers, but if you like that type of challenge, you can choose from two timed modes: regular and difficult.
I recommend this game if you like Clutter-style hidden object games and, if you like adventure games, I also recommend the two I mentioned above, on which this game is based. Happy gaming!
The gameplay was incredibly tedious and simple. Not only were the tasks of the broken zipper pull variety, but several of them repeated. I had to make TWO knives from a glass shard and a rag, and use TWO magnets to acquire items. There were multiple places I needed a knife or matches, but I stupidly kept using each item once, then dropping it.
HO scenes were easy. Dumping the list items into a junk pile is not hiding them. The only one that was remotely challenging was a silhouette find-and-use.
Of the 14 puzzles in the demo: • FIVE were "copy the clue." This isn't a puzzle. There's nothing to figure out. • THREE were 'random guessing." Also not a puzzle, just annoying. • TWO were exceedingly simple jigsaws: one 6-piece torn note and one rotate 3 rings. • ONE consisted of 3 simple levels of Simon Says. • ONE involved moving tokens to the goals. • ONE required "deducing" whether the con artist was lying, based on what he was wearing and carrying. • ONE required moving a chess knight on a 3x3 grid to touch all squares.
Sorry, but I reject rewarding developers with high ratings when it's obvious they believe their customers are idiots who can be tricked into buying the same cookie cutter gameplay over and over again. I want original storylines with depth and gameplay that's challenging. That's what "expert" means.
OVERVIEW I'm not sure how I missed this game, especially since I own the first episode. But I'm definitely picking it up, as it's far more challenging than most games being released today, and it's a DD.
STORYLINE Bella's brother Stan, an archaeologist, mysterious disappeared after finding an ancient book. Bella has been dreaming about how he disappeared, and believes she can find him. Little does she know, she'll be drawn into four different stories before her adventure is finished: The Call of Cthulhu, Robinson Crusoe, The Three Musketeers, and Jack the Ripper. She'll have to resolve issues in each one to gain pieces of the artifact that opens the book.
GAMEPLAY If you've played the first episode, then you know how the game is set up. If not, each book comes with a map that denotes not only the locations, but also the number of tasks in each one. There is some back-and-forth, but it's not onerous since you travel via the map. Each location includes several HO scenes, puzzles, and tasks to perform. The characters in each story will ask for certain favors which leads to a progressive series of tasks.
HO SCENES Each scene is visited twice, but the presentation is different the second time. There are interactive lists and pictorial lists, and some of the objects are hard to spot. When you complete the list, you're presented with a representation of the final object to find, the one that you need.
MINI-GAMES While none of the mini-games was incredibly difficult, the challenge level was higher than most modern games. Catch matching pairs of butterflies…harder than it sounds since they're all flying around. Slide tokens along the lines to restore the image. Rearrange statuettes to match the symbols; click one and the two adjacent ones will switch position, so some planning is required. Three levels of connecting the lights while not using any path twice.
PRODUCTION Excellent graphics that blend realistic with artistic, and a beautiful palette. There's quite a bit of in-game animation that both adds to the storyline and keeps the pace moving along. Music, voiceovers, and environmental sounds were done well.
ISSUES None with El Capitan.
CONCLUSION This is a great rainy day game for experts, and a challenge for beginners. The storyline is compelling with a good exposition. And it's visually beautiful. I recommend it, as well as the first episode, Enchanted Paintings.
GAMES IN THIS SERIES Music Betrayal & Death, The Kiss of Death, Havana Nights
OVERVIEW I was hoping Madhead had returned to the sensibility their games used to have, but after 40 minutes, I was bored silly by the broken zipper pull gameplay, unhidden object scenes, and stupidly easy puzzles.
STORYLINE Yet another good versus evil story, this time featuring the classic "deal with the devil, receive talent, pay with your soul" theme. I found it difficult to be engaged, especially because the villain wasn't remotely frightening or evil, and the conversation was trite in the "you won't get away with this" mode.
GAMEPLAY A laundry list of silly tasks. Oh, and a cryptex which activates musical instruments, which makes no sense at all. I really wish the trend of gimmicky gadgets would die, along with animal helpers and neon palettes. Collectibles are all the same—a silhouette of a dancing couple—and easy to spot.
