Mystery of Unicorn Castle: The Beastmaster Developed by Meridian 93 Collector's Edition Review based on demo
IN THE BEGINNING... A young girl named Sophie has been abducted by the Beastmaster, a monstrous humanoid creature, and taken to Unicorn Castle for presumably nefarious purposes. As Detective, you're summoned to rescue her.
On your way to the scene of the crime, a gigantic rat sideswipes you from your motorcycle, and you come to locked inside the graveyard near the Castle. The good news? You're near Sophie. The bad news? That huge rat has friends. Lots of them. And they're intelligent.
PLAY THE GAME... Adventure mode offers something new: at pivotal points in the game, you must choose to act for the greater good or for more selfish reasons. Your choices will have an effect on your karmic score. What eventual benefit or detriment this will have remains to be seen, but the immediate benefit of acting good is generally that you get help from whomever you assist.
Other than that, adventure mode is familiar. Gather items to be used, unlock lots of locked things using keys or medallions or objects of a certain shape. HO scenes are few and far between, and interactions are not always indicated. Puzzles are fairly simple.
SIGHTSEEING… Graphics, animation, and cinematics are all professional. Overall, the colors are quite dark and somewhat subdued, but texture, dimension, and light and shadow are utilized beautifully. I didn't have any difficulty seeing, and my eyesight is not terrific.
SOUND WAVES… The music is moody and totally fitting to the theme, and not repetitive or annoying. Voiceovers are extremely well done, as are environmental sounds. Game sounds remained in the background, barely audible.
TOOLBOX… The map indicates active areas and transports. Inventory is lockable. The interface is quite lovely in its minimalism, with icons being line-drawn in electric blue on a black background. There was certainly no difficulty mistakenly clicking on the map thinking it was part of the scene. You can also customize your gaming experience in some new ways, like turning off the narrative voiceover and achievement banners.
EXTRA, EXTRA… Extras include a bonus adventure "prequel," the SG (which is a study in minimalism), collectible jack-o-lanterns, achievements, and the usual developer's portfolio.
THE LAST WORD… Despite the seeming urgency of your mission—to rescue a small child from some eldritch horror—the storyline unfolded so slowly that the game was more relaxing than suspenseful, that in spite of the giant rats. However, gameplay was interesting, especially the option to choose your karmic fate.
Personally, for a CE to draw me in, the storyline must be utterly intriguing, the collectibles integral to the game in some way, the music so spectacular that I want to download it, and me to have a sense that there will be replay value. This game didn't make the mark and, for that reason, I recommend waiting for the SE.
Riddles of Fate: Into Oblivion Developed by Elephant Games Collector's Edition Review based on demo
IN THE BEGINNING... The kingdom of Riddlestone has been infested by the Seven Deadly Sins. Even the royal family's hearts have turned to darkness. The Queen has asked you to help, and to find the Princess Anna.
PLAY THE GAME... HOs are of the list type with minimal interaction. Puzzles are neither unique nor difficult. Adventure mode is intuitive and, frankly, for beginners to the genre.
SIGHTSEEING… In-game graphics are Elephant's usual lush, richly colored and textured, dimensional eye candy. Cut-scenes are presented in cartoon form with a sort of stop motion animation style that is somewhat jarring when compared to the beauty of the game graphics.
SOUND WAVES… Voiceovers are extremely professional, as are game and environmental sounds. The music was so unobtrusive that I cannot comment on it.
TOOLBOX… There's no map or journal, at least there wasn't during the demo. Inventory is lockable.
EXTRA, EXTRA… Extras include bonus gameplay (advertised as "gripping," which the demo was not), collectible ghosts which form several stage settings, collectible crowns, the SG, achievements, and the usual developer's portfolio.
THE LAST WORD… The basic plot seemed like a great idea for a game, but the story didn't develop well enough to engage. Much of the gameplay seemed recycled; there was nothing groundbreaking. Generally speaking, I need a well-developed storyline that unfolds well, engaging gameplay, and decent music to become immersed. I'm afraid that this game had none of the three.
