Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
2/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
1/ 5
Storyline
3/ 5
Haunted Hotel: The X CE Review based on full game + bonus chapter + extras
PROLOGUE... After completing the demo, I had high hopes for this game. It seemed like the pachyderm had put a lot of thought into the details. There were a lot of little animations in each scene that added to the creepiness factor, for example. If only they’d put that thought into gameplay.
ONCE UPON A TIME... Your sister Samantha has disappeared while investigating an alleged haunting at the Lexington Hotel, site of a double murder that occurred years before. When you arrive on the scene, you realize that the haunting is real when a living girl appears to you and warns you, “Nanny hates it when people walk here!”
It turns out that Samantha isn’t the only victim. The ghost used to run an orphanage, and she’ll do anything to keep the one child she’s managed to get hold of, even if it means getting rid of both you and your sister.
PLAY THE GAME... Adventure mode, aside from the amazing atmosphere created by the animations, is neither original nor groundbreaking. It’s the same type of thing seen in all of the pachyderm’s games: a veritable multitude of shaped medallions, amulets, and decorations required to unlock everything from doors to cabinets to boxes. Lather, rinse, and repeat.
HO scenes don’t offer much variation, and all the objects are in plain sight. Themes include interactive list, silhouette, find the matched pairs, and multiples. Additionally, there are a bunch of zoom HOs that are all mini-FROGs.
Mini-games are ridiculously simple. • Paint by numbers using symbols in place of numbers. • Move perforated concentric circles until all red dots are revealed. (This just takes times; no skill or strategy is involved.) • Given five categories and a mixed bunch of labeled buttons, choose the correct buttons for each category in order of increasing complexity. (For example, if a category were “writing,” you would choose letter, word, book, library.) • Move three tokens to their destinations while avoiding contact with the sweeping arms on the grid. • Two puzzles involving balancing scales. • One superpuzzle: follow instructions to perform an exorcism. (Not technically a superpuzzle, since you can’t help but do whatever step is next, so there’s nothing to figure out.)
SIGHTSEEING... The scenery is mostly dark and gloomy with lots of neutrals, accented with splashes of blood. There’s a ton of animation in each scene: some of the artwork animates when you click on it, misty spirits abound, shadowy hands reach for you, etc. Great ambience.
SOUNDBOARD... The music became repetitive, so I turned it off. Environmental sounds were excellent, and I thought the lack of music actually added to the experience. Voiceovers were done well.
TOOLBOX... Nothing special. The interactive jump map indicates currently active objectives, and there are plus items. You have a camera to play Samantha’s tapes as you find them, and it prints out clues for you.
OH BOTHER! No technical issues, just a minor complaint. I would have preferred the spinning gears on the cursor to be more noticeable. They were quite small and it was easy to miss when the cursor changed.
OOH! PIECE OF CANDY... In the bonus chapter, return to the Lexington Hotel as its new owner is getting ready to demolish it…to solve a murder. Replay HO scenes and mini-games. Collect flower petals, morphing objects, and orphan portraits for no purpose I could see except to look at them. Access the secret room and find morphing tapes. Use the SG. And check out the developer’s portfolio of music, wallpapers, and concept art.
EPILOGUE... Well, it is CE-worthy. But it’s another example of spectacular production values trying to hold together a game that’s simplistic and formulaic with throwaway HO scenes and mini-games, some recycled from previous games. I know I’ve played that exact “move the flower tokens while avoiding the sweeping arms” game before, and recently.
My recommendation is to try it for yourself. Personally, I started getting irritated about halfway through when my inventory was full of shaped amulets and I still needed at least a dozen more.
0points
5of10voted this as helpful.
Subliminal Realms: The Masterpiece Collector's Edition
Albert's worst nightmare becomes reality when a creature from his grim paintings kidnaps his family. What does she want?
Overall rating
5/ 5
2 of 2 found this review helpful
A masterpiece of casual gaming!
PostedApril 25, 2016
LunaNik
fromI'd love to see Subliminal Realms: the Library as a sequel!
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
Subliminal Realms: the Masterpiece CE Review based on full game + bonus chapter + extras
PROLOGUE... The Masterpiece is a terrific story-driven game chock full of multi-layered HO scenes, and a wide variety of mini-games and puzzles. This adventure will take you through a myriad of surreal worlds populated by bizarre characters on an epic quest to restore reality.
ONCE UPON A TIME... Albert is a fine arts painter with the bad habit of leaving his paintings unfinished. Generally, that’s not an issue. But lately, he’s been delving into the dark corners of his mind for subject matter, and these unfinished paintings haunt his dreams, turning them into nightmares.
