Well, okay, this game doesn’t have the glamorous special effects and just over the top gorgeous graphics that I am addicted to. The artists do good things, though, with the video scenes, very realistic motion, even if the glitz is not there.
It also has an old-fashioned feel to it, with HOs more like the classic HO games than the extravaganzas we have now. Although there were a couple of different kinds of scenes, they are the most common ones we encounter.
But that is all surface stuff. What makes this game such a wonderful surprise is the mindset. The puzzles heavily outweigh the HOPs, and every move you make will require at least some figuring out. Problems are not solved in the usual predictable fashion, where we know immediately what we’ll need to open that door or know exactly what situation will require the tool we just picked up. I was surprised how often I got that dead wrong.
The puzzles, though nothing new, often had a different presentation to them. And while they took some doing, were all doable. I didn’t skip any in the demo. I can almost never say that about puzzles, because I am hopeless at them. These were not excessively easy, but they didn’t mess with my head either.
Also fun was the helper. No, he is not excessively cute. And he is human, able to talk and walk (very well), and have his own responses to things. He is simply more agile than you.
If you are a player who enjoys something a bit different, or are a fan of the early classics, you might want to check this one out. It is clearly not for everyone, but look behind the visuals, it may just be ‘you’.
Based on demo and having read some of the conflicting reviews of both this and the CE.
This is different. An urban thriller with ties to magic. I love the feel of this game. It is gritty, sort of sleazy, with an almost 'future fiction' style. The music adds significantly to the atmosphere.
Exactly how it is tied into the story of Red Riding Hood is not immediately obvious, but I have every confidence the connection will be revealed, despite what has been said. The idea of people getting magical powers from tattoos that are 'poisoning' them is just way cool.
And the visuals are great for this kind of story. I do agree, though, that the larger inventory bar does make it seem a bit claustrophic. And yes, without a doubt, the moving from scene to scene or backing out of a close up is a real pain. The cursor needs to be in a different spot in relation to the screen from what we're used to, and it is hard to move.
For this design flaw, I have taken off a star in my rating. Even playing the best game ever would suffer from that kind of constraint of movement. I see that the games problem was fixed by the update I downloaded, because I had no issues.
Otherwise, everything I love about Eipix games. HOPs are quite challenging, but not overly so IMHO, and it is a 'dark' game, so yes, the HOPs are too. I think an alternative game for the HOPs, for those people who found them frustrating, would have been a good idea.
Puzzles ranged from easy even for me, to "darn I have to skip already?" I definitely think the SG alone would make this game better in the CE version than standard. I needed to use hint!
Of course, there are a lot of other extras to go with the CE package. Achievements, collectibles, morphing objects (in HOPs), replayables, the Souvenir Room, art and music, and the bonus chapter.
I really want to finish playing this game right now, but I will wait - for the $$$ to buy the CE.
For more than most games, I suggest you need to trial this one for yourself, it is definitely not everyone's cup of tea.
Along with all those wonderful things we have come to expect from those quirky guys and gals at Eipex, like great graphics, varied and imaginative HOPs and puzzles that challenge but don’t destroy all hope, and a dozen great reasons to buy the CE – collectibles, morphing objects (in HOPs), achievements, replayables, helpful strategy guide, pix and sound and videos and souvenir room - there is a new twist.
Two characters to play! Now, we have seen that before. But not like this. At the beginning, the player chooses whether Mum or Dad tells the tale. And the tale is genuinely experienced differently (throughout the entire demo at least). Without giving too much away; who goes to jail differs on the basis of who you chose at the beginning. I checked. I am really intrigued about the rest of the tale! Did they write two completely different stories?
The theme for this new series is, obviously, murder. It has a murder board where you accumulate clues and draw conclusions. Based on them, you move to the next stage. I did find putting up the clues physically a pain. Not hard to work out what to do, but the actual placement of the clues onto the board was counterintuitive and fussy.
