Favorite Genre(s):Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
1/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
2/ 5
Storyline
1/ 5
After 25 minutes, the repeated departures from logic disgusted me to the point that I quit, unwilling to even invest my time into finishing the demo. Within that 25 minutes… • Our heroine, recent eye transplant, sees a ghost go into a newspaper, jumps to the conclusion that it’s her eye donor, and randomly decides she must fly to her donor’s hometown. • Our heroine encounters her donor’s mother, who is paranoid enough to lock her first aid kit, but trusting enough to drink something given to her by a complete stranger. • A crow unnaturally guarding a woodpile, despite the fact that in real life it would fly away if you approached it. • A guard instructed to let no one into the city, but who decides to disobey his orders for our heroine, even drawing her a map so she can avoid security cameras.
Had the gameplay been interesting, I might have been able to get past the irrationality of the storyline. But it wasn’t. HO scenes were easy and completed in seconds. Mini-games were retreads, and were either ridiculously simple or of the extremely finicky and annoying type. Line up rings in the middle where moving one affects others. In a grid of nine tokens, rotate squares of four tokens until all tokens are in the correct place. To open a safe, figure out the order of buttons, where the shapes on the buttons obviously represent the numbers one through five.
The storyline wasn’t even original. It’s a slightly changed game version of the subpar American remake of a Japanese horror movie. And it’s not even scary. Don’t waste your money.
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
4/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
4/ 5
Storyline
5/ 5
Endless Fables: The Minotaur’s Curse CE Review based on completed game + bonus chapter + extras
PROLOGUE... What if the myth you thought you knew didn’t happen as written? Such is the premise of the Endless Fables series and it is, in my opinion, a great idea for a game series offering limitless possibilities for engaging storylines.
ONCE UPON A TIME... When Queen Pasiphae birthed the Minotaur, King Minos imprisoned it in the labyrinth. Theseus volunteered to kill the Minotaur. Ariadne, daughter of Minos, fell in love with Theseus, and gave him two things to help him: her thread, so he could find his way through the labyrinth, and a sword, with which to slay the Minotaur. Thus ends the legend as we know it. But what if it didn’t happen that way?
It turns out that the sword did not kill the Minotaur; it only separated its spirit, and it has waited these long centuries for planetary alignment and seven sacrificial souls to unite it to its body once again. As a descendant of Ariadne, you are the only one who can wield the thread of Ariadne and defeat the Minotaur once and for all.
PLAY THE GAME... HO scenes offer quite a bit of variety, including interactive list, silhouette, and picture; fragmented objects; multiples; and sequential scenes with and without lists. For some, you’re merely instructed to interact with the scene, which I really liked.
Mini-games ran the gamut from familiar and easy to original and medium difficulty. There were several examples each of varying types of jigsaw puzzles, Simon Says, pick up sticks, uncross the ropes, matching pairs, and grids where you must slide blocks to get the target block to the exit. These varied in difficulty. Additionally, there were a number of narrative puzzles requiring you to place objects in the scene to hear the backstory. The one-off puzzles included: • Swap numbered tokens until the liquid in all five vials equals 50. • Presented with a grid of colored token with emblems, swap those with matching colors or similar emblems until they’re all in the correct place. • Using 4 buttons that rotate a lock left or right either 2 or 3 places, make all lights on the lock light up. • Rotate a circular maze to move all 3 colored balls to their targets. • Place 5 torches on a map so that all paths are lighted.
In adventure mode, you’ll be using Ariadne’s thread quite a bit, once you find its jewels. The red jewel melts gold. The green one revives those whom Medusa has turned to stone. And the purple one dispels illusions. In addition, there are all manner of doors and chests to unlock, mechanisms to repair, people to help, potions to brew, etc.
SIGHTSEEING... I liked the graphics, especially the representation of light and how it changed from scene to scene. In the museum, the light was warm and darker. Once on Crete, the scenes were sun-drenched and tropical. The closer to Medusa and the Minotaur, the bluer and darker the light became. It really enhanced the mood of the game.