One night, Albert awakens from a particularly brutal dream: one of the portraits he’s left unfinished, using rough sketches brought to life as her accomplices, has kidnapped his wife and daughter and dragged them into her painting. This portrait is quite angry that she’s been left unfinished. Fortunately, another of his portraits is willing to act as his guide, and has amazing powers.
However, Albert will have to draw on all his artistic skills to save his family, that is, if he can find his brushes first. He’ll also have to face the creatures that the darkness in his mind has brought to life in his art, and a real world truth that may destroy his mind.
PLAY THE GAME... Adventure mode consists of traveling between the “real world” and the worlds of Albert’s various paintings. Each painting must be completed before its world can be accessed, necessitating find the brushes corresponding to the painting’s missing colors.
HO scenes are the most diverse I’ve ever seen, and all are complex and multi-layered. For example, you might begin with six items, two on each of three panels. Finding those will unlock the panels, uncovering new lists, which might be silhouettes that are find and use in the scene. That eventually leads you to the final object. Or, you might begin with five silhouettes, which unlock items in the panels to be used in the scene. That gives you an object which unlocks yet another panel for a traditional interactive list. Best HO scenes ever.
Puzzles and mini-games range from simple to difficult, and include both familiar and original. There were a few jigsaws (a wheel with wedge-shaped pieces, a grid with transparent pieces that overlaid it, etc.), matching pairs, find the differences, use mirrors to aim the colored lasers at their matching targets, etc. But among the original ones: • You’re presented with a wheel of masks whose expressions you can change. At left is the correct sequence, but you can only see part of it. Change the masks’ expressions, then press play to check your answer. • There’s a piece of unfinished embroidery on a machine. Each area contains three symbols to be sewn. The machine shows a selection of symbols, which may be rotated. For each, choose the correct symbols, then press the button to sew them. • A complex scale contains a large number of weights varying in size, shape, and color. There are four scale arms, each with a central skull. Swap the weights according to the skull’s eyes. • There are five busts. Switch their eyes, noses, ears, and necklaces until correct, then press the revealed buttons in the correct order.
SIGHTSEEING... Given that the game is based on paintings, the graphics are beautiful. Every scene is rendered with depth of field so it looks like you actually can step into it. The colors are stunning, running the full gamut of the palette. And the NPCs are not only drawn well, but also move realistically, including lip synching.
SOUNDBOARD... There are fifteen separate musical compositions, and they vary in style, tempo, and mood, so your ears will never be bored. I do wish they were downloadable, but I saw no “save” button, unfortunately. Ambient sounds were excellent, and voiceovers were professional and appropriate.
TOOLBOX... You have a dual inventory: one for the “real world,” and the other for the world of paintings. Items can’t cross over. If they’re painted items, they can only be used when you’re inside paintings. The map indicates currently active areas and transports. And you have Smudge, the most awesome animal helper ever, an Egyptian dog with ethereal wings. He’s not annoying, he doesn’t take forever, and you don’t have to dress him, decorate his crib, or buy him toys.
OH BOTHER! No technical difficulties on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... In the bonus chapter, help Albert renew his artistic inspiration with a visit to his mentor’s house. Other extras include the SG, collectible slides which allow you to paint scenes from the game and install them in the gallery, the developer’s portfolio of sights and sounds, and a secret room.
EPILOGUE... I definitely recommend Subliminal Realms: the Masterpiece, as it includes a great range of gameplay, superb HO scenes, original puzzles, a well-written storyline, lots of diverse music, and gorgeous graphics. I’m looking forward to a sequel. Happy gaming!
fromNext episode will be Surface: Vengeance of Disillusioned Gamers. Gamers form a torches and pitchfork mob and stuff devs into their own computers, forcing them to live inside the games they've foisted onto us.
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
2/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
2/ 5
Storyline
1/ 5
Surface: Alone in the Mist CE Review based on full game + bonus + extras
PROLOGUE... Surface began as a story-driven series, and the storylines were truly out of the box. Mystery of Another World involved a parallel universe. The Noise She Couldn’t Make concerned exploring and healing a young woman’s psyche. The Pantheon gave a science fiction explanation for mass disappearances. And The Soaring City was the story of a genius inventor and his plans for the evolution of the human race. I love these four games and replay them frequently.