I did like the general presentation of the game, with its new multi-layered and angled close up boxes, and the unusual styles for the cursor. It gave the game a unique feel. And I loved the voice of the cabbie.
In all, I am very happy to recommend this game, in CE, for those looking for class and variety.
Well I enjoyed the first Danse Macabre enough to give it 5 stars, so I am out of stars to express just how much I enjoyed this second game. It took it to a whole new level.
The things I liked best about it include:
The HOPs were not only varied in their design, they were also quite challenging. And not in the way that some games ‘cheat’, with shading and size distortions These ones are just well drawn into the scene. Love having morphing objects in the HOPs, but I always forget to look for them. I also like the alternative offered, a beautiful match 3 game.
The puzzles varied – nicely for me. I am never going to get the “solve all puzzles” achievement, but I could at least do most of them. And I love that, where I skipped and one solution only was possible, it was shown as if I had completed it, giving me a better idea of the way to go for the next time – and there will be a next time.
The way you get about in the map is by carriage, a very Cadenza-like feel. At casual level, it offers as much of a hint as ‘hint’.
The story managed to hold me right to the finish of the main game in one sitting, and concluded satisfactorily. The bonus chapter was simple and of a lighter weight, but fun all the same.
I love the extras content of this (or any Eipix) series. As well as being able to replay the HOPs from the game, there are bonus ones! And, of course, the puzzles and the match 3 game too. My favourites are the famous Souvenir Room, the chance to catch those little windmills you missed, and the wallpapers. And the fun Making Of.
But there is heaps more. Well worth the extra cost.
I am a big fan of this series, and have enjoyed each one of the previous. I love the feel of the house, the ways it changes with each new game, and the ways it stays the same. This one makes a giant leap in those changes.
Graphics are excellent, kaleidoscopic and surreal, with wild bold colour everywhere, and it is not at all pretty.
The HOP scenes are likewise quite different from past games. The two I played in the full 90 minutes of the demo were find & use, with a lot of interactions. They were clear but also tricky to figure out where what might be found/used.
There are 3 levels of difficulty and a custom option. I played on easy, and it was, for most I think, too easy. There were helpful black bar hints, indications in the map about where to go next, and a hint that pointed directly to the item needed. But you can eliminate any or all of that on other levels.
The puzzles were not overly different than what we've seen before, but a new twist has been tried with most. There are two extra 'specialty' aspects. A pet you get in the "introductory" chapter, and who can get hard to reach objects, and a "hand of light" you have and can use on evil-infected objects or people. The little task you must do to use this skill is quick, reasonably easy even for a hand-impaired like me, and done a little differently than most of these ones.
In brief?! you gasp... yeah, I know.
In brief, the 90 minutes went by without me bailing, a momentous achievement, but still I felt the story moved too slowly for my taste.
Other than that, the only criticism is, surrealism aside, there's nothing outstanding or different about this game. But it's a solid game. And certainly has at least twice as long as the demo to go, making it worth forking out the money for it.
Well, it’s HdO, a series and game style I absolutely hate, but I was so impressed to find it rereleased, complete with horrific reviews calling the game “outdated”, written (did you notice?) in April 2013!
So I played the demo – all of the demo! I was cut short by the timer! And I still can’t tell you what it is that kept this jaded old reviewer so absorbed.
For those who haven’t had the dubious experience of playing previous HdO games, they all have a feel that is theirs alone. They look archaic. The game play is classic iHOG, little to no animation, find the items in the location – not junk piles, small items, photo-realistic graphics, no choices of difficulty for the main game (will come back to this), no voiceovers, a lot of unavoidable talk, and a tutorial that really got in the way. No choices for the next move.
Its unique features, which is why this style of game has its fierce defenders, include a parallax view (picture is bigger than the monitor, so you can move around in it, use a zoom-in option and such, to create a kind of 3D effect in otherwise boring and inanimate locations.
Likewise, the story treatment is sort of realistic, in the sense that it is based in the here and now, no swords or magic potions to find, and has a logical progression.