HO SCENES Minimal variation in presentation and objects in plain sight. (1) Interactive list. (2) Straight list + rearrange items to match silhouettes. (3) Find and replace. (4) Interactive list to reveal pieces + replace objects to reveal more pieces + a simple 6-piece jigsaw.
MINI-GAMES None were remotely challenging, innovative, or enjoyable. • Slide the numbered tokens to match the combination clue. • Move the 4 lyre tiles to the center by rotating groups of 4 tiles. • Match-3 to remove all except the lock's pins. • Set the pressure gauge to zero by turning numbered valves. • Play 3 bells correctly by copying the clue. • Match the chisels to the pattern. • Randomly guess the correct order of 5 organ keys. • Find your way through the darkened maze.
PRODUCTION Lovely graphics, animation, and music. I wish as much thought had gone into the storyline and gameplay.
ISSUES None with El Capitan. But those banners… I don't need a banner to tell me what I just accomplished. I already know I picked up a key; I actually watched myself do so! I already know I cleared the vines, because I just did it! Why do devs appear to believe that gamers are abysmally stupid?
CONCLUSION Madhead has clearly joined the other "top developers" in churning out game after game with shallow storylines and insultingly easy and repetitive gameplay, wrapped in a spectacular production. Like the other devs, they're putting all their time and energy into style, and none into substance. Have any of them noticed that hardly anyone bothers to review their games anymore?
BEST GAMES BY THIS DEV Beyond: Light Advent, Cadenza: Music Betrayal & Death, the Dark Realm series, Dawn of Hope: Skyline Adventure, the Maze series, the Nevertales series, some of the Rite of Passage series
STORYLINE Allegedly, I was tracking down a murderer but, although I caught a few glimpses of him, he seemed perfectly content to ignore me while I ransacked the mansion for keys, shaped keys, handles, tools, and the like. There were a few notes and newspaper articles, but none really advanced the storyline.
GAMEPLAY Everything was either broken, missing parts, or locked up and needing a traditional or shaped key. Rinse and repeat. None of these tasks furthered the plot, but merely led to a new room with additional nonsensical tasks. HO scenes were basic lists with unhidden objects. The best part of this game was the lack of sparkles.
PRODUCTION Decent still graphics, but lousy animation. Repetitive music. Computer generated voiceovers that lacked affect.
ISSUES Exceedingly poor translation that affected gameplay. Descriptive text didn't remain onscreen long enough to read it. And the map indicated "available actions" when I lacked the inventory items to address those actions.
CONCLUSION The storyline and gameplay seemed unconnected to each other, and the gameplay was tedious. After playing for an hour, the plot failed to move forward in any meaningful way.
BEST GAMES BY THIS DEV None. The only other game they've released is Christmas Adventure: Candy Storm, and its gameplay was exactly like this game with a similarly thin plot.
LACK OF ASPECT CORRECTION If you check "full screen," the aspect ratio is off; everyone and everything is tall and thin, and there are thick black bars down both sides. If you uncheck "full screen," the game window is too small on a HD monitor. This alone should have returned this game to the drawing board. (No idea whether this is something experienced only by Mac users.)
SAME TIRED STORYLINE Another paranormal detective with a gimmicky amulet chasing a supernatural, but not remotely frightening murderer who's out for revenge. There are so many games with this exact storyline that it should be a genre of its own.
GAMEPLAY IS PRO FORMA AND TOO EASY The amulet is a throwaway. When it flashes, you click it to generate a cutscene of a past event. There's no puzzle attached to the amulet, so this is just a "click through the story" gimmick.
HO scenes didn't hide the objects, other than tossing them onto the junk pile of the scene. Mini-games were limited to variations of four types: • Restore the image by swapping or rotating pieces (jigsaw). • Match the pairs (both those in plain view and Concentration). • Copy the clue or code that's right in front of you. • Move tokens to their matching slots (varying mechanics). And exploration mostly involved making up for the detective being unprepared for an investigation. She brought no light source or tools and had to MacGyver everything from pieces conveniently found near where they would be used.
ANACHROMISMS ABOUND Oil lamps and candles provide light to Victorian England, but there's a lightbulb in the 1940s-era car…which has electrical tail lights and a blue police light. The camera is old-fashioned, but the "instant photo developer" is modern. The detective is dressed in an old-fashioned suit, but the victim and medium both wear modern outfits and hairstyles. The medical examiner must have traveled in time to get that modern forensics lab with reagents. I have no issue with suspending my disbelief in order to become immersed in a fictional universe, but it does have to make sense!
