OVERVIEW Beasts of Bremen is only loosely based on Grimm’s fairy tale “The Town Musicians of Bremen.” Part of me hoped this dev was going to break the HOPA mold and have us alternately play the role of the rooster, cat, dog, and donkey. But it was not to be. Instead, we must save our twin sister who’s both missing and in danger. Happily, this game turned out to be more interesting than I thought it would be. And it offered some original and challenging gameplay as well.
DETAILS Storyline (6/10★) The resemblance between you and your twin sister Rosabella only goes skin deep. She’s dedicated her life to music, while you’re devoted to knowledge and research. When Rosabella is chosen for one of the four coveted spots at Bremen’s music festival, she invites you, naturally. But when you arrive, you discover Bremen enveloped in lavender fog, and your sister and the other musicians under a curse where they turn into animals and are enslaved to some unknown creature. What dark secret is lurking in the charming town of Bremen?
Adventure (3/5★) Sneak around Bremen, avoiding the fog, and find artifacts from the Brotherhood of Musicians which will help you in your quest. About half of this involves the shaped-key-into-matching-indentation device we all know and detest. However, there was some unique and creative gameplay involved as well. One segment, which was rather complex, included: • finding the parts of a magic lantern, • an HO “follow the instructions” scene to make powder for the lantern, • finding painting fragments, • assembling the painting, • placing the lantern, • following the light beams to find the parts of a code, and • using the code to unlock a secret room. Now THAT is the kind of gameplay I like to see.
Hidden Object Scenes (4/5★) I encountered five HO scenes during the demo, and three were creative. The first one encompassed two screens and most items on the list were interactive. The second was the “follow the instructions” described above. And the third, which was my favorite, was a scene depicting several opened books. You had to turn the pages of the books to create images of the objects on the list. A+ for this one!
Puzzles (3/5★) Puzzles were mostly too easy, but there were two I enjoyed. One, you’ll be surprised to hear, was a swap pieces to complete the image. The reason I liked it is that half the pieces were covered with moss at any given time. Click the image at the top to change which pieces are covered. Adding this feature made the puzzle challenging and, therefore fun. The other one we’ve seen before, but it tends to require strategy. Stop the cat from leaving the board by filling tiles with water to block it in. (There’s also a repeating puzzle attached to the magic-dispelling amulet. Clear the board of tiles by matching three or more. Three levels of increasing difficulty…requires strategy.)
Game Design (4/5★) The interface was a touch crowded; I inadvertently clicked “menu” while attempting to click the map. Also, I found the mouse tended to lag in its response, especially during puzzles.
Logic (5/5★) Nothing egregious.
Graphics (5/5★) I loved the palette. Props to the dev for depicting nature naturally instead of in those eye-searing neon colors. Posers were beautifully drawn and animated realistically. Textures were just stunning…the chainmail glove, the woven dolls, the cobblestones. Backgrounds made good use of forced perspective, and had proper depth of field. Animation was smooth with a high frame rate. Perfectly lovely all around.
Sound (5/5★) The best part of the soundtrack was when the musicians played their solos. I’d definitely download those, as both the flute and contrabass solos were compelling. Voiceovers were done extremely well, and ambient sounds were excellent.
Extras (5/5★) Bonus chapter unrelated to the main story, performance achievements, strategy guide. Collectible paper dolls and morphing objects (small slide-in banners let you know how many are in each scene). Replay puzzles and HO scenes. Check out the dev’s portfolio of wallpapers, screensavers, concept art, videos, and soundtracks.
CONCLUSION Rating = 40/50★ = (rounded to ★★★★) Beasts of Bremen is a giant leap forward from last year’s Wrath of the Beast, which I rated only two stars. The Living Legends series has had its ups and downs, but I did find this story engaging and the dev included sufficient unique and challenging gameplay to keep me interested. Since I also found the music and graphics top notch, I’m happy to recommend this game.
Other games by this dev that I recommend: Bridge to Another World: Alice in Shadowland CE ★★★★ Living Legends: Frozen Beauty CE ★★★★
fromYou've heard the one about the five blind men and the elephant? This time, they all agreed it was an elephant...a one-star elephant. The shaped keys gave it away.
