Once upon a time in the small, undistinguished town of Silentville people started disappearing. Help uncover the mystery behind these disappearances and save the town from a curse!
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
3/ 5
1 Moment of Time: Silentville Review based on completed demo
PROLOGUE... For the first few minutes of gameplay, I didn’t care for this game. Once I realized it had been badly categorized and was more of an adventure game, it grew on me. Yes, it has HO scenes, but they’re lengthy and more like searching for something in real life than the junkpile scenes we usually get.
ONCE UPON A TIME... Silentville was struck by an epic thunderstorm. The lightning began striking people, and those people disappeared. You arrive via train to discover an almost completely abandoned town. The people still remaining seem to be confined to the place they worked. One witnessed a bizarre ritual taking place near the gold mine. Might that have something to do with the disappearances? And can you solve the mystery of Silentville before the rapid aging overtakes you and you’re doomed to wander the town forever?
PLAY THE GAME... The HO scenes are all interactive list, with most of the items on the list requiring action. Generally, you’ll find something in the scene to use on something else in order to complete each item on the list. These are not the HO scenes we’re used to, the ones you can fly through in 30 seconds. Each one takes quite a bit of time.
None of the puzzles are overly difficult. Some are familiar, like the classic pipes puzzle, only this one uses railroad tracks. Others require objects from your inventory, but I don’t want to spoil it for you.
SIGHTSEEING... The graphics are classic old-school adventure game, including posers. The textures, shadows and play of light, and perspective are all lovely. This is how backgrounds should be done, IMO. Objects are clearly recognizable in close-up, and have great detail.
There isn’t too much animation, mostly in the zoomed in areas when you’re unlocking a door, for example. The story is related via voiceover narration and lovely sepia-toned drawings.
SOUNDBOARD... Silentville is mostly…silent. Since there are no living beings there, that makes sense. Your actions create noise, and those sounds are done well. Voiceovers are professional. I didn’t notice much in the way of music.
TOOLBOX... You have a map that transports, but it does not show objectives or available actions. There’s a journal, as well, to note clues and keep track of the story.
OH BOTHER! I had no technical difficulties. It did annoy me a bit that I couldn’t click through the dialogue, but I shrugged it off. I love adventure games, and gaining information is a large part of advancing in such games, usually through interacting with characters or reading notes.
EPILOGUE... If you like adventure games, you’ll probably like this game. It really is more of a first-person adventure game, despite the HO scenes. I’m definitely adding it to my collection.
fromTry the demo solely for the live actor morphing! Do that part again, Lesta, but work on your storylines. Nightmare Realm left us with certain expectations.
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
2/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
2/ 5
Storyline
1/ 5
Fright CE Review based on completed demo
PROLOGUE... While there is some innovative stuff in Fright, the story didn’t grab me because it moved so slowly. After an hour of playing the demo, I still have no idea what’s going on. There’s a lot that calculated in the story so that it seems just too convenient. Two other people show up at a motel in the middle of nowhere at the exact same time as I do? Both have a convenient excuse to do nothing to help? A whole bunch of people have disappeared at this motel, but the FBI isn’t on the job?
ONCE UPON A TIME... It begins with a dream of being chased through a cornfield by am amorphous black fog. The dream brings with it terror at every turn: scarecrows that come to life, a murder of menacing crows, and scenery that changes while you watch. The last thing you see before you wake is a little girl in a swing, her back to you.
You awaken to find yourself on a bus traveling through the same cornfield. The crows fly across the road, and the driver loses control of the bus. Now you’re stranded at a spooky motel with a group of strangers, and you discover that people have been disappearing here for years.
Then, odd things begin to occur as you realize that your dream was prophetic. The black fog begins possessing the strangers around you, making them do horrible things. What’s going on here? And can you escape?
PLAY THE GAME... The HO scenes are all interactive in that you use the items from the list within the scene to help you find the last item. The ones in the demo, at least, occurred in a supernatural manner. You’re pulled into a drawing for one, and into a TV for another.
The puzzles are all fairly easy…and rather unmemorable. Often, quite important or dangerous things are locked up behind these puzzles that a child could solve.
There’s a lot of back and forth in adventure mode, not aided by a difficult map. The town is, as usual, in disrepair, so you have to scurry around fixing things and finding missing parts.