Textures were realistic…metal was shiny and reflected the light, wood was warm and detailed, stone appeared rough and gritty. The animation was done well, with NPCs moving realistically and lip synching.
SOUNDBOARD... The soundtrack had a lot of variation and was never boring. ‘Atlantis Speaks to Us’ is a melancholic, almost music box-like piano piece, while ‘Dark Alley’ is completely ambient, with lots of percussive accents and electronica. ‘Great Escape’ is almost a toneless dirge, while ‘Perfect Accompaniment’ has an upbeat, waltz quality.
TOOLBOX... You may choose to lock the inventory panel open, and there are plus items. The map indicates your location and active areas, and is a jump map. There’s a journal, but it’s unnecessary. And Ariadne’s thread will melt gold, revive Medusa’s victims, and dispel illusions, once you find the appropriate jewels.
OH BOTHER! I encountered no technical difficulties on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... In the bonus chapter, escape the secret island before it disappears. Replay 18 HO scenes and 36 mini-games. Download 10 soundtracks and 18 wallpapers. View 12 cutscenes and 12 pieces of concept art. Naturally, you have the SG. And there are collectible insects (fireflies, butterflies, dragonflies, and night butterflies) and morphing flowers (water lilies and hyacinths).
EPILOGUE... While The Minotaur’s Curse is not a difficult game, its storyline is engaging and well-written, its gameplay is varied and interesting, its graphics are enchanting, and its music is done extremely well. The plethora of extras offered make this well worth the CE price. I recommend it, and look forward to more games in the Endless Fables series. Happy gaming!
Favorite Genre(s):Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
4/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
3/ 5
Storyline
4/ 5
Sable Maze: Twelve Fears CE Review based on completed game + bonus chapter + extras
PROLOGUE... At the heart of all fears is loss…the loss of control over our reaction to a stimulus. We can tell ourselves that heights, closed spaces, or spiders are not inherently dangerous or to be feared but, when faced with our phobic nemesis, our logical rationalization disappears in the rising visceral, totally emotional reaction. The maze, therefore, is an appropriate symbol to represent fear, since it is the ultimate representation of being truly, irrevocably lost.
ONCE UPON A TIME... You and your daughter Amber are enjoying the carnival when she foolishly enters the Maze of Fears without you. Far from being a simple carnival attraction, the Maze is a psychological experiment. Not only have others been utterly lost there, but one person is still trapped and trying to escape. You’ll have to face your own fears to not only save Amber and yourself, but also determine who the real villain is: the psychologist who devised the Maze, or his disturbed sister, who has taken your daughter.
PLAY THE GAME... Navigate your way through all twelve fears, following Amber as she blunders her way forward, never seeing the consequences of her actions. (Seriously, it must be a full-time job keeping that girl out of trouble.) There are plenty of doors, boxes, and chests to unlock; mechanical objects to fix and assemble; and tools to find and use.
HO scenes are most of the sequential list type where you find an object on the list which you then use in the scene to find the next, eventually leading you to an item you can use. There were some straight lists, some category multiples (find two skeletons where one was a drawing and the other was an x-ray, for example), and some matching pairs. You can play a Match-3 instead.
Puzzles ranged from the jigsaw variations and others we’re familiar with to totally original ones. Jigsaw included easy puzzles with minimal pieces, some requiring that you rotate the pieces, the dreaded slider, rotate/swap the circles, and more. Other puzzles: • a pick-up sticks based puzzle…colored wires tipped with colored arrows, but the arrows can only cross matching wires • a grid of rings, each with different colors at top, bottom, left, and right…swap them until all colors match up • rotate the outline in 3D until the picture forms, then use the given pieces to complete the picture • proximity Othello where you and your opponent each start with two pieces on a grid…when you move your piece close to your opponent’s, his change to yours…try to end up with more pieces
SIGHTSEEING... The graphics and animation are fantastic and surreal. Since the game is about psychological fear, the environment doesn’t have to be realistic…and it often isn’t. Perspective is exaggerated, colors are heightened, and the fearful elements of each scenario are larger than life. There are many startling moments when the environment suddenly changes in drastic ways.
