You've returned from school to visit your father at his famous Jazz Pepper Club during Mardi Gras, but everyone is hypnotized. Have they heard the wrong note?
Just as I was complaining that a sameness had crept into each and every game out there, finally one that has rewritten the program. Great new Hidden object puzzles, (which I was never a great fan of) and new ways of using standard puzzle formulas. The ONLY criticism is that the puzzles are WAY TOO EASY. Stick with the style, but increase the complexity. And please, let me understand why I am hunting the objects I am collecting - I had built a raft and was on it before I realised that this was to collect an object hanging off a rope ladder - helllooooo - let's see the object, then build the raft. Makes me feel like a robot if I do not see sense in why I am doing what I do. But overall, am still enjoying the gameplay.
Lazy reuse of puzzle format really let this game down. And they were way too easy. The thing is that I want to be challenged, and this game, although beautiful and visual exciting - love Elephant Games - was sort of a rehash of so many other types of puzzle formats. the good thing was that it was long with many rooms to explore, so even though you moved quickly through the game, it still took a while. Unfortunately the games are beginning to become repetitive and too easy. this is a criticism of almost all games these days. Perhaps I have had enough and need another venue for adventure? Mystery Trackers Madame Fate is the quintessential peak of adventure, complexity and difficulty and to all other game developers, please take note, you are not doing yourself any justice by making things too easy - I want to think, strategise, explore, fiddle, unravel the mysteries, not have it all provided to me on a platter. AND when is someone going to rethink the objects board idea - give me a backpack to carry things in so I feel like I an on a real adventure - and need to dig into my backpack to acquire the necessary tools. So I cannot carry a pike, a fiery torch and a shield all at the same time -think, what has to be left so I can move forward? Remember that game eons ago called GreenMoon -not the greatest of games, but the notion was that as an explorer you could only carry so much before you had to put something down before picking another up. the Challenge was that you sometimes had to leave stuff on another planet, and try to remember that when you needed it again. Brought another complexity to the game and a touch of reality. So, summing up, increase the random complexity of games, use Madame Fate as an example and those tantalising doors to unravel as an example (have played each one 4 times and still get stuck), think like a real person, and provide only enough that one person can carry, AND please ditch those annoying morphing objects or cute animals - leave them for the easy games that younger and beginners can enjoy. I want to get straight into the thinking, sorting, strategising
I have loved the entire series of Final Cut. The notion of turning on a projector and stepping into another world is fabulous. The characters are animated and talk to screen, and there is a level of sophistication to the story and adventure. Unfortunately the games are beginning to become repetitive and too easy. this is a criticism of almost all games these days. Perhaps I have had enough and need another venue for adventure? Mystery Trackers Madame Fate is the quintessential peak of adventure, complexity and difficulty and to all other game developers, please take note, you are not doing yourself any justice by making things too easy - I want to think, strategise, explore, fiddle, unravel the mysteries, not have it all provided to me on a platter. AND when is someone going to rethink the objects board idea - give me a backpack to carry things in so I feel like I an on a real adventure - and need to dig into my backpack to acquire the necessary tools. So I cannot carry a pike, a fiery torch and a shield all at the same time -think, what has to be left so I can move forward? Remember that game eons ago called GreenMoon -not the greatest of games, but the notion was that as an explorer you could only carry so much before you had to put something down before picking another up. the Challenge was that you sometimes had to leave stuff on another planet, and try to remember that when you needed it again. Brought another complexity to the game and a touch of reality. So, summing up, increase the random complexity of games, use Madame Fate as an example and those tantalising doors to unravel as an example (have played each one 4 times and still get stuck), think like a real person, and provide only enough that one person can carry, AND please ditch those annoying morphing objects or cute animals - leave them for the easy games that younger and beginners can enjoy. I want to get straight into the thinking, sorting, strategising.
I love a setting in the snow - chills the core and sets the senses on edge. Not sure why this was not as popular as I would imagine. I have loved the entire Raincliff series, they really know how to bamboozle, connections are tricky and not always obvious.
This is a fantastic fun filed game. Developers have brought back the complicated interwoven game riddles that were used in Ravenhearst - dazzling and difficult codes to crack to enter doorways. So much fun. I started the game on one computer - then started it again on another just to be able to play it twice and I was STILL having to dumb down from the hardest no help level to any level that provided me with a hint! Am I mad, but I love that - the help is there IF i want it - and at times I do - but it is not in my face all the time. The graphics are awesome, and I always liked Madame Fate the first time round so great to see her reincarnation. Can't wait for the next Mystery Case Files - a new favourite for me.
Great to have something that took me hours to complete. I returned over and over again during the last few weeks to progress the game, slowly meeting all the challenges. They were not necessarily difficult, but they often needed several pieces to complete and these were strewn across different worlds, so there was a lot of back and forth. The HOS were very, very easy, and filled with variety - would have liked a bit more challenge there. I couldn't' play this game on my small laptop - as I can't many of the bigger games coming out. Something about the OS and small screen.
overall the game play was fairly simple, although a few leaps in conceptual thinking were required to connect objects to activity zones and I had to reduce my challenge zone for these. I felt the storyline fell a bit short at the end - would have liked to see the villain more involved. The graphics were sumptuous, but not used to their full potential - let's climb a few trees or hide in those deep green bushes. But plenty of surprises kept me guessing.
I really liked this game despite the ease with which the puzzles were solved - or perhaps because of it. This is a fun game to jump back and force in time, picking up things and solving problems in another era. The only thing would be to bring in a bit more complexity to the gameplay by eliminating the map option in the middle of the time jewel - I would prefer not to see where there were unfinished tasks - that is part of the adventure, trying to figure out where to go to next. But good fun.
Great game, but quite difficult in places. The graphics were awesome and I especially like the cursor interaction. There is a LOT of tooing and froing, so try to remember where things are. Your diary is moderately helpful, but the strategy guide is only PC (why is that so when the game is MAC?) and the blog walkthrough only gives you answers, not explanations. Example - where did that strange solution to the safe combination of numbers and playing cards come from towards the end of the game? I still can't figure that one out. It took me hours and hours, but happily so - i love a good challenge and this is certainly one.