SIGHTSEEING... The NPCs are live actors blended in quite well with the rendered graphics. Backgrounds look more obviously computer-generated, while close-up items are presented with great detail and texture. Both graphics and animation pay respectful attention to light and shadow. The most frightening part of Fright was the frightful transformations of the live actors when possessed by the black fog. Seriously creepy!
SOUNDBOARD... There seemed to be more environmental sounds than music, but both set the on-the-edge-of-your-seat mood pretty well. Voiceovers were a mixed bag. The bus driver had an appropriate accent, but everyone else didn’t belong in a town in the middle of the cornfield. The cop over the radio had a British accent of sorts, while the older woman and motel owner’s wife sounded like they were not native speakers of English.
TOOLBOX... The paper map is roughly drawn, shows active areas, and transports. You also have a camera which takes photos of clues.
OH BOTHER! There were a few synchronization glitches between the live actors movements and the sound. On the map, it was kind of a pain to find the sweet spot for each area when I wanted to transport.
EPILOGUE... I don’t recommend spending money on this game. The demo is sufficient to see the epic live actor morphs, the best part of the game and something I hope Lesta does again. Their Nightmare Realm series is a much better use of your money…excellent stories and gameplay.
Favorite Genre(s):Puzzle, 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
Kronville: Stolen Dreams Review based on completed demo
PROLOGUE... Kronville: Stolen Dreams is an odd blend of old and new. There are quite a few innovative ideas here, along with some irritating throwbacks. It appeals to me because it’s different, yet it annoys me because it’s not what I’m accustomed to. That having been said, I have a couple PCCs coming up, so I’m going to use one on this game.
ONCE UPON A TIME... Astrid Maisy is the school psychologist. When one young boy is brought to her after being disruptive in class, she discovers that several children have gone missing in Kronville…and all have had similar dreams about a frightening man in a hat. Astrid will need all her skills in both this world and the world of dreams in order to save the children.
PLAY THE GAME... Astrid’s encounters with other characters are dependent upon your choices. With each interaction, you’re given a choice as to how you’d like her to proceed. Sometimes you choose between a question and a statement; other times between different attitudes. This mode, I believe, adds to the replay value of the game.
There’s lots to find and do, including some of the usual (broken zipper, unlocking locks) and some unusual. HO scenes are quite varied. Return objects to the scene. Find the children’s drawings, then use them as references to rebuild the toys in the scene.
Puzzles were just as varied. Even the old ones seemed new because of the lovely presentation. In a suitcase, move items around on a grid to uncover the item you need. Using reference documents and a photo, determine which children have gone missing by “taking attendance.” Place part of a Peter Pan figure on sticks in front of a lamp until you’ve matched the silhouette (that one was tough!).
SIGHTSEEING... The graphics and animation seemed to be the work of at least two artists with drastically different styles. The closeup animation was truly brilliant with lifelike textures and a high frame rate. Backgrounds, on the other hand, had a rougher, hand-drawn appearance. The contrast was a bit jarring.
SOUNDBOARD... The music set the tone perfectly. It was unobtrusive and in the background, but added to the mood of the game in the way a really good movie soundtrack does. The melodies were ambient, but caught my ear more than once.
TOOLBOX... You have a journal, but no map. In the demo, at least, this wasn’t a bother, as there were chapters of sorts so that each leg of the adventure provided a limited area to explore. The journal narrates the story and lists goals.
OH BOTHER! I was rather annoyed by the gigantic directional arrows constantly reminding me where I could go. I also didn’t care for the fact that I couldn’t click through the dialogue once I’d read it; I had to wait for each character to finish speaking. Lastly, for the zoomed areas where something needed assembling, I couldn’t drop off items there until I’d collected everything.
EPILOGUE... In spite of the annoyances, I do recommend that you at least try the demo. This game is so different from the repetitive, formulaic CEs that have been churned out of late that it’s worth trying. Happy gaming!
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
2/ 5
Storyline
3/ 5
I am willing and able to suspend my disbelief in order to believe in parallel universes, mirror worlds, and other devices used in gaming. However, defying the laws of physics and the rules of logic rips me right out of being immersed in a game's world.
I don't believe that a family would willingly ask their daughter to endure unknowable danger to save them.
I don't believe I could hit a dangling target with a slingshot from 20 yards away.
I don't believe that a key to a locked cabinet inside a locked building I'd never been in would somehow be inside my glove box, to which I'd lost the button.
I don't believe that one piece of a four-piece lock would be sewn inside my mother's living room chair.