CONCLUSION No thanks. I often enjoy games with easy gameplay, but only if the story is spectacular, and this one's been done so often that it should have its own genre, and this iteration of it failed to be engaging, fast-paced, and interesting.
STORYLINE "An old wooden board game…" Hmmm…that sounds familiar.
"…adventure into another world…" Really? Again? Does anything ever happen on Earth?
"…controlled by a madman obsessed with winning…" *sigh* I'm sure I've played this before. *thinks briefly* Oh yeah! Dangerous Games: Prisoners of Destiny. Oh, and Surface: Game of Gods.
GAMEPLAY Within 24 minutes, I was required to: • fish TWO items from TWO separate bodies of water using TWO different tools, • bribe TWO animals with food to get out of my way, • revive TWO different plants, • cut FOUR separate things, again with FOUR different tools (because player characters are too stupid to hang on to a useful tool, apparently). I wonder how many times I'll have to extinguish fires, protect my hands from thorns/icky cobwebs/dirt/sharp glass, dig things up, light things on fire, pick locks…I'm certain there's a broken zipper pull somewhere in this game. Oh look…bees inexplicably swarming around something I need. Lucky I already found the smoker and tinder for it. *rolls eyes*
HO scenes took 15 seconds or less, so you know none of the objects were hidden, just pasted into to the nonsensical junk pile. Mini-games were all repeats and all easy. Swap pieces to solve the jigsaw. Move tokens into a pattern matching the clue. Light all the points using each line only once. Choose the three correct images for each character by rotating the three wheels (moving one affects others).
PRODUCTION If you have sensitive eyes, you might want sunglasses so you're not blinded by the glow-in-the-dark oversaturated palette which made even realistic objects and scenery look unnatural, not helped by the characters who 'walked' without moving their limbs, like paper dolls on a stick. You may recoil when you hear the voice of an adult woman coming from the lips of a bedridden child. And you may chuckle upon hearing the stereotypical gruff, loud voice of the villain, who speaks with a vaguely Eastern European accent.
ISSUES • Banners pop up every time you move; none are useful, but all delay gameplay. • Cutscenes were drawn out to last as long as possible. The characters spoke unnaturally slowly, and the text came up one letter at a time, further delaying gameplay. • Repeated lapses from logic made immersion impossible. (Try sharpening a serrated saw with a whetstone IRL…if you want to ruin your saw. Find a dead plant and water it…did it magically come back to live and grow?) • Reused and repetitive gameplay. It's clear this game was built on plug-and-play programming from a collection of previously saved subroutines. I note that, while the actual music is different, the soundtracks always have the same names. And the same tasks are in every Domini game.
RECOMMENDATION Play Dangerous Games: Prisoners of Destiny instead. Same storyline, better gameplay. I refuse to reward mediocrity, so I can't rate a game highly when the storyline is derivative, the gameplay is repetitive, the objects aren't hidden, the mini-games are childishly easy, and the production is horrid. This kind of cookie cutter mess is not the best devs can do.
Favorite Genre(s):Adventure, Card & Board, Large File, Puzzle, Word
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
This year's Christmas Wonderland is just as beautiful, enchanting, and fun as last year's. It's a fantastic game for kids, families, and anyone in touch with their inner child.
Beautifully rendered Christmas scenery and music are the backdrop for a variety of gameplay, including hidden object scenes, puzzles, and mini-games. Each HO scene includes several gold angels to find, and a number of silhouetted objects, as well as a large interactive list. The interactions include both finding obscured items and dragging items to their appropriate destinations.
Puzzles and mini-games include multi-piece jigsaws, both swap pieces and rotate pieces. I also played word searches and find-the-differences. Extras include performance achievements and the ability to purchase gifts, among others.
Honestly, the challenge level is more difficult than most of the HOPAs we've seen in the past few years, since each scene contains a multitude of objects. They're not junk piles, though, but items that actually fit in the scene, which is much more realistic. The single negative was that some of the interactions weren't at all intuitive, but it's not enough of a negative for me to subtract stars from my rating.
I think this is the only Christmas game I've actually enjoyed this year, and I highly recommend it.