Then came Reel Life, which could have been amazing, given as it involved entering the world of film through the silver screen. But it fell flat. Game of Gods was an obvious Jumanji clone, and a short game to boot. Return to Another World was an illogical mess. And now…
ONCE UPON A TIME... An enigmatic supernatural creature called the Wishmaster, whose motives are never explained, is behind the disappearance of all the adults in Rocksberg. Carol wakes up on the morning of her sixteenth birthday to find her parents missing. Worse, she’s having nightmare visions of an evil young girl with black eyes. Can Carol solve the mystery and rescue everyone, or will the Wishmaster win?
PLAY THE GAME... Travel around Rocksberg searching for clues. You’ll have to unlock doors, boxes, and safes using keys, puzzles, and shaped medallions. A lot of items are either broken or incomplete, so you’ll need to fix or assemble them.
HO scenes are varied and mostly interactive. There are lists, silhouettes, find and use, matching pairs, hidden matching pairs, find items while listening to someone talk, and more. The mini-games are mostly simple and not new to us. Matching pairs, various jigsaws, mazes, find the differences, etc.
SIGHTSEEING... This dev always has stunning graphics, and this series’ scenes are nearly always surreal, which I like. Colors reflect the mood of the scene…brighter for cheerier scenes, and blues and greys for creepier scenes.
SOUNDBOARD... The music is nicely varied in both tempo and use of different instruments. It adds to immersion. Ambient sounds are adequate. Voiceovers, in my opinion, are awful. All the children are voiced by adults in falsetto…and it’s obvious. The Wishmaster sounds more like a petulant, entitled frat boy than a powerful villain.
TOOLBOX... The map isn’t too useful, since it marks every area you haven’t finished yet as “active,” even if you can’t currently do anything there because you lack the appropriate inventory items. It’s useful as a transporter.
OH BOTHER! No technical difficulties on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... In the bonus chapter, go back in time ten years and play as one of the Wishmaster’s previous victims. As usual in the Surface series, collect the flowers to open up the Secret Room. This time, you unlock the game’s characters who ask you to beat their score on a mini-game and an HO scene. You also get the SG, performance achievements, and the developer’s portfolio of sights and sounds.
EPILOGUE... Frankly, the storyline—again!—was lacking. The first four games in this series, named in my Prologue, are the best. I don’t know why this game was entitled Alone in the Mist; Carol wasn’t alone—her peers were there and so were the orphanage kids—and there was no mist.
I have no idea who the Wishmaster was. I expected the bonus chapter to give his backstory, but it didn’t. (Seriously, how did Elephant miss the idea that the last person who made three wishes should become the new Wishmaster, freeing the previous one? And, no Elephant, that’s NOT a cue to develop “Return to the Mist!”)
I’m sorry I bought this one. The demo seemed pretty good, but it went downhill quickly thereafter. My advice: buy the first four and ignore the rest.
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
Margrave: The Blacksmith’s Daughter CE Review based on multiple times playing the full game & bonus chapter
PROLOGUE... The Blacksmith’s Daughter and The Curse of the Severed Heart are among my all-time favorite games. Great stories that unfold beautifully, with just enough left to the imagination that the plot twists are complete surprises. Combine this with gameplay that requires neurons, lush graphics, and ethereal music, and I’m sold.
ONCE UPON A TIME... Elize Thorn asks Edwina Margrave and her boyfriend Tom to meet before dawn to witness something that will change their lives. And it certainly does!
As the sun crests the horizon, the town of the Cyclops appears as if by magic. Elize tells them it happens only once every 300 years. As she’s relating the story, the Cyclops Uisdean appears and kidnaps Tom, taking him into the city. Elize tells Edwina that if she doesn’t rescue Tom before sunset, he’ll be stuck in the city forever.
It will take all Edwina’s courage and skills to not only explore the city and find Tom, but also to neutralize Uisdean and escape again…all before the sun sets.
PLAY THE GAME... HO scenes are all basic lists, but they’re all of medium difficulty, since the objects are actually hidden…partially obscured behind other items, blended into the scene, and so on. These are not throwaway HO scenes.
As with The Curse of the Severed Heart, there are puzzle series: • Wake the sleeping Seers using Edwina’s dream cards and runestones. First, you’re given a row of shapes. The shape halves are along the edges of the dream cards, and you must match them up. There’s only one way to do this. Second is a mini-game that’s a cross between matching pairs and three-card Monte. • Following the given clue, use Gotto to draw lines between points to render four constellations. You’ll have to figure out which clue goes with which board. • Similar to the first Gotto puzzle, except with shapes, and the board is rotated from its correct angle, making it more difficult.