Yes, create a fantastic game world. But the mechanics of the game have to be believable within THIS reality, or it just doesn't work.
Dark Parables: Goldilocks and the Fallen Star CE Review based completed demo
PROLOGUE... The idea behind the Dark Parables series—to both modernize and twist familiar fairy tales—is a brilliant one. And for years, Blue Tea created games with this premise that included engaging story lines, stunningly ornate and colorful graphics, and original gameplay. Sadly, the idea only came to fruition for a few games. Most players agree that The Red Riding Hood Sisters was the last decent episode, and that Blue Tea's collaboration with Eipix—beginning with The Little Mermaid and the Purple Tide—hammered the last nail in the series' coffin.
ONCE UPON A TIME... Goldilocks is actually Princess Leda of Barsia, and she's apparently related to King Midas because everything she touches turns to gold. Barsia, ruled by Queen Valla, has been at odds with the neighboring kingdom of Olesia, over an ancient artifact. Now it appears as if they will go to war, Barsia with mechanical golden bears and Olesia with mechanical silver stags.
As Master Detective, you're called upon to investigate the artifact and, hopefully, bring peace to the area of Symhir. Surprisingly, you encounter your old friend Jack (of Beanstalk fame), and he hints that there's a deeper plot afoot.
This sounds confusing because it is. The story line was thin on the ground. What little was presented during the demo was overly detailed with information unrelated to the plot, which merely added to the confusion.
PLAY THE GAME... HO scenes are, of course, all fragmented objects. Each FROG scene is a search for one object which has been broken into pieces. Instead of a list, the panel depicts images of the pieces, but that doesn't necessarily make the task easy. Light and shadow might slightly change the color. The piece may be partially hidden behind something in the scene. Or it may be artfully hidden in plain sight.
Puzzles and mini-games were mostly retreads, formulaic and simplistic: • a small version of "all lights on" that uses rune stones • swap locks to match keys • move tokens to their destinations only on paths that match their shape (requires a bit of planning since the tokens change the paths they touch) • follow instructions to rebuild a mechanical bear's power cell
Adventure mode consists mostly of cluttering the inventory with nearly identical shaped objects, each with a complicated name like "Goddess' Sun Helmet of Doom." (Ok, I made that one up, but you get the idea.) Most were actually keys, destined for matching insets. If you read my reviews, you know how thrilled I am with this tired device, especially when repeated ad nauseum.
SIGHTSEEING... I did love the graphics, as they reminded me of Jan Brett's children's books. If you have young children, do them—and yourself!—a favor and look up his books. Beautifully detailed depictions of Nordic landscapes and villages abound, all in suitably muted colors, both neutral and jewel tone. The style of both still and animation is reminiscent of a graphic novel rather than the hyperrealism we often see, and it's a welcome change.
SOUNDBOARD... The music was also enjoyable and caught my attention more than once. A few of the pieces are the ethereal ambient soundscapes that, to me, are what game music should be. Much like movie soundtracks, these types of compositions add to immersion. Environmental sounds and voiceovers were done well.
TOOLBOX... The inventory panel locks open and shows plus items. I do wish all developers would program the arrows to move to the next panel of items rather than just one item at a time. The jump map is interactive, showing your location, your objective, and where you can do things. And you have the artifact which will provide things to you once you find the shaped keys for its insets (ugh).
OH BOTHER! I encountered no technical difficulties, lags, translation or grammar errors, or other problems.
OOH! PIECE OF CANDY... In the bonus game, discover why Jack returned. Replay the FROGs and puzzles. Find collectible snowflakes and parables. Earn performance achievements. Peruse the SG. And enjoy the developer's portfolio of sights and sounds, including wallpaper, concept art, and soundtrack.
EPILOGUE... I can't recommend Goldilocks and the Fallen Star for several reasons. First and most importantly, I found the gameplay tedious and repetitive. It was typical of an Eipix game...the same content with a new paint job. Second, the story line was weak, cluttered with unnecessary details, and not engaging. I'm not interested in playing a game when I don't really care what happens.
Third, even though I generally have no eyesight difficulty with games, even if they're overly dark or items are small, I still have no idea what I clicked on when shown the first snowflake and parable. Neither looked like anything except small details in the background. Yes, you should have to work for collectibles, but you shouldn't have to spend five minutes per screen scouring every pixel to no avail. It interrupts gameplay and destroys immersion.
