I really, really wanted to like this game. The storyline sounded so intriguing and fresh that I couldn't wait to follow it. Unfortunately, it got so bogged down in details that the concept got lost.
I was expecting panoramic views of villages in the clouds, resting on a colossus, but all I got was caves and more caves, all filled with esoteric, needlessly complicated devices and caches. Steampunk should provide for elegant mechanical solutions, not an endless series of shaped keys.
HOs were unimaginative, including straight list, minimally interactive list, silhouettes, and silhouetted find and replace, generally including items one wouldn't find in those particular locations, items that were out of place.
Mini-games were mostly "match the symbols," which not only present no challenge at all, but also are extremely boring. Others included copying the clue, arranging the gears, and a 6-piece swap pieces jigsaw. Neither innovative nor interesting.
Collectibles were blatantly obvious airships that appeared and disappeared, so no skill was required to find them. I didn't bother looking at the other extras, because I already knew this wasn't going to be a purchase for me.
Your mileage may vary, so I suggest you try the demo for yourself. I guess I'll go back to hoping that some dev sees the value in developing games with original, fascinating storylines and challenging gameplay that requires neurons.
Excellent storyline, even though it's not original to Madhead. The idea that an author creates a universe and affects its characters by his writing was, to my knowledge, first proposed by science fiction master Robert Heinlein in his novel "The Number of the Beast." As far as I played, the storyline engaged me.
Unfortunately, the overly simplistic gameplay, frequent conversational and cutscene interruptions, and prevalence of intrusions like banners and other animations annoyed me to the point that I couldn't continue.
I don't need a banner to tell me what I just did, whether I've collected an item for my inventory, learned a new spell, or accessed a new area. You're stating the obvious, which is a waste of my time and a blatant filler. Not to mention it destroys my immersion by reminding me that it's just a game.
The constant hand-holding is also irritating. When you won't leave me alone to explore the world you've created, but repeatedly insist I interact with things in a particular order, it's clear that the game is utterly linear, which is poor game design. Let me decide what to do and when to do it.
Exploration involved the usual laundry list: animal to bribe, dust to clear, missing parts to find, broken things to fix...all contrived. HO scenes were pro forma and quickly completed. Mini-games, for the most part, were variations on the jigsaw puzzle.
I ran into multiple logical lacunae. There was an item on the roof of a gazebo, so I logically tried to use my levitation spell. Nope. I had to find an umbrella, which would never work IRL, not being long enough. My own strength failed to provide sufficient torque to open a lantern; I had to attach a statue to it, which I had no difficulty lifting and carrying. Makes no sense.
My recommendation is that you try the demo for yourself rather than relying on reviews. Other than the storyline, I found this to be a typical cookie cutter game, to my great disappointment.
The reason the original Phantasmat still has such a huge phanbase is that it was a ghost story in which we were unable to tell what was real and who was alive. That constant uncertainty, coupled with the characters' odd behavior and the flashes of backstory, told a phantastic tale that was relatable largely because the characters' were human.
The word "phantasm" doesn't mean "eldritch tree creature that narcissistically possesses others for its own purpose." It means "specter" or "apparition." That is to say, it means "ghost." Gameplay in the original Phantasmat revolved around not merely escaping, but also finishing the unfinished business of the ghosts so they could move on. There are limitless themes in which this concept might be played out. Such as...
• Your sailboat blows off course into the Bermuda Triangle, where you're rescued by a phantabulous ghost ship. • Hiking in the forest, you become lost and stumble upon a phancy resort that burned to the ground decades ago. • Working late in a still developing building, the security system locks you in. While trying to escape, you come across several others who also seem to be locked in. Except they're actually the ghosts of murder victims, killed by the phanatic who owns the building.
See what I mean? Ghost stories. Phantasmal ghost stories. This isn't one. You spend your time chasing after your sister and being chased by the shadowy tree creature. The characters you encounter aren't ghosts; they're possessed by the tree thing. It's silly. Frankly, the overused supernatural creature is a phantasy of which I'm thoroughly sick and tired.
None of the sequels has captured the shuddering horror of the original Phantasmat. Mournful Loch is probably the best of the bunch, but even in that one, the uncertainty about reality was missing.
Gameplay wasn't very challenging, except for the puzzles with poorly written instructions. And there was far too much "just click through the story" gameplay, of which I'm not a phangirl. Even the newphangled production didn't help. In short, Eipix can do much better. Either they should conform to the original ideas behind the series they take over, or stop taking over other devs' series.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
4/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
3/ 5
Storyline
5/ 5
WHAT I LOVED... The storyline is fantastic and original, and it engaged me from the moment I clicked "play" and watched the house rearrange itself. While you are attempting to rescue friends, the intrigue presented by the house and its rooms is irresistible. And the plot progresses perfectly; it keeps drawing you forward, yet doesn't give away anything prematurely. Really well done, at least through the demo.
The graphics and animation are unparalleled. The style is realistic, and the palette is beautifully natural. At least there's one dev who hasn't rushed to follow the horrible fad of the glow-in-the-dark palette. The animation is smooth and lifelike, with reflections and shadows moving appropriately. Just excellent all around.