There are lots of adventure game-type puzzles where you discover a clue that you use later on. These include recipes, codes, sketches, and the like, and often incorporate items in your inventory.
SIGHTSEEING... Scenes range from stunningly panoramic to whimsical to idyllic, all rendered in exquisite detail and color. Animation is a touch stop-motion in nature, but I don’t find that it detracts from the experience. NPCs are live actors overlaid with rendered graphics, making them blend into the digital scenery perfectly.
SOUNDBOARD... As in The Curse of the Severed Heart, the music is mostly beautifully ambient soundscapes, quite fitting to the theme of an abandoned mythical city. Environmental sounds abound, and voiceovers are really quite good.
TOOLBOX... You have a dual inventory—one for usable items and one for ‘keepsakes,’ which are notes and sketches containing clues. Switch between them by clicking the flower. The map shows active areas, but does not transport, with the exception of a few hidden tunnels that are revealed in mid-game.
Additionally, you have Afi the mechanical bird to reach things you can’t, Rudo the Seer to give you hints and advice, Gotto the mechanical beetle to help you with weblocks, your dream cards and runestones, and a ‘see lock’ device. (How to use all of these is revealed in-game as you find them.)
OH BOTHER! Mac requirements specify OS 10.5-10.8, but this game still works perfectly with El Capitan!
OOH! PIECE OF CANDY... In the bonus chapter, travel with Edwina to a monastery where a Cyclops has enclosed a beacon inside a gigantic shadowlock…a beacon that calls to the souls of children. Collect all 60 strawberries to unlock the Strawberry Book and learn the story of Elize Thorn’s life, her relationship with Uisdean, and how she became an automaton.
EPILOGUE... Five stars. This is what casual games should be. A story so epic that it’s only when you’ve finished that the real world exists again for you. Gameplay that, in places, makes you wrack your brains for a solution. Graphics that pull you into the screen and make you want to be there. Music that soothes your soul. And, when it’s over, you want more. Like reading a good book, you’ve invested in the characters and you want to know what happens to them. So, come on devs, give us more of Edwina!
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
Margrave: The Curse of the Severed Heart CE Review based on multiple replays, including bonus chapter
PROLOGUE... I purchased this game in mid-2012, and it remains among my favorites, to be replayed when I want to escape from the world and immerse myself into a story-driven game universe. Every aspect of the game’s design conspires to draw you into Edwina’s quest as she walks the thin line between our reality and a world of myth.
ONCE UPON A TIME... Edwina Margrave grew up in a small village in the English countryside where she lost her parents in a tragic accident under mysterious circumstances. She was raised by Elize Thorn, who ran an apothecary, and whom she hasn’t seen for years. Now, Edwina returns to uncover the enigma shrouding the death of her parents.
But the village appears nearly abandoned. Strange devices called shadowlocks guard its boundaries, but are they there to prevent something from getting in? Or to prevent anyone from escaping? Edwina will need sharp eyes, a clear mind, and her divination skills to unravel the story.
PLAY THE GAME... HO scenes are all basic, non-interactive lists, but none are easy. The objects are truly ‘hidden’ in a number of ways—blended into the background, partially obscured behind other items, over- or under-sized. These are real HO scenes.
Puzzles run the gamut from fairly easy to medium difficulty, and the instructions are always clear. Quite a few run in series. • Collect sheets of music for the piano in Elize Thorn’s parlor which, when played correctly, will reveal…secrets. • Use Edwina’s divination cards to divine the names of animal spirits. A row of shapes is given, the halves of which are along the edges of the cards. You must match up the cards to make the shapes, and there is only one way to do so. • Collect ‘recipes’ for the shadowlocks, then find the ingredients needed to unlock them.
Lots of the puzzles hearken to adventure games, where you find clues at one point that, eventually, match up to a puzzle later on. The gramaphone records are an example of this. So, explore, sketch, and pick up everything you can!
SIGHTSEEING... The graphics, while not cinematically realistic, are charmingly rendered with lots of detail, and fit in well with the ethereal theme of the storyline. The color palette is used wisely, with warmer colors used in comforting scenes, and darker cool colors in eerie scenes. The cutscenes are not fully animated, but a series of stills. However, I don’t find that this detracts one bit. NPCs are live actors overlaid with graphics, and they blend nicely into the rendered background.
SOUNDBOARD... The music is stellar, starting with the lovely song that opens the game and extending to the ambient pieces that accompany every scene. I much prefer ambient game music to melodic, as the melodies become annoying after awhile. Voiceovers are extremely well done, professional and fitting. Environmental sounds are exquisite.