Favorite Genre(s):Word, Adventure, Hidden Object, Large File, Card & Board, Strategy, Time Management
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
4/ 5
Storyline
5/ 5
Mystery Trackers: Raincliff's Phantoms Developed by Elephant Games Collector's Edition Review based on demo
IN THE BEGINNING... The storyline unfolds mysteriously in bits of tempting information here and there. Naturally, you're the brilliant and unstoppable Mystery Trackers detective, and you've been dispatched back to Raincliff to investigate the disappearance of Emilie White, a reporter trying to get her career-making story.
Ms. White thinks she's been sent off to cover another fluffy, human interest story. What she finds in Raincliff—and what is revealed to you through her notes and videos—is an enigma. And a frightening one at that. How do you fight an enemy you can't see?
PLAY THE GAME... At least in the demo, there was a distinct lack of "find the weirdly shaped item to open the lock" that has been characteristic of Elephant's games of late. Many items required interaction in the inventory before they could be used, a feature I enjoyed. Adventure mode was unusually complex in that there were many different things to accomplish and nooks and crannies to remember.
The HO scenes were all of the list type with a few items being interactive. I do wish they had been more complex. I found the puzzles in the demo fairly easy, but visually stunning.
SIGHTSEEING… As you would expect from Elephant, graphics were lushly colored, dimensional, and beautiful. Outside, blues and purples dominated the icy landscape. Thankfully, the rooms indoors were warm and welcoming in contrast. Close-up animation was stunning, as were the cinematics and cutscenes.
SOUND WAVES… Although I had the music volume maximized, it remained unobtrusive. Environmental sounds dominated and, in the wintry atmosphere of Raincliff, added to immersion immensely. Voiceovers were professional, as is usual for Elephant. Game sounds varied, which I found refreshing. It does get annoying listening to the same chiming sound with every item you find or unsuccessful action!
TOOLBOX… You have an interactive map which indicates where actions are available and transports. In lieu of a written journal, there's a video camera which unfolds Emilie's experiences in Raincliff. Inventory is lockable. And you have your stalwart canine companion, Elf, to help you reach things in tight places.
EXTRA, EXTRA… Collect Mr. Toad figurines that are cleverly and "punderfully" named. The touch of humor is welcome, as this is a quite suspenseful game.
The morphing objects are actually relevant to the game, as they are items that keep you warm in "frost mode," which you can choose to deactivate. Watch the thermometer to the left. When it drops, look for a morphing object that'll warm you up. A nice touch.
Naturally, there's a bonus adventure, the SG, performance-based achievements, and the usual developer's portfolio of sights and sounds. There's also a secret room.
THE LAST WORD… Adventure mode stands out in this game, with the HO scenes and the puzzles being fairly standard and predictable (at least in the demo). Required actions are intuitive, but not obvious. This is clearly a story-driven game.
The storyline is intriguing precisely because of the way in which it is presented. You are not led by the hand in solving this mystery; it's more like such a mystery would present in real life, with seemingly unrelated snippets of information that require intelligence, intuition, and resourcefulness to resolve into a coherent picture. And I, for one, became curiouser and curiouser as I delved deeper and was taken by surprise when the demo ended.
Now, if you'll excuse me, I have a mystery to solve.
Fatal Passion: Art Prison Developed by Orneon Collector's Edition Review based on demo
IN THE BEGINNING... Eccentric artist Edmund has his sights set on Adele, your niece, but she's marrying another. You travel via balloon to attend their wedding but discover a town in ruins, its citizens missing or in hiding. Edmund, it seems, has a magic palette which brings his paintings to life.
Unfortunately for Edmund, he's left said palette behind at his last painting…and it works for you as well, as long as you can find the ingredients for paint. Now it's up to you to put a stop to Edmund's heartbroken revenge scheme and rescue your niece before the wedding is ruined.