SOUNDBOARD... There are six musical pieces, but the overwhelmingly noticeable one is the Sable Maze theme, a haunting strings piece we’ve heard before. Other numbers feature beautiful piano and wordless singing. The environmental sounds were spot on in quality and dynamics. Voiceovers were professional.
TOOLBOX... You have a map and a journal, both of which are superfluous since each area is limited to two or three “rooms.” You’ll get a lot of plus items, and some require more than one addition before they’re complete. You have an amulet (which looks like a time turner) which dispels fears, but it needs a medallion specific to each fear before it will work. And you have a smart phone, through which someone keeps sending you encouraging messages and maze-shaped keys.
OH BOTHER! No technical difficulties on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... Personally, I don’t think the CE version was worth it. The bonus game, in which a fear escapes the maze and kidnaps Amber, was fairly short and simple. While there are 8 “pipes” mini-games, you cannot replay either the HO scenes or the in-game puzzles. The only collectibles are the fear posters, and there’s nothing extra if you get them all. Additionally, there’s the SG, 6 soundtracks to download, the developer’s diary, concept drawings, and wallpapers if you complete more jigsaw puzzles.
EPILOGUE... Overall, I did enjoy this game, but wish I didn’t waste money on the CE version, as it wasn’t worth it. I’ve liked all the games in the Sable Maze series, and recommend them. For this episode, though, I only recommend the SE version. Happy gaming!
Favorite Genre(s):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
Reflections of Life: Equilibrium CE Review based on completed game + bonus chapter + extras
PROLOGUE... Every once in a while, a game comes along that appears to conform to casual game conventions, but breaks all the rules, thinks outside the box, and raises the bar. This dev often flies under the radar. Equilibrium should change that. There’s a lot of original content here.
ONCE UPON A TIME... The King of Creatos has summoned you in your role as Guardian to rescue Princess Espera from invasive, magical vines. But this crisis is just a decoy to clear the way for monstrous creatures to kidnap the Queen. Without her, Creatos’ reality will crumble and, when it does, all other worlds will be destroyed as well. You must track the creatures through the worlds to their destination, uncover the hideous plot, and put a stop to it before the delicate equilibrium the Queen’s magic creates is disturbed forever.
PLAY THE GAME... As this incredibly long game progressed, I became increasingly impressed with the variety and originality of the HO scenes and mini-games. Even puzzles we’ve seen before are presented with a fresh approach.
HO scenes include interactive list (where most of the list is interactive), sequential silhouette, all of one item, all of one type (like items of the same color), multiples, matching pairs, multiple scenarios, switching perspectives (from Grace’s viewpoint to her owl’s), and the narrative story which is find and replace.
Mini-games include all the following and more: • Move columns and rows to complete the runes. • Turn five colored keys to open matching locks on a grid to release springs in order to move two crystals to their destinations. Springs release both vertically and horizontally. • Stop a vine from growing across a grid by starting fires in its path. • Guide floating black spots to one of four shells. If the spots touch each other, they increase in number. • On a chessboard, use the queen to capture the pieces on the board without running out of moves (running into a dead end). • Collect runes of the same color by strategically guiding a fish through the maze. If you hit a different color, you’ll have to start over. • Unlock a gate by turning groups of circles to guide colored tokens to their matching goals. • Jigsaw puzzle variations are mostly unique and require strategy: slide pieces into place using monster-themed blocking pieces, correctly order pieces on a spiral so that they end up in the right places, choose the correct of three pieces at each turn, move only the top pieces in each column (helped by buttons that either clear a column or re-sequence its pieces).