I do recommend the following Dark Parables episodes: Curse of Briar Rose, The Exiled Prince (my personal favorite), Rise of the Snow Queen, and The Red Riding Hood Sisters.
Mystery Case Files: Dire Grove, Sacred Grove CE Review based on completed game + bonus chapter + extras
PROLOGUE... I was excited to return to Dire Grove, and happy to see that the pachyderm had faithfully recreated the buildings and grounds of the cursed town. Unfortunately, the gameplay did not live up to MCF standards. I really wanted to like this game, because MCF is my favorite series.
ONCE UPON A TIME... Dire Grove seems aptly named, given the frequency with which the land and residents activate ancient curses. My first experience here coincided with an unusually frigid and stormy winter that seemed to be spreading across the British Isles. I discovered this anomaly had been caused by a vengeful Bean Sidhe, the spirit of a once-innocent young woman who had been sacrificed to close the portal between the living and the dead.
Now, Dire Grove appears to be under another wintry curse, and this time, the indigenous forest animals threaten the populace as well. The local group of hunters swear this new trouble is caused by the Mistwalkers, a group of druids who follow the ancient ways. The Mistwalkers claim someone has caused serious offense to the Spirit of the Forest, and the curse will not lift until the guilty party is discovered and punished. The web of intrigue is tangled, indeed.
PLAY THE GAME... This section should be retitled just for this review, because one didn't so much "play" the game as nudge along the story by clicking. For example, lots of items were split into parts, but no actual gameplay was required to assemble them. Just click on the parts and they jump together.
A lot of gameplay time is spent in conversation mode, reminiscent of 13th Skull. However, in this game, much of it is senseless in that the player has only one choice of response. Why bother to involve the player? Make it a cutscene. Even when there was more than one option, it was monotonous and boring because you had to read the options, then wait for your character to read the chosen one aloud. Ugh.
Speaking of cutscenes, there were a lot of those too. All the back story elements were presented as non-interactive cutscenes, whether they were people's diaries, notebook pages, or tape recordings. The "investigation board" was a complete misnomer because, again, the player was not required. Clicking on "deduction" just initiated another cutscene.
HO scenes were few and far between, and included: • interactive list • place objects in scene • multiples of this, then multiples of that • related pairs • locked panels decorated with silhouettes (find the silhouetted objects and the panels open to reveal items that can be used in the scene) All HO scenes were really just junk piles. The objects were all in plain sight amidst the junk.
The stand-alone puzzles were either simplistic and forgettable or lacked comprehensible instructions. The first full-screen puzzle (the Ravenhearst locks) that appeared nearly made me jump out of my seat in anticipation...until I began to explore it and realized that the relationship between the parts of the puzzle was nonsensical, and that the solving it was not intuitive. And they were all like that. Bizarre use of items within the puzzles, action-reaction sequences that defied logic, solutions that made no sense when compared to the given clues.
Adventure mode was not reminiscent of MCF at all, but elephantine. Lots of shaped medallions to fit into indented locks. A player character abjectly afraid to get her hands dirty and unable to move a few pieces of broken glass or a couple thorny branches without gloves. A "master detective" without her own light source, multi-tool, defensive weaponry, etc. who is so downright silly that she uses a tool once and tosses it aside, then must search for a similar tool.
SIGHTSEEING... The pachyderm did a brilliant job recreating Dire Grove. The grounds and buildings are recognizable, though not nearly as spooky as the first game. The NPCs are well-rendered, although the lip-synching lacks realism. It looked as if they were chewing gum. And I did sorely miss the live actors. Objects shown up close were absolutely beautifully detailed and dimensional.
SOUNDBOARD... I didn't care for the music because I felt it didn't convey an atmosphere of fright, cold, abandonment, and the supernatural. Some of it was far too upbeat. Also, I would have liked to hear the MCF theme woven in more than it was.
I also felt that environmental sounds were lacking, and expected more creaking branches and doors, tinkling icicles, running water, crunching snow, birdsong, and just plain eerie noises. Voiceovers were, for the most part, professional and appropriate to their roles.
TOOLBOX... Inventory panel locks open and plus items are indicated. The map shows your location, active areas, unexplored areas, and locked areas. It also transports...and it's beautiful, being a miniature bird's eye view of Dire Grove. One nice touch that I know will be appreciated is the ability to choose the gender of the player in the game. I do think that there are far too many female player characters, and this option should be standard.