PLAY THE GAME... Three types of HO scenes are offered: silhouette, multiples of the same item, and "put objects back where they belong." Puzzles are mostly familiar with a few originals, but presented in a graphically beautiful way. They range in difficulty from easy to medium. Adventure mode is a bit tricky because it's easy to miss items you need, and there are spots where the course of action is not intuitive.
SIGHTSEEING… The graphics are lushly colored and textured, with close-ups being much more detailed than background scenes. The in-game action animation is lovely…smooth and realistic. Cutscene animation is cinematic, with the exception of the characters, who don't lip synch and are rather wooden.
SOUND WAVES… I believe this is the quietest game I've ever played. In many scenes, the silence was deafening, making the "you've found an object" game sound rather irritating. The music was orchestral but unmemorable. Voiceovers were well done.
TOOLBOX… I didn't use the map during the demo, but I understand it is interactive. You have a journal to record clues. And your magic palette, which becomes the cursor when you can use it.
EXTRA, EXTRA… Extras include bonus adventure, strategy guide, performance achievements, 30 collectible birds (and I have no idea how they relate to the game), and the usual developer's portfolio.
THE LAST WORD… Honestly, after Orneon's excellent "Secrets of the Dark" series, I'm rather disappointed. They can do much better than this. I wasn't really drawn in by the storyline in spite of the unique premise. The magic palette, I feel, should have played a larger role in gameplay.
I may pick up the SE, as I have a bunch of PCC, but I don't recommend the CE for several reasons. The collectibles seemed unrelated to the game and more of an afterthought. The music was forgettable. I don't really care about achievements like, "You've completed one Hidden Object scene without using hints!" So all that remains is the bonus adventure. That's not enough to justify paying double the price.
Mystery of the Ancients: Three Guardians Developed by MariaGlorum Collector's Edition Review based on demo
IN THE BEGINNING... A frantic call from your niece Elena has you traveling to the town of Green Hill to uncover the enigma behind a string of disappearances, including Elena's boyfriend Stephen. Each disappearance is heralded by a raucous murder of crows with glowing red eyes.
The crows seem to be controlled by a figure in a feathered cloak who wields a magic staff capable of amazing things. And just when you think you've met your match, you learn that he's just a minion! Fortunately, you've found an amulet that protects you from his magic.
Hopefully, once you restore the amulet, you can vanquish him and his hidden mistress. And find those who have gone missing before Green Hill becomes a ghost town.
PLAY THE GAME... While there's nothing truly groundbreaking in the gameplay, Three Guardians does still rise above because gameplay is intuitive. There's no ridiculous use of objects here. HO scenes are of two types: interactive list and sequential action silhouette. Puzzles are mostly retreads, but graphically beautiful. Overall, it's a fairly easy game.
SIGHTSEEING… Here's where Three Guardians really shines. The graphics are superb with much attention to detail through texture, dimension through light and shadow, and mood through color and tone. The in-game object animation is incredibly lifelike, and the cutscenes are cinematic in direction and production.
SOUND WAVES… Loved the music…ambient and moody, never intrusive, totally download-worthy. Voiceovers were extremely professional, as were environmental effects. Game sounds were nicely unobtrusive.
TOOLBOX… I used neither map nor journal during the demo, so I won't comment there. Inventory is lockable. And you have the amulet—the pieces to which you gradually find—which keeps the cloaked figure's magic at bay.
EXTRA, EXTRA… Extras include a bonus adventure, the SG, performance achievements, several different collectibles, and the developer's portfolio.
THE LAST WORD… While this is not at all a challenging game, it is a glorious sensory experience and fun to play. The storyline, thus far, is suspenseful and draws you in. For these reasons, I do recommend it.