There is still quite a lot of the “shaped inset requiring a matching medallion” type lock for boxes, books, and doors. And lots of things have missing parts or are broken. However, the story is so well-written, and the exposition is done so well that no part of the game is boring.
SIGHTSEEING... Stunningly beautiful graphics! The conceptual presentation of each world is utterly fantastic. Backgrounds are panoramic and detailed, and close-ups are realistically textured. I like the palette; while there are a lot of brights, they are tempered by neutrals. Animation and cutscenes are gorgeous, and the NPCs do lip synch.
SOUNDBOARD... The music ranges from ethereal piano to moody orchestral pieces to world music to a waltz to a soothing harp number to a dramatic percussive arrangement. Frankly, this soundtrack has the most variety of any casual game I’ve played.
Voiceovers were appropriate and professional, and environmental sounds were done well.
TOOLBOX... The map is interactive and shows active areas. You can replay cutscenes. The inventory panel locks open. Of course, you have your owl to reach things you can’t. And you have a magical ring that will activate the clocks you’ll find here and there. Once activated, you can use the ring to find four runes. The clock will then generate an image which, when matched to the scene, will reveal a hiding place which will give you an item.
OH BOTHER! The only technical difficulty I encountered was that the game crashed about five times. I’m hoping that un- and re-installing it will solve that, as it usually does. The crash didn’t affect anything else; none of my progress was lost.
OOH! PIECE OF CANDY... Replay the HO scenes and the mini-games. Collect tinted glass shards for a jigsaw puzzles which will open a hidden room (and you can go back and gather the ones you missed). Save the citizens of Creatos and the other worlds in the bonus chapter. Of course, you have the SG. Download the eight beautiful soundtracks and ten stunning wallpapers. Replay the cutscenes and check out the concept art.
EPILOGUE... I highly recommend this game. Despite reusing the “fate of multiple worlds at stake” and “person in danger” themes, the story was engaging and well-integrated into gameplay. Gameplay was so varied that boredom wasn’t possible. (I do strongly suggest that you check the box marked “make mini-games harder.”) And the music and graphics were top notch. More like this one, please! Happy gaming, fishies!
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
2/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
1/ 5
Storyline
2/ 5
Phantasmat: Behind the Mask CE Review based on completed demo
PROLOGUE... The Phantasmat series has certainly had its ups and down, hasn’t it? From the Mount Everest high of the initial episode to the Marianas Trench of the sequel, Crucible Peak…to the mediocre sequelae that Eipix has offered since taking over the series and homogenizing them to the Eipix formula. The demo of Behind the Mask was rather boring until the last ten minutes. At that point, it became unbelievable.
ONCE UPON A TIME... You’re invited to attend the Ward family reunion. Amazingly, you arrive without crashing your car. (Honestly, it’s amazing you can even get auto insurance at this point.) Upon your arrival, you discover that the Ward estate, while majestic and ornate, is in quite a state of disrepair.
You finally make your way in and meet Patrick, the cousin who invited you. You also meet Abigail (orchid aficionado), Norman (big game hunter), Lisbeth (painter), and Claude (famous composer). All are wearing period costumes and affecting bizarre attitudes. Oh well. You can’t choose your family, right?
The Wards aren’t what they appear to be, though, and neither is the estate. They keep disappearing, and it keeps changing. What’s going on here?
PLAY THE GAME... Move around the estate finding items you can use, repairing broken devices, unlocking doors and boxes and cabinets, and solving puzzles. HO scenes are quite varied and pop up in different ways. Interactive lists are offered straight up, in four-panel mode, and in smaller zoom boxes. Silhouettes are offered straight up and in sequential “use this found item to find the next” mode. You can choose to play Match-3 instead.