The collectible keys are extremely difficult to spot, which is a characteristic I prefer in a collectible. If they're obvious, there's not much fun in finding them.
WHAT I LIKED... The puzzles and mini-games showed a lot of thought. Even when a puzzle was familiar, it was presented in a different way and actually offered a challenge. My fave in the demo was a four-part door lock in which you had to move all tokens to their goals in the correct order (because some were blocking others). Puzzles that require strategy are the best.
The HO scenes were not only presented creatively, but also actually hid the objects for the most part. My faves in the demo were a sequential silhouette—which most mimics looking for something IRL—and a bulletin board with a list in which you had to find the two images that, when combined, created the word on the list.
WHAT I DISLIKED... The tasks required during adventure mode included nearly every modern HOPA trope in existence: the mailbox that won't open without its flag, the thing blatantly buried under a visible pile of dirt, the key fallen into a crack in the floor, the cut and sewn cushion, the animal demanding food, and so on. There's nothing to figure out when you see these too familiar contrivances; you already know what to do, because you've done it a zillion times.
I wasn't thrilled with the doll-sized robot helper. Helpers always come across as pure filler, especially when every time you use helpers, a cutscene ensues. At least I didn't have to name him and, hopefully, I won't have to dress him or decorate his room. Which brings me to...
WHAT I HATED... Locked extras. Please take a moment and consider whether any other industry demands that you buy its product sight unseen. DVDs? Nope. Their extras are listed right on the cover. Cars? Nope. Their extras are listed right on the sales ticket. But HOPA devs will hide the extras their CEs offer, yet expect you to shell out double the price when you don't even know what you're getting.
CONCLUSION... Overall, this is an excellent game, especially when compared to the usual clones churned out one after the other. While adventure mode was predictable, the storyline was not. And the puzzles and HOs showed a great deal of improvement. Lastly, the production was top notch. Personally, and solely on principle, I'm going to wait for the SE.
One of the reasons that Pixar makes such great movies is that they research their subject matter down to the smallest details. Domini could learn quite a bit from Pixar's methods, given their unrecognizably twisted version of Hugo's novel and their inclusion of numerous anachronisms.
Domini has managed to twist Hugo's storyline into a silly plot that's hardly recognizable. Quasimodo wasn't an evil villain; he was a pitiable, tormented anti-hero suffering from unrequited love. He didn't kidnap Esmerelda; he offered her sanctuary in the cathedral after Frollo tried to frame her for his own attempted murder of Phoebus. This game is a travesty, utterly destroying Hugo's storyline for no logical reason.
Speaking of logic, the novel is set in Paris in 1482. The musket and tourniquet hadn't been invented yet. Neither had intricate laser-cutting of metal or the toy rocking horse. It's not difficult to avoid anachronisms, but Domini apparently didn't bother.
Gameplay consists of running around solving everyone else's problems, interspersed with simple puzzles and HOs that take seconds to complete.
While the drawing and rendering are quite beautiful, both are ruined by an overly dark and purple palette. I guess Domini got sick of turquoise, lime green, and hot pink. The VOs are oddly done in a standard American accent, and the music is repetitive.
For these reasons, I can't recommend this game. Suggest you try the demo for yourself, but I won't be purchasing it.
I'm not a fan of games that do this in every scene:
1. Enter the scene.
2. Try to decipher the blurry, pixellated cutscene that ensues.
3. See the back of the villain as he escapes into the next scene. (Occasionally, he'll stop and monologue at you first. They just can't resist telling you their evil plans, boasting, and justifying their narcissistic goals.)
4. Instead of following, stay where you are and fix everything that's broken, find and use shaped keys and tools, solve simple puzzles and HOs, and help the villain's victims. Only then can you follow.
This method of gameplay always seems horribly contrived to me, and it leaves absolutely nothing for the player to figure out. Just follow, watch, clean up, and follow again.
Even in hard mode, the puzzles were easy to solve. And the HO scenes took seconds to complete. I prefer being challenged. There's no enjoyment in pro forma gameplay, no dopamine rush after having solved a particularly difficult puzzle.
If you've seen the movies "The Cell" and "Dreamscape," then the plot will seem somewhat familiar. We play as a psychiatrist with the ability to enter the dreams of her patients. While this is a fantastic foundation for a really cool game, it didn't live up to its promise. I spent most of my time in the real world, and the dream world wasn't as surreal as I'd expected.
Top marks for the depiction of the villain in this game. The dev didn't cheap out by using a generic robed and hooded figure or a bunch of black smoke. Instead, a truly horrifying nightmare lurks in both the real world and the dream world, popping out at unexpected moments. While it never causes any unrecoverable harm, its repeated appearance is enough to put you on the edge of your seat.