OH BOTHER! I did experience quite a bit of lagging during the staged conversations between the player's spoken question and the NPC's response. Additionally, several elements of the complex puzzles just didn't work, and some of the hints didn't keep up.
OOH! PIECE OF CANDY... In the bonus chapter, uncover the identity of a mysterious exiled Mistwalker and disrupt his evil plot. This chapter also ties Dire Grove to both Madame Fate's Carnival and Ravenhearst, so that they're actually all part of the same story arc. There's also an alternate ending to play, but other than the storyline, it's mostly a rehash.
You can't replay any of the puzzles or HO scenes, which is a huge minus. Instead, the collectible picture fragments let you play...jigsaw puzzles. Yes...really. There are performance achievements, some of a dubious nature (e.g. take more than 10 minutes to finish a HO scene, finish a full-screen puzzle in less than a minute...LOL, right).
The SG is available to you, of course. There are 5 music tracks to download and 15 wallpapers. You can replay game videos and look at concept art. Don't get too excited if you collect all the building models, because the diorama doesn't do much when you click on it.
EPILOGUE... Overall, I'm disappointed. The graphic recreation of Dire Grove was the best part. But the music and environmental sounds failed to set the mood. The storyline wasn't fleshed out sufficiently, and the connection that was made from Dire Grove to both the Carnival and Ravenhearst was a quite thin, fraying thread.
Gameplay tops the reasons I can't recommend this game. At least 50% of my time, if not more, was spent clicking through dialogue and cutscenes, listening to tape recordings, and reading diaries and notes. It felt like a repeated pattern of a few moments of gameplay, then several minutes of slogging through conversation, reading material, or video. And at least half the gameplay didn't even require a player, at least not one with a working brain.
I do hope to see more of Dire Grove in the future, just not from this dev. Happy gaming!
Favorite Genre(s):Puzzle, Hidden Object, Time Management, Adventure, Large File, Strategy, Card & Board
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
Mystery Case Files: Key to Ravenhearst CE Review based on completed game + bonus chapter + extras
PROLOGUE... I love story series, whether they come in movie, game, or book form. It stems from my tendency to completely immerse myself into the fictional universe, and to always wish to know what happens to the characters after "The End." So it was with both excitement and trepidation that I downloaded Key to Ravenhearst, knowing it had not been developed by Big Fish. I'm happy to say that I was more than pleasantly surprised; I was blown away.
ONCE UPON A TIME... As an experienced Master Detective, I have followed the tragic and twisted lives of the Dalimar family beginning with its patriarch Alister, evil carnival magician, and his wretched wife Abigail. I lived through their son Charles' abusive childhood at the hands of his mother, as well as his institutionalization. I learned how Charles wooed, then imprisoned Emma, and finally murdered her while building Ravenhearst Manor. I relived the horrifying captivity of Rose Somerset and her twin daughters Gwendolyn and Charlotte, and met Charles' damaged son Victor. And I solved the murders at the carnival, uncovered the mystery of the disappearances of Blackpool's residents, and helped Madame Fate finally move on to her eternal rest.
And just when I thought the story had reached its end, the Queen—Yes, really!—called upon me once again, this time to investigate rumors of Ravenhearst's resurrection. Upon my arrival, I see that the rumors are true, for construction appears to have rebuilt Ravenhearst from the ashes! An arrogant young woman refuses me entry, saying that the Ravenhearst Museum is not yet open. Museum? What horror is this? And who is the oblivious man who obeys this woman's every command? Is it possible that the Dalimar family is involved in this?! I need to get inside that Manor!
PLAY THE GAME... If you read my reviews, you know that I consider Charles Dalimar the ultimate puzzler...and his fiendish locks are back! These are not merely several simplistic mini-games combined on one screen, but the truly interactive, Rube Goldberg-esque mindbenders that characterized Ravenhearst. In fact, puzzles abound in this game; they're everywhere from inside the HO scenes to the enigma box to stand-alone. Quite a few are inspired by previous Ravenhearst games.
HO scenes are either interactive list or sequential silhouette, but all of them include puzzles, mini-games, zoom box mini-HOs, and more. And while some of the objects are in plain view, many are hidden by various devices including being partially behind another item, not looking the way you expect (e.g. one "skull" was in blue embroidery), etc. And each HO scene has a morphing object.