The puzzles are all far too easy. Copy the code you have to ring the bells in the correct order. Swap the pieces to complete the images. Spinning rings jigsaw. Match the moths in a collection with labels based on their wing patterns, then use the resulting numbers to unlock a numeric lock. Make clock hands point to the matching pictures using left/right arrows that move in different increments.
SIGHTSEEING... The animations were quite pixellated on my 21.5” monitor, making them look blurred. The palette was predominantly desaturated greys and browns with swaths of neon colored light to accent areas that required your attention. I found this really annoying and unrealistic. When you’re in a room with a chandelier overhead that’s clearly radiating incandescent light, the glowing greens and pinks were just out of place. NPCs were drawn well and did lip synch.
SOUNDBOARD... The music and environmental sounds didn’t accent gameplay as much as they should have. I would have liked more eeriness in the audio to add ambience and help with the creepiness.
TOOLBOX... The map transports and indicates active areas. There’s a task button. And plus items are indicated.
OH BOTHER! I experienced no technical difficulties on my 2.5GHz quadcore iMac with 16GB of RAM running El Capitan.
OOH! PIECE OF CANDY... Bonus game, collectible rocking horses and morphing objects, the SG, performance achievements, replayable HO scenes and puzzles and Match-3, character bios, souvenir room, and the developer’s portfolio.
EPILOGUE... The premise of Phantasmat was always that you couldn’t tell who was alive and who was dead. That was the creepy part. In Behind the Mask, the dead somehow have incredible morphing superpowers instead of just looking like regular people, which just made the whole thing ridiculous. The scariest boogeymen are always the most human ones.
Once again, Eipix has given us simplistic, throwaway puzzles. Why even bother putting them in there? They’re just filler. Variety in the HO scenes is great, but really doesn’t matter when all the objects are in plain sight.
Lastly, I am sick unto death of the same casual game scenarios used over and over again. A bookshelf with missing books hiding a secret compartment. A door/cabinet/box with a shaped indentation requiring a matching medallion/bas relief/amulet. Something covered in spider webs/dirt and I just can’t get my hands dirty even though my life/my loved one’s life/the fate of the world is at stake. Villains who can hatch complicated plots, but who can’t bang in a nail straight. Heroes who can’t do anything without having the exact proper tool for the job. (Here’s a sloppily banged-in nail…I absolutely MUST have a nail puller.)
Go ahead and spend money on a thinly written rerun if you want. Me, I’ve played this one before.
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
Rite of Passage: Heart of the Storm CE Review based on completed demo
PROLOGUE... The Rite of Passage series has rarely lived up to its name. The phrase “rite of passage” instantly evokes a cultural ritual that a child must pass in order to achieve adulthood. The concept was awesomely illustrated in the episode Child of the Forest, but mostly omitted from the other episodes, which generally involved childhood trauma affecting adults in some way. This episode doesn’t even do that. Additionally, our mysterious benefactor and narrator is, once again, missing.
ONCE UPON A TIME... The scientist who mentored you requests you bring him a rare artifact he discovered. (There’s no explanation for why you have it when it was discovered at his location.) On your flight there, your small plane encounters a powerful storm with supernatural phenomena. Naturally, you crash. Can’t have a casual game without a vehicle crash, right?
The professor has, allegedly, developed a way to capture this storm. He blames it for the disappearance of his daughter. Not even kidding. Can you suspend your disbelief to solve the mystery of the anthropomorphic storm? (Spoiler: I couldn’t.)
PLAY THE GAME... HO scenes were minimally interactive. I encountered verbal, pictorial, and silhouette lists, as well as multiples. None were difficult. Each HO scene contains a morphing object.
Puzzles were simplistic and took very little time to solve. Thankfully, there were no jigsaw puzzles, at least in the demo. But there was a quite easy pipes puzzle where you didn’t even have to use all the squares on the grid, a Match-2 (yes, really), and a simple swap pieces to match the overall pattern.