Royal Detective: Lord of Statues remains one of my favorites games nearly five years after its release. I just replayed it a few months ago, and the 216 five-star ratings it initially got, in my opinion, still stand today. The sequel, Queen of Shadows, while not as excellent, was still an enjoyable game with an engaging storyline and the same lush, photorealistic graphics, although the neon colors were starting to creep in.
Legend of the Golem is where this series began to fall apart. Princess was no longer part of the storyline, gameplay became repetitive, and the graphics were drenched in toxic colors and unnatural light. Borrowed Life is the zombie from beyond the grave, a lame attempt to revive a series that died with the last episode.
The storyline is inane. A sculptor makes living statues to replace loved ones who have died? Yikes. And these statues, realizing they’re not human, form a rebellious group to hunt down and murder their creator. Oh, brother. If they’re not human and can’t love, how can they hate and be vengeful?
I hit five puzzles and two HO scenes in the 33 minutes I played and, frankly, the gameplay in Borrowed Life would insult beginners with its childish simplicity. • Jigsaw - swap and rotate the pieces • Matching Pairs - five of them • HO - find the highlighted words in the narrative (very few interactive items) • Jigsaw - rotate concentric circles, moving one affects others • Symbols - swap labels on the drawers of an apothecary cabinets so that each drawer’s label matches the symbols of its row and column • HO - silhouettes (very few interactive items) • Trial & Error - guess the order in which to press the colored notes (and this is where I quit in disgust) Then there were all the usual suspects for which the Royal Detective was completely unprepared. Fortunately, the necessary tool, part, key, or shaped amulet was nearly always a step or two away. There were nails needing to be pried up, cabinets and boxes needing shaped keys, something rusty that oil magically cleared up, two items stuck in cracks, and so on. Gameplay was completely predictable.
The graphics… Look, I can write another paragraph or you can do what I did. Open the Lord of Statues page in another tab and click on the 2nd screenshot. Amazing, right? Now scroll up and click on the 2nd screenshot for Borrowed Life. Ok, now click back and forth between the two tabs. Need I say more? What happened to the pachyderm’s signature photoreal graphics style?
And, again, we’ve been given a tiny space for our inventory with only six items available at once, and the arrows only move one item at a time. Yet there are acres of space along the bottom of the screen that aren’t in use. When this tiny inventory has 20 items in it, many of them plus items, it’s beyond annoying to click back and forth one item at a time to look for one thing. Make the inventory panel wider, and make the arrows move a page at a time. It’s not rocket science, but it is good game design.
I note that this is the third game the pachyderm has released since the New Year, and it’s only been nine days since their last release. No doubt in my mind that’s part of the problem. How many times can they recycle the exact same gameplay? I’m not buying it.
I was hoping for the creativity that ERS displayed in Clock of Fate, but it was glaringly absent in Night Terrors. While the storyline showed promise, the gameplay devolved back to ERS's laurel-resting levels.
HO scenes were mostly interactive list, some with a simplistic puzzle like matching pairs. One was a two-level silhouette. Most scenes were visited more than once.
Puzzles were overwhelmingly childish. Most involved copying the clue that was right in front of you. That's not a puzzle! It takes no skill at all to move pieces around until they match the picture, or copy a series of numbers off a piece of paper. Matching pairs, jigsaws, and connect the dots? Yeah, I liked those when I was five or six years old.
How about some gameplay for adults? Because this was too easy even for beginners to the genre.
Lethal Predictions began with a unique premise, that so-called accidents are actually caused by ill will. I expected this to be a cautionary tale about karma, but it ended up being another “cursed artifact” story with a hooded, faceless “demon.” The bracelet allowed our heroine to see the “demon” as well as its dastardly plans for the citizens of Universe City.
About 45 minutes into the demo, several plot elements were added without much explanation that confused things: a manuscript that needed translating, tarot cards, a huge flower, and mention of a talking book, all of which somehow related to the bracelet. Whether these elements ever came together, I can’t say, but they should have been better explained.
Gameplay was predictable for the genre; all manner of obstacles requiring tools, most of which were locked up as if they were priceless treasures. A clock missing its hands. Spiderwebs requiring a broom. Something needing to be dug up. The dreaded shaped keys, however, were kept to a minimum. I found the bracelet gimmicky, but I tend to not like these types of “helpers” in games. For some reason, using them reminds me of clicking the “skip” button, like the gimmick is doing the work of figuring out a game obstacle when I should be.