Nothing is technically difficult about the game, HOPs are challenging mainly because the items are often small. The puzzles are not new or difficult – except you arrogantly don’t pay attention to the puzzle’s instructions, because there’s no going back, and there is 3 minutes to wait for skip! No map needed, you can’t choose the next move.
There is an archaic hint system that gives you a finite number of hints, but after using one, you can wait for 1 minute for the base one. You can collect “hints” by finding stars in each location. Easy peasy to see.
There’s a Match 3 puzzle which you do as well, which rewards you with new hints. But there is also a misclick penalty. There is a choice on some puzzles (which are called jigsaws in this game) to opt for the easier version, but you must wait 1 minute for it.
So. That’s the game. What? What’s the story? Well, we are after a guy for tax evasion and possible murder – of our partner of course. So we put a tracking device on one of his colleagues and follow him. We really hate this guy, and we are gonna get him, fair means or foul. Actually, no. We may be the muscle arm of the Tax Bureau, but we’re not totally without morals! Hee hee.
COMBINED IMPACT Well, heck, I just don’t know! It is the same as every other HdO game, and should totally appal me, but it didn’t. It is the kind of one-off, never play it game, except that one wet wintery day when it suddenly seems to be the right game for the mood. Or as a cult classic. Or for HdO fans, a new and much better technically game from the series.
Which means there are people out there who are going to love this game. But it probably won’t be you.
FIRST IMPRESSIONS A very low key start to the second Grim Legends game. The first reaction is to the graphics, which as stated, don’t feel complete. They in fact look like very cool concept art, and I found myself liking the art just the way it was.
SIGHTS & SOUNDS The art style clearly echoes the first Grim Legends, The Forsaken Bride. There is that same bold saturated colour, the same rich texture. And some marvellously conceived creations. The voices sound good, but they aren’t synched and their intonation is sometimes off. The music is fabulous and the sounds are quite good. I liked the music designed to build tension in particular.
WHAT’S HAPPENING? You are a healer called in to assist the queen, who has never spoken. Things go badly wrong from the beginning, and before you can even examine her, her baby is kidnapped and the queen thrown in the dungeon, allegedly for practising dark magic. The king is convinced of her innocence, and begs for your help. The dowager (the queen’s mother-in-law) is, frankly, less than convincing in her grief. In your investigation you begin to discover the history of the kingdom and its neighbour, and how the past plays a part even now in the present. You are not sure just where all this will lead, but it is becoming more and more dangerous.
GAMEPLAY This game does have a similar style to its predecessor’s gameplay, with the first Grim Legend. This story too involves the need to manufacture potions and elixirs. There is a herbarium in the notebook to help, and one of the HOPs it is needed to identify a particular herb, which then you must find several of in the scene. Other HOPs include a fragmented object game and progressive silhouettes. All three HOPs require some interaction.
The puzzles are familiar ones given new twists, and they are not all that easy. In fact, I skipped a few. Other areas of interest – an interactive jump map, a directional hint, 3 levels of difficulty, inventory lock, notes with map, objectives, and herbarium. You befriend a swallow which then stays with you to help with those high places. There are also some fun touches, such as the bas relief knight in your bedroom tapping his fingers impatiently, and the baby’s toy.
CE BLING! There are 31 collectible medical emblems similar to the caduceus, with an indication in the location of whether you have already found this or not. They are not overly easy to be found. There are achievements, with separated performance and story ones. The HOPs (13) are replayable. There are the usual gallery items – wallpaper (just locations), concept art, videos, music.
COMBINED IMPACT This promises to be as good a game as the first Grim Legends, in fact, I think it is shaping up to be better yet.
FIRST IMPRESSIONS Nice opening, with the cut scenes just a little bit too basic for comfort, but a wonderful voiceover actress and a unique story. There is certainly the expectation that this is going to be interesting.