Adventure mode consisted of unlocking things with keys, keycards, and those dratted shaped medallions. (Devs, please. Enough with the shaped locks and medallions.) There were plenty of broken things to repair and assemble. (Darn! I could put this fire out if only the valve wasn’t missing.) Of course, no improvisation is ever allowed and you don’t dare get your hands dirty.
SIGHTSEEING... The graphics in close-up had a more unfinished look than is usual for this dev. Textures could have been much better. Backgrounds were more painterly in style. The color palette was somewhat unnatural, even accounting for the “supernatural storm” which radiated a green Tommyknockers-like light.
SOUNDBOARD... The music was lovely, but not enough to overcome this game’s shortcomings. Environmental sounds were appropriate and voiceovers were professionally done.
TOOLBOX... You have an interactive jump map that shows active areas, a smart phone with flashlight and camera (a nice touch!), plus items in your inventory, and certain powers that you gain from the storm, but I won’t spoil it.
OH BOTHER! No technical difficulties on my iMac running El Capitan.
OOH! PIECE OF CANDY... Bonus game, collectible storm clouds, timed HO scenes, performance achievements, the SG, and the developer’s portfolio. Not much candy for a CE.
EPILOGUE... It’s not for me. The story was ridiculously unbelievable, gameplay was much too easy, and the graphics were a jumbled mess. I agree with pennmom that quite a few of the scenes looked really familiar, including the barn/water tower from Beyond, and I’ll add that the town itself resembled the town in Child of the Forest. MadHead appears to have recycled some scenery.
I do recommend the first three episodes of Rite of Passage: The Perfect Show, Child of the Forest, and Hide & Seek. Other notable games by MadHead are Maze: Subject 360 and Beyond: Light Advent.
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
Mystery Trackers: Winterpoint Tragedy CE Review based on completed demo
PROLOGUE... While not the tragedy that Nightsville Horror was, Winterpoint Tragedy is merely mediocre. The story has promise but gameplay is formulaic and simplistic, with the sole exception of the one “super puzzle” I encountered during the demo.
ONCE UPON A TIME... Reprising your role as the Mystery Trackers detective, you’re off to an arctic research station to answer a distress call. The scientists there have discovered a previously unknown species they’ve dubbed the Cold Stalkers. The situation quickly becomes a matter of life and death, not merely for the scientists, but for the fate of the world.
PLAY THE GAME... HO scenes were interactive and varied and included outlined silhouettes, interactive list, find hidden pairs, search a dark closet with a flashlight, and multiples. The puzzles are super easy: swap tiles, rotate tiles, open coded doors and safes after finding the codes, trial and error pushing buttons in the correct order, etc. The super puzzle was awesome because you have to figure out how to interact with the various parts.
As for the rest, there’s lots of back-and-forth to find and use items, fixing broken things, assembling things, opening those dratted shaped locks with their matching medallions, and so on. Again, there are lots of cutscenes and dialogue, and gameplay is broken up by constant updates on goals completed, new goals, achievements earned, and notifications of the obvious. Immersion was impossible.
SIGHTSEEING... Good graphics, as usual. Animation is a bit stuttering, especially the movements of the NPCs. And there’s no lip synching.
SOUNDBOARD... I liked the music; it was ambient and relaxing, quite fitting to the setting. Voiceovers were professional. Environmental sounds were ok.
TOOLBOX... The map is on a tablet. It indicates active areas and transports. Your loyal pup Elf is available to access places you can’t reach. And you have special binoculars that can locate energy and heat sources. That last was as much of a gimmick as the “foresight” in Nightsville Horror. It really just initiates a really simple game to point you to another task.
OH BOTHER! No technical difficulties on my iMac running El Capitan.
OOH! PIECE OF CANDY... Bonus game, performance achievements, collectible morphing items and stars, the SG, replayable puzzles, and the developer’s portfolio of sights and sounds.