There were only three HO scenes in the demo, all interactive list. The first one, at least, showed some creativity in its presentation, as it appeared when the dog knocked over a box (rather than being an inexplicable pile of junk in the middle of the floor). In the second, each object hid a fragment of two pictures which completed themselves, then narrated part of the backstory. The third was a double interactive list. All objects were in plain sight, not hidden.
Puzzles were legion, with ten being in the demo.The difficulty level ranged from easy to medium, and quite a few were original, so bonus points for that. Those we haven’t seen before included: • Examine the case files and choose the COD for each from the available symbols. The clues on each case file are different. • Chart a route on the map by following the written directions on the phone. • Chart a path through the array of tokens by matching like tokens. Split tokens can be matched to either symbol. (This is the puzzle in the third screenshot above.) Three levels of increasing difficulty. • Combine the tarot cards to create new cards by following the bold words in the narrative. At times, you’ll have to undo combinations to access the correct cards.
There was some deviation from logic and common sense, but not nearly as much as we generally see. Dogs usually aren’t allowed in hospitals, for example. And I doubt the keycard to dad’s office would open the lock in the hospital. It would be silly to base a combination lock on something as ephemeral as how many flowers were blooming. Vinegar, because it’s acidic, is a decent rust dissolver, but it’s not instant; you have to soak the item.
Overall, the graphics were quite good with excellent animation, especially of the dog. The palette was pleasing, except for the overly saturated blue moonlight. Textures were beautifully done. The musical compositions didn’t vary much from each other, being all piano and synthesized strings. Voiceovers were a mixed bag; the narrator’s and dad’s were excellent, others were not.
CE extras were satisfactory as they included a bonus chapter, replayable HO scenes and puzzles, collectible masks (several per screen and mostly well-hidden as they were translucent), strategy guide, performance achievements, and the dev’s portfolio of wallpapers, screensavers, concept art, videos, and soundtracks.
While this is not a game I’d purchase, I hesitate to outright pan it because of this dev’s attempts to step outside the genre’s tired, boring formula. The story did present some new plot elements, and there were lots of original puzzles. That deserves rewarding when placed in context with “top” developers’ continued reliance on formulaic and recycled storylines, simplistic puzzles that they use in every single game, and boring HO scenes that can be completed in 30 seconds. And those games get five stars, which baffles me. So I’m going to call this a ★★★½ game and recommend that you try the demo.
I feel sorry for Aunt Gray. The poor woman has been dragged through time and space to rescue every member of her dysfunctional family from the consequences of their ill-conceived actions. Honestly, I’d denounce the lot of them, move to a remote island, and spend my recaptured youth sitting on the beach, eating scallops and lobster, and drinking margaritas. Oh, and I’d drop dear Richard in the Marianas Trench on the way. Let him offer his patronizing advice to the lantern fish.
Since I know the pachyderm’s methods, I actually kept track this time. During the demo, there were 22 boxes, cabinets, and chests locked up with shaped indentations awaiting matching amulets. 99% of them required at least two, sometimes three amulets. This means that in an hour’s gameplay, I found between 44 and 66 “shaped keys.” Let’s say this game takes four hours to play. Extrapolating from the demo, completing this game requires me to find somewhere between 176 and 264 amulets to fit into 176-264 indentations.
No. Not only no, but all nine circles of Dante’s “Inferno” no. This ridiculously repetitive action can’t even be defined as gameplay at this point. It’s a clichéd device passing itself off as gameplay. It’s filler material that fails to make up for the lack of substance. This hackneyed contrivance is no different from a lazy student stuffing his essay full of phrases like “the fact of the matter is” in order to bump up the word count.
It’s clear that very little thought was put into the HO scenes. While there were a few different presentations, all the objects were in plain view, and most lists didn’t even include interactive items. Four of the eight puzzles in the demo gave you the answer, and you just had to copy it. That’s not a puzzle, since there’s nothing to figure out. Two more were matching pairs, a child’s puzzle. One was a “click when the indicator is in the right spot.” So there was only one puzzle that offered any challenge at all.
