Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
2/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
2/ 5
Storyline
2/ 5
Utopia is a radical departure from the previous episodes in this series. We are still playing Grace, and she's still a member of the Order, but this quest has absolutely nothing to do with the order. Instead, it's a "save someone from her relative's well-intentioned weirdness" plot, which doesn't belong in the Reflections of Life series. The storyline also moves at a glacial pace, so I lost interest pretty quickly.
If you've read my reviews, you know that I'm not a fan of this dev's ridiculously bright and overly saturated palette. Neither incandescent lights nor candlelight nor gas lamps emit bright orange light IRL. Grass is not radioactive green. Things made of wood don't generally glow with a reddish light. Dial down the saturation, GrandMa. Maybe step away from the computer and go outside for awhile to see how things really appear.
Gameplay is typical of the HOPA genre. There are lots of pieces, parts, and tools to find in order to fix literally everything. Our MacGyvering is interspersed with a variety of HO scenes and mini-games. While I didn't really enjoy the repetitive nature of playing Ms. Fix-It, I did find that the HO scenes were creatively designed for the most part. I encountered interactive lists, sequential find and use objects, silhouettes, storybooks, and more.
Most of the mini-games were too easy, even on hard mode, but several did stand out as moderately challenging and, therefore, fun. The worst were basic jigsaws, matching pairs, and "puzzles" where you simply had to copy the given clue. These were my faves in the demo: • Cycle through multiple parts of three lock cylinders to match the three keys. • Rotate the tiles to create paths connecting the energy to each of three monsters. • Connect crystals to create a complete image with no loose ends, where like colors may not be connected. (Three rounds of increasing difficulty.) • Rotate three concentric circles to reveal the correct number of green and blue lights.
There are loads of collectibles, to the point where having to grab them repeatedly interrupted actual gameplay. Personally, I think the collectible thing has outlived its interest, and I would rather see devs put all that energy into developing an engaging storyline, challenging and original gameplay, and the like.
It's not a purchase for me, but you should try the demo. This isn't the worst HOPA to come down the pike in recent years, but it certainly fails to break new ground. If your quarantine is becoming boring, perhaps a mediocre game might float your boat.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
1/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
The graphics and animation are utterly stunning. The music is beautifully ambient and appropriate. The gameplay is interesting and challenging. BUT...
The controls made me want to commit mayhem. My little sparkle seemed to go everywhere except where I wanted him to go. After fruitlessly circling a green micro-element for the nth time—having backed away and returned for another try, only to get stuck orbiting the darned thing again—I decided that I have enough stress in my life without voluntarily adding more.
It's not that the controls are poorly designed. On the contrary, the design is fabulous. You can choose either keyboard or mouse control, and the mouse controls are well-designed. But the response time is lousy and my sparkle needed a tighter turning circle.
This absolutely would have been a purchase for me, had the controls not frustrated me so much. I recommend you try the demo, because this may not be an issue for you.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
1/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
There's an unsolvable conundrum in today's HOPAs. We gamers are adults. Presumably, devs are also adults. Yet we're constantly fed this unpalatable stream of pablum in the form of embarrassingly shallow storylines and stupidly simple gameplay.
Case in point: In the first scene, two dials were missing from the TV. One was inside someone's luggage, which stretches the bounds of credulity to the breaking point, leaving the gamer feeling like the only sane person in the asylum. How do devs not see their own inanity? Logically, the traveler had to be either arriving or departing. If arriving, how did the train station's TV dial end up in their suitcase? Magic? If departing, why on Earth would they steal a TV dial?
It doesn't get any better either. Opening another suitcase required a magnet—because that's normal—which was inside the TV. Er...what? Why would I even think to look for a magnet inside a television? And even if I did think I could strip the magnet from the TV's speaker, it wouldn't be a horseshoe-shaped, red and blue magnet.
The storyline is yet another version of 'monster in the mist' which has been done to the death, as has the 'fictional monster come to life' plot. The world of fiction is rich with complex, mature storylines, yet we always get this childish boogeyman in various formats. I would dearly love to see well-developed, mysterious, satisfying plots like the Ravenheart arc, the Drawn series, and Empress of the Deep. But all we get are eldritch fog, red-eyed creepies, and the like...villains that wouldn't frighten a child. Devs should be ashamed to put their names on this kind of crap.