TOOLBOX... You have a double inventory: one for usable items and one for ‘keepsakes,’ which are notes with clues and sketches. Switch between them by clicking the spotted egg. There’s no map, but you won’t need one. The village isn’t that large, and navigation is fairly simple since the areas are so diverse.
OH BOTHER! Though the Mac requirement specifies OS 10.4, this game works perfectly with El Capitan.
OOH! PIECE OF CANDY... The CE doesn’t offer the usual bells and whistles, but the bonus chapter is worthy. Edwina goes searching for Oban to remove the curse of the severed heart. (This occurs after the events of The Blacksmith’s Daughter.) And there’s the SG.
EPILOGUE... Frankly, this is one of my All-Time Top Ten Games. You’re probably wondering why, since this is hardly an epic production with a laundry list of CE extras. It’s because the story is utterly superb and unfolds so perfectly that immersion is complete. A game is nothing without a great story as its foundation.
Next, gameplay wasn’t the usual ‘find a million shaped medallion to fit into matching indentations.’ It was varied and interesting. Third, the graphics were beautiful all around: color, dimension, perspective, light and shadow. Last, the music was ethereally gorgeous and aided immersion.
Straight up: five stars. Be sure to check out The Blacksmith’s Daughter too.
I recommend this game!
+8points
9of10voted this as helpful.
Phantasmat: Town of Lost Hope Collector's Edition
Carrying the lives of many on your shoulders, you are forced to balance on the tightrope placed between life and death.
Overall rating
1/ 5
11 of 12 found this review helpful
Developer of Lost Hope
PostedApril 16, 2016
LunaNik
fromBoring, repetitive, monotonous...and those were its good points.
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
1/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
Phantasmat: Town of Lost Hope CE Review based on 45 minutes of demo…be thankful I lasted that long
PROLOGUE... Once again, Eipix has irrevocably tainted another once beloved series. With Town of Lost Hope, Phantasmat jumps the shark, the barracuda, the killer whale, the giant squid, and any number of dangerous sea creatures you care to name.
ONCE UPON A TIME... People are on their way somewhere when they’re kidnapped by an axe-wielding killer and his mom. After 45 minutes, that’s literally all I know. Sorry.
PLAY THE GAME... HO scenes are typical of Eipix: varied in design, but extremely easy. Find multiples of two items to unlock two additional panels of interactive lists. Sequential silhouette. Matching pairs, scene pans down, find multiples.
Puzzles are also easy. Switch numbers on a clock face until they’re correct using buttons that move the pointers. Move tokens to their destinations, avoiding the rotating arms. Interact with a diorama as the nonsensical story of the town is narrated.
Adventure mode consists of unlocking items and doors, repairing broken things, and assembling incomplete items. Some of this is quite illogical. I quit after using a spatula to remove bolts.
SIGHTSEEING... The graphics and animation, as always, are superb and state-of-the art. Generally, I would wax poetic about this. But, given a choice, I’d much rather have great gameplay then movie-quality animation.
SOUNDBOARD... I wasn’t paying attention, honestly. I was too annoyed at yet another formulaic Eipix game that relied on eye candy.
TOOLBOX... Interactive jump map, plus items in inventory.
OH BOTHER! No technical difficulties on my iMac running El Capitan.
OOH! PIECE OF CANDY... Bonus chapter, if you’re still awake. Collectible signs which all look exactly the same and are easy to spot. Replay puzzles, HO scenes, and Match 3. The SG, which you won’t need. Performance achievements…woo hoo. And the developer’s portfolio of sights and sounds.
Favorite Genre(s):Hidden Object, Adventure, Large File, Word, Card & Board
Fun Factor
4/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
Nightmare Adventures: The Turning Thorn Review based on completed game
PROLOGUE... Call me crazy, but I happen to like tortuously difficult puzzles that require me to figure them out. However, I don’t like being left completely in the dark with no instructions and a puzzle that makes no earthly sense. But that’s the situation I found myself in repeatedly in this game. However, I did have a tiring day, so perhaps I wasn’t at my best.
ONCE UPON A TIME... It’s been two weeks (or three years, depending on your viewpoint) since Kiera Vale broke into A.R.C.A.N.E. and loosed the witch from her prison. Now the agency has called on her again to reestablish her psychic link in order to retrieve…something.