Meanwhile, banners popped in from both sides for achievements, collectibles, morphing objects, goals completed, new tasks, and more. And gameplay stopped until they’d finished their animation loops. The mouse wouldn’t move. Same issue for in-game animation, which occurred for every single scene and zoom box. As if Richard popping up with his condescending commentary wasn’t interruption enough.
This is the twelfth iteration of “Aunt Gray to the Rescue,” which is about six sequels too many. Elephant, let the poor woman retire. And let’s have some creativity in storyline and gameplay, because you can’t keep passing off the same game as something new.
I didn’t find much in this game that made sense to me, not just in the storyline, but also in the gameplay, graphics, sound, and extras.
The idea behind the storyline was interesting, but the game I played didn’t correspond at all to the written summary. I seriously doubt that people’s “wildest fantasies” include anthropomorphic flora and mythical animals. In fact, I would bet money on it.
The gameplay was oddly disjointed and seemed to include quite a bit of superfluous activity. For example, given that the museum was wired for electricity, why did I build a kite and play Ben Franklin? In an emergency situation, why did I stop to “jigsaw puzzle” the pictures in my diary? I will say that one noticeable plus, for which this dev gets a hearty “thank you!” is the lack of shaped keys…at least as far as I played.
In addition to filling my inventory with items for which I currently had no use, every location had, at a minimum, three different types of collectibles. There was a morphing object. There was one of five separate categories of artifacts. And there was a puzzle piece to contribute to still more jigsaw puzzles. (One moment while I contain my unbridled enthusiasm for being allowed to pay double the price for a bunch of toddler-level jigsaw puzzles…ok, I’m fine now.)
I hit one HO scene in 30 minutes, and it began with finding the highlighted words in the narrative, then changed to an interactive list with the kite parts hidden under each panel of the list. And I encountered two puzzles, both easy. Swap the heads, wings, and tails to correctly build the three mythical animals shown. Rotate the pipes…I mean road segments to create a route for the car that prevents monsters from reaching it.
Graphically, at least one of the artists appears to have a Gaussian blur addiction. There were distinctive vignettes around scenes and blurred areas within them, for no apparent reason. Again, we see unnaturally neon light sources: pumpkin orange incandescent light, overly bright candles, searing blue moonlight. I’ve no idea what prompted this trend, but I do wish it would die.
I found the music a bit repetitive, which grated on my already-raw nerves. It seemed as if the voiceover actors had all been anesthetized just prior to recording their parts; not one had any affect. Gregory’s family was missing, for crying out loud, yet every time he spoke, it was in a monotonous deadpan.
I actually enjoy fantasy games, but they have to capture the imagination. Despite being called “The Imaginary World,” this game didn’t. But these did…
—Series— Drawn - The Painted Tower, Dark Flight, Trail of Shadows Awakening - The Dreamless Castle, Moonfell Wood Margrave - The Curse of the Severed Heart, The Blacksmith’s Daughter Nightmare Realm - Nightmare Realm, In the End Dark Realm - Queen of Flames, Princess of Ice, Lord of the Winds Nevertales - The Beauty Within, Shattered Image, Legends, Hidden Doorway Rite of Passage - The Perfect Show, Child of the Forest, Hide and Seek, Deck of Fates League of Light - Dark Omens, Wicked Harvest, Silent Mountain
(these two are a series, though their names are different) Namariel Legends: Iron Lord Kingdom of Aurelia: Mystery of the Poisoned Dagger
—Standalone— Unfinished Tales: Illicit Love Mythic Wonders: The Philosopher’s Stone
The storyline had great promise, and was the sole thing that prompted me to download the demo. Unfortunately, its development was complicated by constant interruptions and distractions, all of them moving at a snail’s pace and preventing gameplay until they had finished.
There was a virtual epidemic of ridiculously huge and slow banners which notified me every time I made a move. Some popped up, others slid in from the side. Their text appeared one letter at a time, slowing them down even further. I was notified when I finished a task, had a new task, earned an achievement, found a collectible, found an inventory item…and every time, the game (and story) came to a screeching halt. After 20 minutes, I no longer cared, I was so annoyed by banners every 30 seconds. Seriously, stop this nonsense…we’re not idiots.