HO scenes were varied in design, but presented no challenge. Mini-games were encountered both in exploration mode and during HO scenes. All were super easy. The whole point of a game is to challenge your critical thinking skills and immerse you in a richly layered fictional universe. This game doesn't deliver, so I can't recommend it.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
2/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
2/ 5
Storyline
2/ 5
While this is a graphically beautiful game, the gameplay leaves a lot to be desired and the storyline is contrived and shallow.
Your love has been kidnaped (again!). There's a secret order involving robed and masked people (again!). The plot moves along, but doesn't have enough depth to be interesting.
Exploration involves all the usual suspects: fixing a myriad of broken things, finding insets for shaped locks, and the like. This kind of busy work and back and forth isn't engaging, just a bother, and I'd love to see some innovation in this area.
The HO scenes are ok. The style of progressive sequential find and use most resembles actually looking for something, but the inclusion of elementary mini-games doesn't add anything.
Mini-games, as far as I played, aren't too bad. At the very least, there's a modicum of challenge. However, there's nothing we haven't seen a zillion times either.
It's not for me. If the storyline isn't immersive, I generally don't enjoy the game because I can't suspend my disbelief. YMMV, so I recommend you try the demo for yourself.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
First of all, the chalk of fate? Good grief.
Second, the palette gave me a headache. Real life doesn't look remotely like this. (Yes, I know it's a fantasy story. There are still real life elements that shouldn't look like someone colored them with Skittles.)
Third, the back and forth fixing all the broken things is tired. Come up with something new, preferably something that actually requires neurons.
Fourth, there are numerous genres of fiction besides fantasy. OMG, pick something else for a change. If your target audience was 10yo girls, you might have something with the saccharine fantasy. But we're adults. We'd like some more mature storylines with actual plot twists and a decent exposition.
And after playing and reviewing half a dozen "recommended" and "high quality" games, I'm thoroughly depressed. Playing these games feels like getting a participating award, since no skill is required.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
1/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
Based on partial demo.
This is one of the slowest-moving games ever. I couldn't become engaged at all, because a quite promising storyline was executed so poorly.
The HO scenes were creatively presented and interesting. But the mini-games were suitable for children. Simon Says, matching pairs, and simple jigsaws? Insulting.
Exploration consisted of the usual: fixing so many broken things and finding shaped keys. This kind of stuff is tiresome and unoriginal.
Production fell short of state-of-the-art realism, but its unfinished appearance had all the charm of cold oatmeal. Voice acting was terribly melodramatic.
Sorry, but I found nothing noteworthy, so I can't recommend it.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
1/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
1/ 5
Storyline
2/ 5
Based on partial demo.
Storyline: Escape from your bed in the asylum. Run around doing everything while an inept journalist does nothing, but repeatedly screeches at you to hurry up. I was wishing I could've left her to the monsters.
Gameplay: Click a couple of times, then watch a short animation or cutscene. Repeat until brain dead. In between, there are decent HO scenes, but not many of them, and insipid mini-games that are too easy even in hard mode. Yes, you're offered choices at times, but your choices don't make much difference, as far as I can see. In a real game, a bad choice would have consequences.
Production: The graphics reminded me of early ERS, being more painterly in style. It was nice to see this dev using a more realistic palette instead of its usual neon nightmare. Music was appropriate to the theme.
An underdeveloped storyline and boring, repetitive gameplay aren't my cup of tea, so I can't recommend this one.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
2/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
2/ 5
Storyline
2/ 5
This game looked promising at the very beginning, but it quickly devolved into an annoying back-and-forth, too many shaped keys, simplistic mini-games, and utterly illogical nonsense.
The first HO scene was brilliant. It was a close-up of a computer screen, and you had to look through folders and files to find all the objects. Loved it. The second HO, however, was a zoom box with objects in plain sight. I'd hoped Elephant would keep up the quality and challenge of the first scene, but was disappointed.
The three mini-games I played were all versions of a jigsaw puzzle. Fold the map to match the clue. Drag the rows and columns to complete the image. Place the pieces (no rotation). Really easy and, frankly, a waste of time.
The illogical stuff...wow. Oars and some uprights from a balustrade, when nailed together, made a bridge that would hold my weight? LOL. An arrowhead used as a screwdriver? Nope. And a kerosene lamp doesn't behave as if its a flame-thrower.
The production was overall excellent. I liked the realistically-colored graphics; they made a nice change from everyone else's neon nightmares. The music was lovely too. Voiceovers were spotty; some were professional, others just awful.