Adventuring includes lots of clue-finding, a bit of reading various people's diary pages, finding missing things, fixing broken items, talking to NPCs, answering trivia questions, and a lot fewer of those shaped medallion locks. :-)
SIGHTSEEING... Eipix has painstakingly recreated the buildings and grounds of Ravenhearst Manor with a slightly different viewpoint. You will absolutely recognize the environments in this game as unmistakably Ravenhearst, but you won't be bored either, as there are new rooms and areas to explore too. Elements are present from all the previous games, making the transition to a new dev seamless.
The color palette is beautifully moody and keeps you on edge the way a really good haunted house does. Light and shadow are used perfectly to bring dimension to the environment. Animation is smooth and lip synching is spot on. I do miss the live actors, but otherwise the visuals are awesome.
There are some reminders of previous games, like the clacking typewriter in the HO scenes that types whenever you find an object.
SOUNDBOARD... The classic MCF theme is slipped in here and there in several variations, which I love. However, the music isn't homogenous. There are dramatic orchestral moments and haunted piano pieces, and it always provides a perfect backdrop to the game. Environmental sounds are exacting, from creaking doors to ocean waves crashing on the beach, from the ebb and flow of the rain to rolling thunder and the sharp crack of lightning. Voiceovers are professional.
TOOLBOX... The inventory panel locks open, and plus items are indicated. The jump map indicates your location, objective, and available actions. The enigma box provides you with inventory items once you solve its puzzles. An icon indicates whether you've collected the raven in the scene (and another shows when the morphing object in the HO is morphing).
OH BOTHER! I encountered no technical difficulties, lags, mistranslations, or issues of any kind.
OOH! PIECE OF CANDY... The bonus chapter relates the history of the "oblivious man" I mentioned above, and his involvement with Ravenhearst. There are 34 collectible ravens (and you can go back and get the ones you missed). You can replay all the puzzles and HO scenes (including getting the morphing objects you missed). There's also a souvenir room in which you can revisit the scenes in the game to find an additional object in each. You can download 11 musical compositions, view game artwork, and utilize the SG.
EPILOGUE... I feel like Eipix read my reviews, silly as that might sound. This is everything I was looking for in a HOPA and more. Engaging storyline, captivating gameplay, immersive graphics and music, fully loaded CE. For the first time in a long time, I can say that I highly recommend this game. Of course, now I must go back to the beginning and replay the entire series. Happy gaming!
fromDevs, please stop including jigsaw puzzles, 9- and 16-piece sliders, matching pairs, the Towers of Hanoi, and all other puzzles suitable for elementary school kids. We're adults. Bored adults.
Favorite Genre(s):Puzzle, Hidden Object, Time Management, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
3/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
3/ 5
Storyline
4/ 5
European Mystery: Flowers of Death CE Review based on completed demo
PROLOGUE... Similar in theme to its predecessors, Flowers of Death again finds you investigating people who have been affected strangely in some way. Graphics are fantastic, and gameplay does offer some original elements, although I found it far too easy.
ONCE UPON A TIME... As a well-respective detective, you're summoned to investigate a breed of aggressive flowers with poisonous pollen that has invaded a small town in the Netherlands. The flowers wrap their victims in strong vines, then spew a cloud of coma-causing pollen. Fortunately, you meet up with a botanist who equips you with a kit to both examine the pollen and manufacture an antidote. But these dangerous tropical flowers are not native to the Netherlands, and their presence in this charming town is only part of a larger plot involving several of the most prominent citizens.
PLAY THE GAME... HO scenes are quite varied and include morphing items, multiples, items that hide pieces of a final puzzle, sequential silhouette, interactive list, and more.
Puzzles run easy to medium difficulty with a few original ones. There were a couple of basic jigsaw puzzles and matched pairs puzzles, which always annoy me because they're childish. Completing a paint-by-numbers required some planning: the painting was divided sections and you had to let the paint flow through to the correct ones. There was a 16-piece slider in rows of colors rather than a picture. Slide colored gems to their matching destinations. Match figurines to their like-colored bases. Rotating circles of colored beads required you to get all the beads into their matching destinations. Order statuettes from shortest to tallest. A grid "make all directions add to 15" variant in which the "sums" are complex symbols and the grid contains the symbol parts.