The first victim of the hangman must have been logic. I don’t know about you, but I would never take a bloody knife from a stranger with my bare hands. I’ve never seen a spiral telephone cable inside a pint bottle, and it would never occur to me to look for one there. Nor would I search for an oilcan in a newspaper dispenser, especially since I know oil does not dissolve rust! Coins make lousy screwdrivers; even if they fit in the slot, they don’t provide enough torque. Lastly, was I just carrying around all the animals I was rescuing? Because after an hour, I was juggling a chameleon, a parrot, and a cat, which I’m pretty sure is frowned upon by the SPCA.
Most of the mini-games fell into the “move the tokens to their correct spots” category, although there were a couple of jigsaws, a few “copy the given clue,” one “randomly guess the combination,” and one “moving one affects others.” Even on the “hard” difficulty setting, none were hard. And none were original either.
I encountered only five HO scenes, but three were of the same type. • Interactive list, then silhouette find-and-use with a simple puzzle included. • Find multiples in four categories. (Still not sure how a knitted hat with a bobble fits with “art.”) • Repeating…find-and-replace while listening to the world’s slowest speaker narrate the backstory.
The graphics were…well, unrealistic. The palette was eye-searing with bright orange incandescent light and moonlight that was either teal, violet, or neon blue. It seemed like anything that was rendered in color had its saturation maximized to “blindingly bright.” Light and shadow are everything in computer graphics. If you get them wrong, it doesn’t matter how amazing your textures are; they look like garbage.
I had the same volume issues as everyone else. The voiceover track was muddy and unclear, and you had to turn everything else down to hear it. Which meant you couldn’t hear the music or environmental sound.
Lots of collectibles…meh. I’d much rather the time and money was spent on a quality game and a long bonus chapter. Unless the collectibles are extremely well-done morphing objects, they’re just distracting, especially when you include multiple categories of them. Quality, not quantity.
Well, as I’m sure you’ve deduced, I don’t recommend this one. And I’m disappointed, because the storyline did intrigue me. But the production was just awful and the gameplay was repetitive. Attack of the banners…no thanks.
The miracle of the Green Moon, which flourished with plants of all kinds, had lasted for only a few moments. A cataclysm made the Moon lifeless again. Find out why!
YES! I've been waiting for this one for nearly a year!
PostedJanuary 25, 2017
LunaNik
fromThis is the third day in a row I've played a five-star demo with an original story, challenging and fun gameplay, and immersive graphics and music. :-)
Green Moon II, like its predecessor, is a challenging first person adventure that expert gamers will love. A brief tutorial orients you to the interface, then the hand-holding is over and you’re left alone to figure out how to accomplish the tasks given you.
The tasks are described in detail in the book, including a checklist of items to collect, areas to locate, or actions to perform. Your goal is to discover why the beautifully verdant moon you created in Green Moon has reverted to a lifeless desert, put a stop to it, and restore it to a life-supporting body.
Several items are available to help you in your quest: • The BOOK, at top right, which delineates your current objective. • The QUESTION MARK, just below the book, which gives you hints about each part of the objective. You only get a brief clue, though, not a huge arrow pointing toward the answer. These are actually hints. • The AMULET, at bottom right, which holds your powers. You begin with two—the (blue) power of transportation and the (green) power of health—and acquire more as the game progresses. • The MOON MAP, at bottom left, which allows you to transport around the surface of the moon. (You’ll need the green power quite frequently on the moon at first, just to be able to breathe. Fortunately, when you begin running out of oxygen, you can just use the blue power to transport somewhere else until the green power regenerates.)
Additionally, there are a plethora of objects strewn about that you can gather and use singly and in combination. Plus items are not indicated in your inventory, so a bit of common sense experimentation is necessary. (I was pleasantly surprised that my intuition about the moon globe was correct.)
Meticulous observation is a necessity in adventure games, as I was reminded when I inadvertently discovered that the “go back” hotspot did not lead me to the previous area, but to a brand new one. Which quite nicely “unstuck” me and allowed me to progress. Adventure games do have learning curves.