Me, I play a game for the storyline and gameplay. If those two elements are spot on, and there are no egregious violations of logic, I can overlook less than perfect graphics, crappy music, and amateur voiceovers. Elephant put its efforts into the wrong areas in this game. The storyline was thin on the ground, and the gameplay was too repetitive and lacked challenge. For these reasons, I can't recommend it.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
4/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
5/ 5
Storyline
3/ 5
REVIEW BASED ON DEMO Note that I'm reviewing this in January 2020, eight years after it was released.
STORYLINE Your fellow scientist and friend, Morgan, has created a metal monster. Intended to be the first artificial intelligence in robot form, it apparently achieved self-awareness in conjunction with a great deal of anger toward all other life forms. Now, Morgan's Monster is on the loose and it's up to you to stop him and rescue Morgan.
EXPLORATION Travel from scene to scene and figure out how to stop the robot. You'll need to find inventory items to be used in your quest, handle the obstacles each scene presents, and solve mini-games and HOs. Areas of interest are noted by a cursor change. The grasping hand indicates an item you can acquire, the gears signify a puzzle or obstacle, and the eyeball denotes a HO scene or zoom area.
HO SCENES Each scene has one or more hidden object areas, each of which is attached to an inventory item. Click when the cursor changes to an eyeball, and images of the objects you need to find will pop up. Some objects are in the same scene, others must either be found in other scenes or created using inventory items.
MINI-GAMES Mini-games run the gamut from relatively easy to moderately difficult. Turn the valves on the train's engine to fill the tubes to the proper level of liquid. Rotate and swap numbered tokens to restore them to numerical order. Solve a nine-tile slider puzzle.
HELP You'll need a fairly good memory, as there's no map to guide you from task to task. I actually enjoyed not having my hand held for once. The hint button will guide you if you can't figure out what to do next, and there's a strategy guide if you're really stuck.
PRODUCTION Background graphics and items are rendered realistically, while characters are caricatures. The music appropriately accented gameplay and storyline, and the voiceovers were done well. Animation was smooth. Obviously, this game appears a bit pixellated since it was designed for lower resolution monitors, but I didn't feel that this detracted from immersion or enjoyment.
RECOMMENDATION Definitely try the demo first. You may dislike the HO style here. If you enjoyed the Treasure Seekers series, you'll probably enjoy this game too. It's a purchase for me, so I recommend it.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
4/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Storyline
3/ 5
REVIEW BASED ON DEMO Note that I'm reviewing this in January 2020, eight years after it was released.
STORYLINE Bit thin on the ground. You're the granddaughter of inventor Edwin Q. Cogglethorpe. After your mother dies, you discover your grandfather's house...and your resemblance to your grandmother Gwen. Cogglethorpe's mechanical contrivances both help and hinder you in your exploration of your inheritance. Can you discover your grandfather's secrets?
EXPLORATION The house has several floors, accessible by an elevator for which you must find the buttons. You'll need to catch fireflies to light the rooms, fix some of your grandfather's inventions, open several vaults, and, in general, get the house working again, all while avoiding Cogglethorpe's companion robot, who believes you're an intruder.
HO SCENES Seven in the demo, they were the best I've seen in years. Each one provides only the category of items you must find, including: • find pointed objects • find faces and heads • find concave items • find things that resemble the number eight • find cylindrical objects • find silvery items • find things that spin and turn While each scene is revisited at least once, the subsequent visits presented a new challenge.
MINI-GAMES Ten in the demo, they were better than most modern games. I encountered: • rotate the electrical conduits to create a complete circuit • arrange the pipes correctly to create an unbroken flow • adjust the oil level in four tubes by moving oil from tube to tube until all are at three • move the orbs to their matching slots, noting that magnetism moves all orbs at once • press buttons in the correct order to reveal the story • rotate the rings of the lock so that all six locking pins can reach the center • click/drag the rows and columns to restore the painting • rotate groups of panes to restore the stained glass window • using the telescope as your guide, arrange the planets correctly, noting that a planet, when placed correctly, will rotate • match the halves of the keys
PRODUCTION The graphics, while not today's hyper-realistic renderings, were still pleasing to the eye and fit the theme of the game, which is steampunk. The palette was realistic and rich in jewel tones and shiny metals. The music perfectly accented both storyline and gameplay, and voiceovers were professional, although Cogglethorpe's "Well done!" became a bit tiresome.
RECOMMENDATION I had more fun playing this game than I did demo'ing hundreds of modern cookie cutter games, although I wish the storyline had more depth. Still, this is a purchase for me. Even if it's a short game, as some reviewers have mentioned, it's still better than a gazillion shaped keys.