Lots of the usual to do in adventure mode, including finding tools and keys/medallions to fix/undo and unlock everything. Even here, though, there was some innovation. Often, there were extra steps required. Lastly, the botanist's kit. Once you capture the pollen, you play a quick matching pairs puzzle. Then, you must find a particular non-toxic flower and three ingredients for each antidote, and mix-and-match until you create the toxic flower. That gets you a spray that clears the toxic pollen.
SIGHTSEEING... The animation is stunning with both movement and texture incredibly lifelike. In the initial cinematic, you can actually see the pores on the first victim's skin. Still graphics are beautifully detailed and colored, but not garish, so that the tropical colors of the "flowers of death" stand out.
SOUNDBOARD... The music is done well, moody and ambient without being intrusive or annoying. Voiceovers were acted decently, but the vocabulary was a touch anachronistic. Ambient sounds were appropriate.
TOOLBOX... The user interface is a bit crowded, requiring careful aiming with the cursor. The map shows where actions are available and transports. On the right are the pollen collector and botanist's kit.
OH BOTHER! I didn't run into any technical difficulties, mistranslations, or gameplay errors.
OOH! PIECE OF CANDY... Bonus game, SG, collectible morphing flower cards that unlock a secret room, collectible wooden shoes, replayable puzzles, performance achievements, and the developer's portfolio of sights and sounds.
EPILOGUE... Overall, there is a modicum of originality in this game and quite a bit of variety. The storyline moves a bit slowly and is rather outrageous. I mean, if you're trying to get rid of witnesses to your financial crime, there are easier ways than poisoning them with anthropomorphic tropical flowers...just saying. However, this game does stand out amongst the formulaic, simplistic, and boring games we've seen of late which haven't been at all fun. It's not spectacular, and it is too easy, but it's a step in the right direction. I recommend giving it a try. Happy gaming!
Favorite Genre(s):Puzzle, Hidden Object, Time Management, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
2/ 5
Archaic gameplay. I hit two HO scenes in the first 5 minutes, both straight-up list with no interactions, and both junk piles. You can zoom in using your mouse's scroll, then click and drag the scene around to search for tiny things like thumbtacks and paperclips.
And there are collectible ghosts that, when clicked on, prompt a pop-up box containing a factoid about hauntings and such. Plus, there are often more than one object on the list present in the scene, so you don't know if you're clicking in the wrong place or on the wrong object.
No voiceovers, just dialogue boxes that reveal their contents one letter at a time while the speaking character stands there motionless. Ugh. You can click on the screen to move through them more quickly. Lots of misspellings.
Unless you like old-school games with a non-interactive HO scene every 10 seconds, don't bother.
I don't recommend this game.
+3points
4of5voted this as helpful.
Off the Record: The Final Interview Collector's Edition
A man is dying, and you’re the prime suspect!
Overall rating
1/ 5
60 of 66 found this review helpful
I'm pretty sure I've already played this game, Eipix.
PostedOctober 11, 2015
LunaNik
fromDear Eipix, Insanity is doing the same thing over and over again and expecting different results.
Favorite Genre(s):Puzzle, Hidden Object, Time Management, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
1/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
I lasted 30 minutes into the demo before my eyelids began drooping...and that was after three cups of quite strong coffee, mind you. If you have played an Eipix game in the past year, then you've already played this game. At this point, playing their games is like having hamburgers for every meal, but changing the condiments.
Let's just check off the elements of the Eipix formula: • Game begins with a vehicle crash? Check. • Sparse, confusing plot that unfolds at a snail's pace? Check. • Female protagonist? Check. • She's left alone to snoop into everyone's private things? Check. (e.g. the police chief's office) • Everything around her is either broken or missing parts? Check. • Locks all consist of shaped indentations and require matching emblems? Check. • She does everything the most difficult way possible? Check. (e.g. She must drain the fountain to acquire the item she could clearly just reach in and take.) • She's loathe to get her hands dirty or wet? Check. • She's too stupid to hang on to useful tools? Check. • Puzzles and mini-games would bore a ten-year-old? Check. (e.g. matching pairs, create symbols from available parts) • The map still requires two clicks to transport, even though everyone hates it this way? Check. • Nothing is really hidden in the HO scenes? Check.
Sure, the graphics are amazing. So are Pixar's...and they entertain me. This is supposed to be a game for adults with functional prefrontal cortices, but it has the challenge and excitement of tic-tac-toe. Really pretty tic-tac-toe...it's all style and absolutely no substance.