Amaranthine Voyage: The Living Mountain Developed by Eipix Collector's Edition Review based on demo
IN THE BEGINNING... Having been to the Tree of Live, you are now faced with the intolerable situation of having no one believe you. Your colleagues scoff at you and your students make fun of you. Then the father of a former student visits you, and you have the chance to redeem your reputation.
It seems his son Jonathan has discovered a portal and gone through it. He asks you to travel to the small town of Three Stones and follow Jonathan through the portal. When you do, you discover a world of unparalleled beauty…hiding intrigue of unparalleled evil. You'll need all your intelligence and resourcefulness to save both this world and yours.
PLAY THE GAME... Two types of HO scenes are offered: interactive list and silhouette. In both types, the item you eventually acquire is found at the end, by you solving a verbal riddle. The interactions range from simply moving something aside to actually assembling the item in question. The silhouette HOs break the mold by panning across to new areas every few items.
Of course, there's lots to find and use in adventure mode, and there are puzzles and mini-games. Of the latter, the ones I encountered during the demo were original.
SIGHTSEEING… Eipix has outdone itself with imaginative backgrounds that are pure eye candy. This is the first time I've actually been interested in a game's concept art. The design, colors, textures, perspectives, dimension, and use of light and shadow are all spectacular.
Character animation is extremely well done, including the lip synching. I did find the cutscenes to be somewhat pixellated, both in regular and high def modes, but I'm unsure whether to attribute this to the game or to my graphics card, so you'll have to judge this for yourself based on your own computer.
SOUND WAVES… The music…being a musician, I'm extremely choosy about game music. This game offers some of the best game music I've heard in a long time. It's richly layered, ambient, and varied…never monotonous or repetitive. Game and environmental sounds are appropriate, and voiceovers are totally professional.
TOOLBOX… Each time you travel to a new area, you acquire a new map. The areas in the demo were self-contained, and you didn't move on until you were finished, so I assume we won't be wearing out the soles of our shoes. There is a journal as well. Inventory is lockable. You have your trusty bow and arrow for faraway things, and an adorable pup for tight spaces.
EXTRA, EXTRA… Extras include a bonus adventure, achievements, collectibles (dog treats and fairies), the SG, and the usual "by-products of game development" portfolio.
THE LAST WORD… I'm in love with this game because of the overall immersive experience. Everything comes together beautifully: storyline, graphics, music, and gameplay. Strange, because I recall not liking the first game in this series. Perhaps I'll revisit it, because I most certainly recommend this installment. Bravo, Eipix! And thank you, BFG! More like this one, please!
Mystery Tales: The Lost Hope Developed by DominiGames Collector's Edition Review based on demo
IN THE BEGINNING... In Reghin, the town where you grew up, your sister Margaret suffered an untimely and mysterious death. Now, years later, her husband Emmett has contacted you, requested you return to Reghin…and intimating that Margaret is still alive!
When you arrive, you learn that Emmett has been accused of the murders of five prominent citizens, and that he is an alchemist. Even more strangely, the citizens of Reghin appear to have gone missing, with the exception of Annie, Emmett's younger sister.
If you find all this confusing, you're not alone. And the storyline fails to develop or clear up further during the demo, leaving the player at a loss as to why to continue playing.
PLAY THE GAME... Linear adventure that is utterly non-intuitive. For example, you acquire a razor, but may not use it to slice the lining of a purse, only to cut the straps of a valise. Several similar situations occur during the demo, situations where you could use an item in two different places. Also during the demo, I acquired and used (and discarded) several different iterations of chisels, tongs, and knives. Unimaginative.
HOs include interactive list and put items back. Unfortunately, the English translation includes so many errors that gameplay is difficult. A wrench is called a screwdriver, for example. Puzzles were ridiculously easy.
SIGHTSEEING… The graphics were artistic and colorful, probably the best part of the game. There was great attention to detail and perspective, as well as dimension, in the items and backgrounds. Characters were more cartoonish. Both in-game and cutscene animation were well done.