After a harrowing out-of-body experience in which Kiera visits the witch’s space-time, she arrives at A.R.C.A.N.E. headquarters to find a moderate amount of disarray. Dr. Thorn’s daughter Abby is being kept confined for some reason. The group has assembled a portal to the other world, and Kiera travels through it. When she returns, several of the witches are loose in the facility. It’s up to her to save Abby, vanquish the witches, find Dr. Thorn, and solve the enigma of the Wystwick journals once and for all.
PLAY THE GAME... There is but one HO scene, and it’s a snarky parody that’s hilarious. Otherwise, this plays as an adventure game with puzzles…puzzles that utterly lack instructions, that is. Unlike some fishies, I didn’t have an issue with the plethora of symbols, but only because I’m fascinated with symbolism. If you aren’t, be warned: there are a ton of symbols.
Puzzles included: • Rotate various dials on a clock, following the clues from the broken mirror. • Move columns in a 5x5 grid so that each row has the correct number of “ones” in it, then enter the resulting code. • Swap windows in a dollhouse to match the given clue. • Using the “rotate left 2” and “rotate right 3” buttons, light up all eight wedges in the circle. • Swap hexagons to complete the pattern and activate the portal, but they only swap in certain directions. The puzzles become more and more difficult as the game goes on. For me, the statues with captions, to which you had to assign eyes, weapons, and objects, was nonsensical. It didn’t seem that the solution matched the captions.
SIGHTSEEING... Really beautiful graphics! The close-ups are incredibly detailed and the backgrounds cover a range of styles from the dungeon-esque architecture and decor of the witch’s space-time to the more high tech appearance of the A.R.C.A.N.E. laboratory. Everything is richly colored and textured. Animations aren’t great, but it doesn’t detract.
SOUNDBOARD... While I did have the sound fairly low, it still struck me as a fairly quiet game. Other than the cutscenes, there were no voiceovers.
TOOLBOX... The inventory panel remains open, and plus items are not indicated, but are fairly obvious. To the left are text buttons for Kiera’s camera (which stores visual clues) and PDA (which serves as her journal), and the menu. The hint button is on the right.
OH BOTHER! A couple of technical issues and several annoyances… The game crashed on me once, and lagged quite a few times such that my cursor stuck and black bars popped up but were empty. I found it irritating that zoom boxes didn’t close when there was nothing left to do there, and could be reopened. And the constant chatter about items that were irrelevant was frustrating.
I also didn’t care for collecting seemingly useless objects (like a clock hand) that turned out to be useful later on. It would have made more sense to have Kiera go back for it once she realized she needed it. Lastly, there were illogical elements I could have done without, like the magic amulet order (without credit card) and instant delivery. Incorporating magic into a game is fine, but make it sane.
EPILOGUE... My recommendation is to try the demo. And I may well feel more kindly toward these fiendish puzzles on replay. Perhaps I just wasn’t in adventure game mode. Because I do adore adventure games, and I am used to having to rely on clues rather than instructions for puzzles.
The story is well-developed if you take the time to read the various journals and documents you encounter. Those are part and parcel of an adventure game, which isn’t usually completed in 3-4 hours. Take your time with this one. Play for a couple hours, take a break, then get back to it. Games like this aren’t meant to be played all in one sitting; you’re meant to immerse yourself. Happy gaming!
Favorite Genre(s):Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
4/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
5/ 5
Storyline
4/ 5
Green Moon Review based on completed game (and several replays)
PROLOGUE... Even in a casual game, gameplay and storyline should be substantive, engaging, and logical (within the context of the game universe). The so-calls bells and whistles—gorgeous graphics, stunning animation, and superb music—cannot save a game that is monotonous and easy.
ONCE UPON A TIME... After inheriting an abandoned house, you discover it holds an ages old mystery, one that combines magic and science to transform the lifeless lunar surface into a thriving, verdant paradise. Enchanted with the myth of the Children of the Moon, you set off on the adventure of a lifetime that might well mean the preservation of the human race.
PLAY THE GAME... Green Moon is a pure first-person adventure game with no hints, strategy guide, or other hand-holding. There’s a brief tutorial covering how to use the inventory and move around the environment, then you’re on your own. This is no brief three-hour tour; you’ll be playing for days.
There are 12 tasks to accomplish through the space-time continuum, including helping a phalanx of Hoplites defeat an attacking fleet, contributing to build the pyramids, and assisting prehistoric men to build a cart. You’ll learn how to travel through time and space by gathering ingredients and spells to formulate alchemical potions. Fortunately, there’s a book to help you, as well as clues to find here and there.