Overall, the production was done well. The graphics are crisp, and the palette varies from "normal" in the real world to sharp and clashing in the dream world. Voiceovers were extremely well done, except that the lack of contractions was a bit jarring. Generally, we expect people to say "I'm going," not "I am going" or "I will go." Lastly, the lists in the HO scenes will challenge your vocabulary, which I actually enjoyed. I'd never heard the terms "demijohn" or "aspergillum" before.
Unfortunately, the whole thing fell apart with the gameplay, which wasn't remotely intuitive. Inventory items were used in ways that no rational person would consider, and this didn't make the game more challenging, but just frustrating. Also, there was quite a lot of running back and forth, which isn't my favorite game activity.
The HO scenes are fairly standard; there were interactive lists and silhouettes. Some effort was made to actually hide the objects, which was refreshing. Mini-games were familiar, but presented well contextually.
Definitely try the demo for yourself. Personally, I'd recommend this as a DD or with a PCC, because the story was engaging and I'm curious about what or who the villain is and what its game is. Cheers!
The Andersen Accounts series presents a modernized reboot of a familiar fairy tale with a superhero vibe. In the first episode, a retelling of Red Riding Hood, it was discovered that a tattoo artist, Cecil Hogg, had invented ink that gave powers to the people he tattooed. Our hero, Chris Andersen, was forcibly tattooed and gained the power to distinguish the Marked from the Unmarked. And had to find his girlfriend, Rachel (a.k.a. Red).
This second episode, which begins on the heels of the first one, retells Pinocchio. Andersen's work got Hogg convicted, but now a shadow organization is working to avenge Hogg's conviction...and they're targeting Andersen.
I found this episode to be another step forward for Eipix. The HO scenes were cleverly blended into the scene quite naturally, instead of there being a bunch of random piles of garbage for no reason. None was overly difficult, but all presented more of a challenge than usual.
The mini-games were familiar, but Eipix gussied them up to be more challenging. The ones I enjoyed: • A version of "get to the goal while using each path only once" in which a grid was superimposed over a puppet with multiple hands, each holding up a certain number of fingers. Trace a route, touching on each hand the appropriate number of time, while not doubling back on your path. • A version of a slider jigsaw in which there were four L-shaped image fragments and four tokens. Slide the fragments and token to reassemble the image. A token may not share space with an image, that is to say, the token cannot be inside the L.
The adventure portion didn't include as much running back and forth as these games generally require. Each section took place in only a few different scenes and, once that section was finished, you didn't need to return to it. And the obstacles seemed less contrived and more like tasks you might actually do in the context of the plot.
Extras include Eipix's usual comprehensive collection: bonus chapter, replayable HOs and mini-games, collectible (large and obvious) spraypaint cans, morphs in the HOs, a souvenir room, the SG, performance achievements, and the portfolio of wallpapers, concept art, cutscene videos, and soundtracks.
Personally, I'm going to revisit this one when the SE is released. I find I get a better idea of the actual gameplay without the distraction of collectibles during gameplay. So at this point, I recommend you try the demo, given the disparity in reviews. Cheers!
Storyline - Yet another "take over the world" scheme with a victim or two who must be saved. The idea was decent, but the execution was rather sloppy.
Adventure - Back and forth, back and forth. Zillions of shaped keys, generally in groups. I ended up with so many of them, I couldn't remember where they belonged. Also, there was a LOT of "just click through the story" interactions that didn't require a single neuron.
HO Scenes - Generally decent with a lot of variety. Most were too simple, but a few will make you think.
Mini-Games - OMG, boring and juvenile. Jigsaws easy enough for a toddler. Matching pairs over and over again. Simon Says. None of this nonsense is gameplay for adults, not even casually. I wouldn't bother with these "puzzles" in real life; rendering them in state-of-the-art graphics does NOT improve them.
Graphics - Really well done, especially the characters. The palette is beautifully realistic, but still colorful. Textures are realistic and items are perfectly recognizable.
Sound - I turned the music down, as I didn't care for it. The voiceovers were dreadful; amateur acting at its worst.
Extras - I don't bother with them anymore. If I'm paying double the price, I want double the gameplay, not a bunch of useless collectibles and sad "participation award" achievements. I mean, the wallpapers and such are just by-products of making the game, not extra work for the dev.
Recommendation - It's not my cup of tea; I prefer games with an intellectual challenge. However, if you like easy peasy games in which you always know what to do, I recommend you try the demo.
I played 20 minutes. Well, to be honest, the game was running for 20 minutes, but I did take a few short naps. Every time I woke up, I thought, "I'm sure I've played this one before."
In the first 3 scenes, there were: • 21 keys: 3 regular and 18 shaped. • 1 full-size HO, but 4 zoom box HOs (interactive list, storybook, FROG, multiples). • 2 matching pairs • 2 jigsaw puzzles, both childish. • 2 "moving one thing affects other things." Ugh. • Copy the combination that's right in front of you. • Rotate tiles to create 2 different paths.
This series used to be good, back when dinosaurs roamed the earth. My personal favorite is Clock of Fate, because the gameplay was unique. This episode is an example of why a series should end once it jumps the shark.
"New" isn't working for you, devs...try "improved" instead.