SOUND WAVES… The music did not stand out to me, nor did the environmental or game sounds. Voiceovers were quite well done, including Annie (Emmett's young sister).
TOOLBOX… I used neither map nor journal during the demo, but found the hint button non-functional in both HO scene and adventure mode. Inventory was lockable. Black bar tips were badly translated. You acquire an alchemical flask at one point with which you can transmute objects.
EXTRA, EXTRA… Extras include the bonus adventure which details the story of the original tragedy of Margaret's death, SG that does not follow your progress, achievements, several different collectibles (mythical animals, crystals, and coins), replayable HO scenes and puzzles, and the usual by-products of game development like concept art and wallpaper.
THE LAST WORD… This game felt put together in pieces so that it didn't flow. Gameplay was awkward and frustrating because of the doubled situations where the same item could be used, the poor translations, and the general lack of sense to required actions. The storyline developed far too slowly so that it did not hold the player's attention. For these reasons, I don't recommend this game.
Witches' Legacy: Hunter and the Hunted Developed by Elefun Games Collector's Edition Review based on demo
IN THE BEGINNING... Your adopted daughter Lynn has finally put her demons to rest. Having avenged her parents' murder with the transformation of Elizabeth into a doll, and having escaped Queen Morgana, Lynn has become a respected member of the community, using her magic to heal and comfort. And she's found her first love.
But your premonitions that this peace is an uneasy one won't go away. Your worries are borne out when Lynn is kidnapped by a centuries-old Order of Witch Hunters who believe that all magic users must be destroyed, even if they use their powers for good. Now it's up to you to rescue her.
PLAY THE GAME... Team up with Lynn's imp—who will help you reach things you can't—and the doll Elizabeth—whom you have no choice but to trust. Not groundbreaking in gameplay, this third episode of Witches' Legacy follows the standard iHOPA pattern. The HO scenes are about half interactive items, ranging from simply revealing the object to multi-step interactions. The puzzles and mini-games are mostly familiar and range from fairly simple to requiring some strategy.
SIGHTSEEING… The graphics are beautifully colorful without being garish. Background scenes are artistic and imaginative, while objects are well-rendered and recognizable. Animation is extremely well done, especially the ugly-cute imp's antics.
SOUND WAVES… I did like the music, and noticed it changing frequently in keeping with the mood of each scene. Game and ambient sounds were appropriate. Voiceovers were professional.
TOOLBOX… The map transports and shows available actions, and there is a journal. Inventory is lockable, thankfully, as you're in and out of it often. I used neither hints nor the SG, so I won't speak to either.
EXTRA, EXTRA… The CE offers a bonus adventure, collectible jigsaw puzzle pieces, morphing objects, achievements, and the usual "by-products of game development" stuff like concept art. Definitely worthy of CE status.
THE LAST WORD… This falls a mere half star from being a five-star game for me, and it's really nitpicking on my part. There were spelling errors everywhere. Frankly, in this day and age, there's no excuse. And there were several misnamed items in the HO scenes, which can be frustrating. That having been said, I do still recommend the CE, and will be purchasing it.
Haunted Train: Spirits of Charon Developed by Deep Shadows Collector's Edition Review based on demo (casual mode)
IN THE BEGINNING... You play as Daniel. Your new bride Olivia was cruelly murdered on your wedding day by Count Orlok. You were knocked unconscious and awoke with a train ticket in hand…a ticket entitling you to ride the Hades-bound train belonging to Charon, the infernal ferryman.
Charon makes you a deal: lure Count Orlok and his nefarious crew of evildoers onto the train so they can be transported to the afterlife where they belong, and he will return Olivia to you. You will also free the souls of several others who have been trapped on the train, those who were victims of Orlok and his minions.
PLAY THE GAME... Standard adventure interspersed with interactive HO scenes, puzzles, and mini-games. The HO interactions range from simple (open or move something to reveal the object) to multi-step. The puzzles and mini-games are about 75-25% unique to familiar, and present a nice range of difficulty.