EPILOGUE... It’s not a game I’d spend money on. The constant interruptions (dialogue, cutscenes, and popups) prevented immersion. Gameplay was too simplistic. If you’re new to this series, I do recommend the first five games: The Void, Raincliff, Black Isle, Four Aces, and Silent Hollow. After that, the series goes downhill at a rapidly increasing speed.
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
Mystery Trackers: Nightsville Horror CE Review based on completed demo
PROLOGUE... Yet another beloved game series has jumped the shark. This episode of Mystery Trackers was indeed a horror. The plot was convoluted and just plain stupid, the gameplay was either simplistic or chaotic, and the programming was awful.
ONCE UPON A TIME... The towns of Nightsville and Willowsville have a longstanding feud, and haven’t interacted in ages. Allegedly, Nightsville has a guardian in the form of a man possessed by the spirit of an owl, known as Owlman. (Not even kidding.) Several sub-plots serve merely to confuse, rather than fill out the characters and their relationships. By the time the demo ended, I really didn’t care about the story or the characters; the whole thing was silly.
PLAY THE GAME... HO scenes were interactive and varied. The first was outlined silhouettes, most of which were impossible to identify. Once you found each group of three, an item was unlocked that helped you assemble a chainsaw. There was an interactive list, and a “put items back.”
Puzzles were all easy, even the ones that purported to be “super puzzles.” Swap the pieces jigsaw puzzle…more than one. Find the codes by rotating wheels using clues in plain sight. And more along those lines.
You’ll spend a LOT of time in dialogue with NPCs, during which you respond. Sometimes you have a choice, sometimes there’s only one thing you can reply. And you have to listen to the deductions once you find the clues for each one. Plus, there’s a ridiculous “foresight mode.” It’s like a super power. When you click it, the room changes from full color to monotone, and you have to move items to where they belong, after which you get to listen to yet another narrated cutscene.
SIGHTSEEING... The graphics are the pachyderm’s usual good job. There’s not much in the way of animation. The cutscenes are done in comic book style.
SOUNDBOARD... I didn’t really pay attention to the music, but it couldn’t have saved the game even if it was brilliant. Voiceovers and environmental sounds were ok.
TOOLBOX... You have a map that indicates both active and completed areas, as well as being a transporter. The journal was superfluous to the game, so I didn’t look at it. Your trusty dog Elf gets into spaces you can’t fit. And you your silly foresight “super power.”
OH BOTHER! This game should have been called Mystery Trackers: Pixel Hunter. Enough said.
OOH! PIECE OF CANDY... Bonus game, performance achievements, collectible morphing items, replayable HO scenes and puzzles, collectible coins to purchase figurines, the SG, and the developer’s portfolio of sights and sounds.
EPILOGUE... No recommendation from me. Honestly, this must be the most idiotic storyline ever. That plus simplistic gameplay, poor programming causing constant searches for the “sweet spot” in order to click on anything, and endless dialogues and cutscenes means no sale here. I suggest you stick with the first five games in the Mystery Trackers series: The Void, Raincliff, Black Isle, Four Aces, and Silent Hollow. After that, the series goes downhill fast.
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
2/ 5
Rite of Passage: The Lost Tides CE Review based on completed demo
PROLOGUE... The first three episodes of Rite of Passage are among my favorite games, so I was happy to see a fourth. Sadly, The Lost Tides was extremely disappointing, mainly in gameplay, but also in storyline.
ONCE UPON A TIME... Twenty years ago when you were a child, you and your brother were on a pleasure cruise with your parents. The ship’s name was Everlast. A violent storm arose and, while you and your brother escaped on a lifeboat, your parents were not so lucky. The Everlast disappeared completely.
Today, you’re finally laying to rest your grief. Suddenly, the Everlast appears in the harbor surrounded by an eldritch light. Your brother helps you get to the ship where you discover what happened to them. But will you be able to save them? Or yourself?
PLAY THE GAME... The HO scenes I encountered in the demo were minimally interactive lists where each object was hiding part of the key to the final object. I found them repetitive and boring.