While there are no HO scenes (yay!), there are a number of mini-games: • Fishing: time your casting and reeling and fish until you find the fish that swallowed the key you need. • Catapult: sink 30 ships before they reach you, using the arrow keys to aim and the spacebar to fire. • Reflections: place the mirror pieces in the correct places to reflect the sunbeam to the sarcophagus. • Chopped: correctly prepare three dishes for the finicky king, following his preferences and the recipes. • Gunfight: shot three out of six shot glasses while drunk…it’s difficult to aim! • Slider: using the clue, rotate the 15 pieces until they’re facing the right way, then slide them until they’re in the correct place. • Gardener: using the clue, find all the right plants in the garden.
SIGHTSEEING... The graphics are, as is usual for FPAs, fairly realistic, and I think they’re done quite well. Animation is limited, though. NPCs don’t move or lip synch at all. However, the full palette is used to represent a diverse variety of environments, and items are dimensional, so I didn’t find that the lack of animation detracted from the experience.
SOUNDBOARD... The music is quite varied and changes from scene to scene. A lovely acoustic guitar piece with a medieval theme accompanies the king’s scene. A piano number that reminds me of Moonlight Sonata, but in a major key, heralds the beach at sunset. The snowy winter scene is accented with a heavily chorused and layered keyboard melody. Clearly, a lot of thought was put into developing the music.
TOOLBOX... Your inventory only holds 14 items, so choose them wisely. It helps to have a look at the book and see what the current task requires, rather than randomly picking up everything you can. Remember, this is an adventure game, not a HOPA. The icon to the right allows you to travel in time and space and generates the magical spells you’ve mastered through alchemy. The icon at left brings up the moon map when you’re on the moon, and functions as the “done” button when you’re at the alchemical device.
OH BOTHER! No technical difficulties either on my MacBook running 10.6 or on my iMac running 10.11.3.
EPILOGUE... It’s so refreshing to be left alone in a game universe and have to figure out what to do without things constantly sparkling or black bars popping up! I know a lot of fishies don’t like this, but I find it challenging and fun. It hearkens back to the days of Myst when you actually spent a week or more on a single game, wracking your brain to figure out what to do, and taking pages of notes of clues. For lovers of adventure games, I highly recommend Green Moon. Happy gaming!
fromListen up, devs. No more jigsaw puzzles, matching pairs, Sudoku, Simon Says, untangle the ropes, Towers of Hanoi, all lights on, key to lock, reflect the lasers, etc. We're adults. So are you.
Favorite Genre(s):Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
1/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
1/ 5
Storyline
3/ 5
Living Legends: Wrath of the Beast CE Review based on complete game + bonus chapter + extras
PROLOGUE... An interesting story, superb graphics, and excellent music cannot save a game when the gameplay is monotonous, simplistic, and illogical. Unfortunately, that’s the case with Wrath of the Beast, the weakest entry in the Living Legends series. Gameplay hasn’t evolved from 2012’s Ice Rose and 2013’s Frozen Beauty.
ONCE UPON A TIME... As the only son of Goldilocks, the task of defending the Fortress has been yours since she died three years ago, allegedly killed by the magical bears that roam the surrounding forest. Recently, bear attacks on the Fortress have increased for some reason, and the ghost of your mother has appeared. Your task is to discover why the bears are attacking and stop them, reveal the truth behind your mother’s death, and uncover and derail a dangerous plot that threatens the lives of humans and bears alike. In the process, you’ll find out that all is not what it seems to be.
PLAY THE GAME... I found myself becoming bored by repetition, annoyed with errors, and irritated by the leaps of illogic I was expected to make.
HO scenes were mostly minimally interactive lists. A few required you to find the hidden matching, opposite, or related pairs. There were a number of mistranslations (“brush” on the list turned out to be a tassel, for example) and places where there were doubles in the scene (“pestle” on the list…there was a mortar and pestle right up front in the scene, and a lone pestle hidden way in the back).
The overwhelming majority of mini-games were variations on the jigsaw puzzle, and we all know how I feel about jigsaw puzzles. Most were simple “swap the pieces” or “rotate the pieces.” Some were both. A couple had multiple pictures.
Other mini-games included several variations on matching pairs, an easy target-shooting game, a darkened maze, a few “move all the tokens to their destinations, but moving one moves others,” and several “light up all the lines, but move through each point only once.” All retreads, all simplistic.
Adventure mode didn’t break any new ground either, except in violating the laws of physics and the rules of logic.