SIGHTSEEING… The graphics are much clearer than they appear in the screenshots, with objects being clearly recognizable and backgrounds artistically rendered using lush colors and lots of dimension. The animation is smooth and well-done with objects represented more realistically than characters (as is the norm).
SOUND WAVES… The music is extremely well done, managing to remain ambient yet accent drama in the game. Game sounds are quite dramatic. There's an epic flourish every time you find an item. Ambient sounds are appropriate. Voiceovers are extremely well done, although some of the accents are questionable. The conductor sounds rather like Inspector Clouseau, and Charon's voice reminded me of a bad Irish brogue.
TOOLBOX… I didn't use the map, but I understand it is a jump map. Your journal is in the form of postcards and, when it stores clues, it jumps to the correct page when you reach the puzzle where you need the clue…quite nice. Inventory is lockable. Black bar hints are annoyingly direct, pretty much telling you exactly what you need to do. I don't recommend playing in casual mode, even if you are a rank beginner. Lastly, you have a magical monocle with which you can detect supernatural activity and items. (It glows when you may use it.)
EXTRA, EXTRA… And now we come to the conundrum. There's nothing to justify this game as a CE: no achievements, collectibles, morphing objects, etc. You get a bonus adventure, the SG, and the usual offerings (which are not "special" in any way, being as the developer has them on hand as a by-product of developing the game).
THE LAST WORD… Unique storyline. Interactive HO scenes. Mostly unique puzzles and mini-games. Captivating gameplay. Likable characters. Beautiful graphics and animation. Excellent music and voiceovers. However, I can't recommend this game, because it is not worthy of CE status, in my opinion. I most definitely will recommend the SE when it comes out.
Mythic Wonders: The Philosopher's Stone Developed by O2D Collector's Edition Review based on demo
IN THE BEGINNING... You awaken from a nightmare that your Uncle Alfred is in terrible danger, and you suspect he has activated the portal you built together. When you arrive at his house, he is nowhere to be found, but all the signs are there that he has indeed traveled through the portal. Now you must follow him, gathering elements to power a magical artifact to aid you, and rescue him from an eldritch creature.
PLAY THE GAME... In adventure mode, there are many items to collect and use, including all the pieces of the portal combination for each world you visit. The HOs are of three types: list, picture, and multiples of one object. All types are interactive, and quite a few of the objects are masterfully camouflaged. Puzzles include both the familiar and the unique at about medium difficulty.
SIGHTSEEING… The graphics are lush and saturated with color, but not garish. They are realistic, but artistic, and quite befitting the ethereal mood of the game. In-game animation is smooth and lifelike, while character animation is a bit more cartoonish. Cutscenes are dramatic.
SOUND WAVES… Although I had the music volume all the way up, I didn't really get an impression of it, so I would have to say that it's unobtrusive. Game and ambient sounds were appropriate. I did find the heroine's voice a touch naive considering that she was educated enough to collaborate with her uncle in building the portal.
TOOLBOX… I didn't use the interactive jump map, as it's inside the journal. The journal also tracks the story and lists objectives. Inventory locks open. I didn't use hints or the SG, so that speaks to the difficulty level of the game. It is both linear and logical.
EXTRA, EXTRA… In the bonus adventure, you discover the origins of the eldritch creature who keeps threatening you. You get to chalk up the usual achievements and find twenty morphing objects, which are much more difficult than usual. They morph very slowly and are not in every scene. And, of course, there are the usual offerings.
THE LAST WORD… While this is a definite buy for me, it's not five-star material, in my opinion. I found it rather easy, for one, even though it was thoroughly enjoyable. The out-of-character voiceover was annoying. And putting the map inside the journal makes it too difficult to access. However, I do like the storyline and the beautifully surreal worlds, and I look forward to more from this dev.