The first three puzzles were all matching pairs, so simplistic that a child could solve them. Several others were variations on a jigsaw. The story was narrated via a puzzle, similar to the first three games.
Adventure mode consisted of illogical actions and tons of finding shaped items to fit matching indented “keys.”
SIGHTSEEING... The graphics were done well, except for the overuse of fluorescent, eye-searing colors. The NPCs were well-drawn and animated and did lip-synch.
SOUNDBOARD... Music was varied in both style and volume, with dramatic pieces accenting story revelations. The voiceovers were professional, but I though environmental sounds were lacking.
TOOLBOX... You have a map that indicates both active and completed areas, as well as being a transporter. The journal was superfluous to the game, so I didn’t look at it. And you have a magic compass that dispels blocking energy, which made no sense to me.
OH BOTHER! No technical issues, per se, but the pace of the game, especially the cutscenes and conversations, were slow and laggy.
OOH! PIECE OF CANDY... Bonus game, performance achievements (I won “most bored”), collectible shells, the SG, and the developer’s portfolio of sights and sounds.
EPILOGUE... I don’t recommend The Lost Tides because the gameplay was simplistic and repetitive, the storyline too slow. It was all I could do to finish the demo to write a review.
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
3/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Storyline
3/ 5
Space Legends: At the End of the Universe Review based on completed demo
PROLOGUE... I was hoping this would be awesome, because science fiction games are so rare. This appears to be a new dev, so I won’t be overly harsh. There was a lot of promise here; some of it didn’t pan out. The storyline is thin on the ground, but may become more detailed after the demo.
ONCE UPON A TIME... Elizabeth and Steve are exploring an alien planet when a violent storm hits their camp and Steve is seriously wounded. As Elizabeth, it’s up to you to gather what you need from your base camp, repair the ship, get Steve to the medical unit, escape the planet, and find your way back home.
PLAY THE GAME... This is mostly an adventure game with lots of puzzles and only a few HO scenes. Most of your time will be spent trying to get into various areas of the base camp, which are locked with access cards, passwords, and puzzles. (It seems odd that, as half of the exploration team, you’re locked out of everything.)
Puzzles include a variation on the pipes puzzle, guessing a three-part pictorial passcode by trial and error, moving segmented lines around a small maze until they match the code, a small jigsaw, rotating triangles until the lights at their angles match up to the color in the center, creating fuel by mixing beakers correctly after solving a logic puzzle, and more relatively simplistic puzzles.
The HO scenes in the demo were in the same location, and consisted of seriously anachronistic junk piles. (The mass calculations for a space flight are complicated. Generally, less is more. So why would anyone bring dolls, an umbrella, a bucket of champagne, a dream catcher, and a high-heeled shoe? They wouldn’t.)
SIGHTSEEING... The graphics were well-rendered and the style was realistic. Animation was a mixed bag. The initial cutscene was beautiful, but a couple of the others were quite blurry. The NPCs are posers and only move in stop-motion style. There is no lip-synching.
SOUNDBOARD... The sound effects were appropriate, but environmental sound was lacking. I did like the music, as it was ambient and calm. There are no voiceovers.
TOOLBOX... The map transports and indicates active areas. The journal details the storyline and notes clues. The inventory panel does lock open, but plus items are not indicated (and are rare).
OH BOTHER! I encountered no technical difficulties. Some of the translations were incorrect, but not enough to affect gameplay.
EPILOGUE... I’ve read the reviews and noticed that fishies who have bought the game say it improves after the demo. Several reviewers whose opinions I value have rated it highly. Taking that into account, as well as my own experience playing the demo, I will probably grab this game with a PCC for two reasons: 1. I like to support new developers. We need more variety. 2. I must support a science fiction game because they’re so rare. I won’t go so far as to recommend it, but you should try the demo and read the more in-depth reviews of those who have played the entire game. Happy gaming!