SIGHTSEEING... Rich jewel tones and detailed Celtic knotwork abound. The NPCs are beautifully drawn and reminiscent of Jan Brett’s children’s books. Animation is smooth and realistic.
SOUNDBOARD... The musical numbers include “Frozen Mountain,” a combination of orchestral strings and music box that dips in and out of minor tones; “Queen’s Gift,” an almost atonal ambient piece; and the main theme, a cello solo; as well as two other downloadable numbers and assorted ambient music. The voiceovers, however, were awful. Most were overacted or emotionally inappropriate. Plus, an adult voiced the child.
TOOLBOX... You have a jump map that indicates where actions are available, and a medallion that allows you to transform from man to bear and back, once you find the triskelion emblems that activate it. In bear form, you cannot use items, but have your keen sense of smell, strong teeth, and powerful claws.
OH BOTHER! I found the transition between scenes rather slow, and some of the target click points were much too specific, leading to to think your action was wrong.
OOH! PIECE OF CANDY... In the bonus chapter, save your daughter from the Alchemist. Collect 34 morphing objects to unlock 5 playable story scenes. Replay mini-games and HO scenes. Download music, wallpapers, and screen savers. Check out movies and concept art. And use the SG.
EPILOGUE... Gameplay must be interesting for me to recommend the game. While the sights and sounds were spectacular, the storyline was unique, and the extras made it CE-worthy, those weren’t enough to save Wrath of the Beast. Better luck next time, fishies. Happy gaming!
Favorite Genre(s):Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
4/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
4/ 5
Storyline
4/ 5
Cadenza: Havana Nights CE Review based on full game + bonus chapter + extras
PROLOGUE... The Cadenza series began on a high note, pun intended. The second installment fell a bit flat. Havana Nights, the third episode, hits somewhere in the middle, but closer to good than bad.
ONCE UPON A TIME... While visiting your brother Ernesto in Cuba, he asks you to join him running his nightclub. Before you even get there, a hypnotized sailor with glowing eyes shoots Ernesto. The hypnosis unfortunately wears off just as the police arrive and you’ve wrestled the gun from the sailor. They assume you’re the culprit.
On the way to the police station, the officer driving is hypnotized and speeds insanely through the streets of Havana, finally crashing into a building. This time, you notice a strange man playing a guitar just prior to the incident. Both officers are unconscious from the accident, so you escape and attempt to figure out the mystery, starting with the enigmatic box in Ernesto’s safe. But can you solve it all before you become a victim yourself?
PLAY THE GAME... HO scenes are varied. Sadly, there’s only one of the type that was prevalent in the original Cadenza, the scene where you’re given only one object to use in the scene, which leads you to the next. But there are also interactive lists, silhouettes, multiples, matching pairs, and more.
Puzzles and mini-games include a few that test your timing ability, where you must click when the moving ball crossing the target area, which becomes gradually more difficult as the target area also moves. There are several variations on the jigsaw, a couple where you must slide the tokens into their matching spaces, a small pipes puzzle, a connect the tokens so their lines don’t cross, etc. And a trumpet puzzle based on color theory. Notes of varying colors move toward you and you must press the button that’s most appropriate. For example, if blue and yellow approach simultaneous, you would press green.
Meanwhile, you’re running around Havana looking for information, laying low, and doing the usual…unlocking locks, opening boxes, fixing broken things, assembling incomplete things, doing favors for people, all in the service of unlocking the box and solving the mystery.
SIGHTSEEING... The graphics and animation are extremely colorful, but not garish. Shapes are dimensional, casting shadow and reflecting light. Textures are realistic.
SOUNDBOARD... Unfortunately, I had the sound down, so I can’t comment on the soundtrack.
TOOLBOX... The map shows available actions and transports, and there’s an unnecessary journal. Icons show whether you’ve gotten the collectible or morphing object.
OH BOTHER! No technical difficulties on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... In the bonus chapter, go on a traditional quest to get Cassandra’s father’s blessing for your marriage. There are collectible diamond icons in each scene, and morphing objects in each HO. After the bonus chapter, you can go back and get any you may have missed. If you get all the diamonds, you’re rewarded with a treasure hunt. Additionally, you can replay HO scenes (but not mini-games). The soundtrack is NOT downloadable. There are performance achievements and the SG.
EPILOGUE... While I do recommend this game, I don’t recommend the CE. The bonus chapter is pretty short. Plus, you can’t download the soundtrack or replay mini-games. But I feel the SE is worth the price. Happy gaming!