The graphics are beautifully dimensional, with lifelike textures and appropriate use of light and shadow. Animation, when it’s used, is smooth. I found the music an improvement from the first episode, nicely ambient but with certain themes still recognizable. The only voiceover, the intro narration, was professional. Overall, a wonderfully immersive environment.
I purchased this game the instant I finished the demo, so I obviously recommend it. And I hope this dev will bring us many more pure first person adventures like this one! Now, I’m off to rebuild my alchemical set up, because I need some coffee.
Fetch, developed by Big Fish, is an adorable and lighthearted game that includes strategic elements, puzzling mechanisms, exploration and adventure, and arcade-style games. These are cleverly woven together with an engaging storyline.
Our hero, whom we control with the mouse, is a young boy whose best friend is his dog, Bear. They live in a world dominated by Embark, a giant corporation that appears to have a monopoly on everything. Oddly, people’s dogs have been disappearing recently. When the boy takes Bear out for walkies, Bear is pup-napped by an Embark robot masquerading as a fire hydrant. The brokenhearted boy bravely sets off to follow the miscreant’s trail and rescue his furry pal.
Gameplay is challenging, as the boy’s progress is repeatedly blocked by obstacles of varying types. For some, the solution is fairly obvious, and all required actions occur on one screen. For others, the solution requires a complication series of actions on multiple screens. It’s somewhat reminiscent of Samorost. Nearly everything on the screen is interactive, but not all actions further the immediate goal. Some earn you performance achievements, and others are merely eye candy, there to paint a better picture of the game universe.
You’ll definitely want to be observant about your surroundings, and note what the denizens of this world say to you. Clues are always present to guide you toward the actions required, so take the time to explore each screen, click on what’s there, and talk to everyone.
Periodically, you’ll encounter arcade games…those big, clunky machines drawn just like you remember them. When you win, you’ll be rewarded with something you need. In one, I had to fire a cannon at approaching pirate ships and click on bombs they were firing at me. There was also an end boss to beat. Three difficulty levels were offered, and I was rewarded with 250 gold pieces every time I won. Another game required me to feed and protect a large fish by tossing colored fish into its mouth while throwing away dangerous “HOPA fish” that could hurt it…lol.
Like old school video games, Fetch is divided into chapters, each representing a different biome. The first is a maze of underground tunnels. No worries! There are blueprint maps here and there to keep you oriented. The second was above ground, and was a series of islands with pirates. I can’t wait to see what comes next…will there be an ice world?
Along the way, be sure to collect all the dog collars you see lying about. If nothing else, you’ll probably earn an achievement, but you might need them to rescue all the other dogs. And explore! You never know what might be an achievement. I earned one for hammering in all the nails on a sign, and another for popping bubble wrap.
Fetch is definitely not a game to be played in one sitting, but one to be savored. However, the format may not please everyone. Some people panic when there’s no hint button, or dislike having to figure out what to do. There is a strategy guide, and the game becomes easier once you’re accustomed to the style of gameplay and what to look for. As for me, I’m fetching this one for my collection.
Beholder is one of the most unusual, unique, and original games I’ve ever played. If I had to pigeonhole it into a genre, I’d have to call it a cross between third-person point and click adventure game and a strategic resources management game.
The game universe is a dystopian world run by a fascist government that spies on its citizens, rewarding conformist behavior and swiftly punishing rebellious acts. The short film that introduces the game quickly drew me in, since I adore dystopian themes. Our protagonist, Carl Stein, has been assigned by the Ministry to watch over the tenants in an apartment building, which brings us to the gameplay.
You can customize the controls, but I chose to use the default: mouse for camera movement, and WASD to move Carl. You’ll get assignments from the Ministry, including installing and monitoring surveillance cameras, searching his tenants’ apartments, and so on, then reporting anything suspicious. And the Ministry’s directives change so that things that were one acceptable become illegal.
There’s a fairly good tutorial to accustom you to the tools at your disposal, and there are two difficulty levels. The graphics are mostly neutral, as befitting the dystopian theme, and are sort of a cartoon and torn paper collage.
To be honest, it’s refreshing to see a game so totally out of the box and so different from the unmemorable fantasy-themed simplistic HOPA clones we’ve been getting of late. Kudos to this dev for innovation!