This game is a campy horror whodunnit, and everything about it reflects the developer's semi-successful attempt for an absurd impudence, made clear when a demented toad jumps out of the screen at you!! Unfortunately, some of the technicalities of the game interrupt the fun.
After purchasing and playing a good bit of the game, I found myself becoming bored and annoyed with all the "to-do" stuff and convoluted HOS, and I wanted it to hurry up be over. I did finally finish it, but I had to force myself and take many breaks. This was one of the most tedious games I can remember playing. I'm glad I got it on sale.
The story involves a haunted hotel wherein the ghost is scaring the guests away, and you, as the woman detective, have been asked to find out what is happening. Not only is this not an original storyline, but it also involves making a deal with a demon to be fulfilled at the end of a year's time. Tsk tsk tsk. We all know you can't make that kind of a deal and break even, and in this version, the awful price to be paid is so obvious, you have to wonder what kind of half-wit the poor schlemiel had to be to fall for it.
Much of the game's action takes place in nightmarish dreams and through "doors of memory," which might have made a good hook if the deal hadn't already been given away. Too bad.
There is a custom option which allows you to shorten the hint and skip waits (yes! thank you!) and a jump map with locations marked where there is something to do. The easy HOS are sometimes interactive, sometimes straight lists. Puzzles are the usual thing... concentric circles, matching tiles to their color and context, pouring liquids into differently sized beakers, etc.
I enjoyed playing it without really liking it. It was okay. It could've been better, but it wasn't too bad. It wasn't all pink and blue, and there were no talking piggy banks nor riddling doorknobs.
Some of the puzzles were clever and different, at least in the amount of time I played the demo (30 minutes), but overall I thought the game was awkward, discoherent, and uninteresting.
I hated that there is no way to lock the inventory open. All that jumping up and down drives me nuts!
The prince's voice is so immature that he doesn't sound like a prince at all -- more like an overly excitable high school kid.
The footman's voice is too haughty and affected, but at least it's deep enough that you know he's fully grown and a man of some authority, whereas the prince... well, it was the first time he ever danced with a real girl, I guess.
It was all just too, too silly. I was unable to finish the demo.
Okay, it starts out that our heroine hears that her father is missing on an expedition to a jungle-covered island, so she quickly heads out the door to search for him. She travels light. She doesn't take anything with her but her keys and her purse. When she gets to the harbor she decides to travel even lighter. She leaves her purse in the car but takes the keys with her. Maybe she thinks they'll come in handy if she needs to stab someone with them. Why she leaves her purse in an unlocked car with the door standing wide open, we aren't told.
So anyway, she lets this drunken sailor friend of her father take her out to the island in his fishing boat, but the fog is too thick, so he tells her she'll have to row herself to the island, which she does. I guess she still has her keys with her. Or maybe she gave them to the drunken sailor, trusting that he would lock up her car with her purse still inside. Dunno.
So while she's rowing, some kind of cyclone thing does something to her and she passes out in the boat. This is when we realize that not only did she rush out taking only her purse and her keys, but she is clad in black kid gloves, a straight skirt and high heels!! Thankfully, at least the shoes aren't stilettos! When she gets to the island, she miraculously recovers from her swoon and tramps around the jungle in her high heels, picking up this, that, and some other things that she thinks she might need, and solving puzzles and mini-games.
Clever, right? Can't you just picture Claudette Colbert in this role?
Anyway, after about the umpteenth mini-game, I gave up, leaving her on the island to search and solve by herself. We can only hope she'll find a pair of boots and some snake repellent.
I initially thought this was going to be a great game. The artwork, colors and animation are very cool. The hint and skips fill relatively quickly, at least on the easiest level of difficulty. The sparkles are not blatant. There is a transporting map. Just my kind of game, I thought! But no, it began to be HOS after HOS, and puzzle after puzzle, with no forward movement of the plot.
I enjoyed the first Bluebeard's Castle a lot and have played it more than once. Unfortunately, this game apparently has no connection to the first. I didn't play the demo long enough to find out if it would get any better, because it was simply too boring.
The plot grabbed and held me through to the end where it fell apart somewhat. It's an old-fashioned, HOS-heavy game without much effort to add variety, i.e., if you find one object, you'll recognize it again in all the subsequent HOS. But for some reason, I still enjoyed playing, and I'm not very easy to please when it come to these games. Think of it as a badly written mystery novel that you stay up late reading just to find out what happens in the end!
I managed to plow through the silly opening sequence, ghost dog and all, without actually wincing. However, by the time I plowed through some number of uninteresting puzzles, other puzzles disguised as HOS, and HOS disguised as puzzles, I was thoroughly put off by the everlasting knuckleheadness of this game.
The story is a conflation of the fairy tales The Six Swans by Grimm and The Wild Swans by Andersen, as re-imagined by our friends at AM. Unfortunately, it soon became boring for me, but then I've read both of the originals! That said, I do think it could be a fun game for some fishies. Try it; you might like it.