SIGHTS & SOUNDS Barring the cut scenes, the graphics are good – clear, sufficiently detailed, attractive. Most importantly the HOP scenes are bright and clean. They are tricky enough in their own right, they don’t need questionable graphics! The voice actors throughout, while not perfect, do a fine job of clear diction and appropriate emotions. I particularly liked that the dialogues between our character and those she meets are ‘real’. They are the normal reactions of a distraught mother to petty officialdom and are the most convincing I’ve ever seen/heard. You also have dialogue options in some cases. The music and ambient sounds are present and comfortable, but not intrusive. There is, of course, the constant train noise.
WHAT’S HAPPENING? At an expo of locomotives, your children climb aboard the famous Runaway Express, are grabbed by the Engineer (?), and the train takes off. You barely manage to grab onto the caboose. Breaking into the train and moving forward through the carriages is about as difficult as you’d expect it to be, and then things get worse! Eventually, you reach other people, but the one person who may be able to help is weird and ill-looking, and not as helpful as you think he could be. Somehow, you are roped into solving his problem – a total lack of recall about himself and what he is doing on this train. This is your first ‘case’, and your first step towards rescuing your children.
This is one aspect of the game that is a bit careless. We somehow morph from concerned mother to deft detective, complete with the analytical skills and tools required. It is a leap not supported by the story.
GAMEPLAY The gameplay is an intriguing mix of things we’ve seen elsewhere, used in new ways. The HOPs are progressive silhouettes (find and use), at least, some items are. Others are simply ‘find and they disappear’. The search list is on the right side of the monitor, which changes your thinking about it more than you’d think.
On the left side, you have the tools of the detective trade that you found in a Paris alley (yeah, I know, weird, right?). You can use the magnifier, fingerprint kit, luminol and flashlight to find handprints and blood stains, as well as the standard items. The first time confronted with this array of tools, I was at a complete loss as to where they could be most profitably used. I mean, we surely weren’t going to dust the whole scene for prints, right? Right! Where to use the tools is, in this first scene, indicated by an array of hints, if you can decipher them. After that you are on your own. – and in the harder two of three difficulty levels, there is a misclick penalty. I know people will scream, but I can see it makes sense here. The result is a very difficult series of HOP scenes which while doing nothing we have not seen before, are rendered unique in combination.
The puzzles are again not especially new, but they bring their own degree of difficulty with them. Still, not as complex as the HOPs. The adventure is intuitive and I had no trouble following the logic of the actions, and there is a notebook, task list, interactive jump map, and directional hint. You can also expect inventory items that need additional steps or parts, or closer examination.
That is not all that this game requires you to master. As well, we have an evidence board (don’t ask me how), and as we acquire evidentiary items we must place them in one of the three columns on the board – motive, crime scene, suspect – and draw conclusions from it. This is made too easy (at least in the easiest level of difficulty) by having pale silhouettes of the items in the correct columns. Still, it is very satisfying to see the case all come together, and watch the inescapable conclusion become obvious.
COMBINED IMPACT The game could have used a little tweeking on the story, but I am very impressed, particularly when I discovered the only previous pc game this developer has made (Lost Civilisation aka NiBiRu rip-off), was neither original nor clever, and caused a major furore at its release. They obviously learned from the last effort, and I am always happy to see a developer come back with obvious improvements.
An amulet purchased in an antique shop has awakened an ancient and terrible evil. Help rescue your beloved and save mankind from the coming eternal frost!
This is a nice little no-bells-and-whistles game. There is a story that you can follow, and nice graphics to look at, and gameplay that is straight forward, but with some nice challenges in the HOP scenes. It is also quite a bit creepy.
The story behind the game is, put simply, a powerful medallion, in the wrong hands, must save the missus and the world. To do this, you must find 17 brave souls from the frozen dead (I’m not sure yet if they’re dead or just frozen).
The game play is predominately HOPs with a few puzzles, none of them hard or original. The HOPs are nice. All are word lists, visited twice, but they involve a fair bit of interaction and are a bit trickier than the average. You have a notebook which helps to clarify exactly why you’re doing stuff – not always immediately obvious. And a hint that indicates directions and active tasks. There are 2 difficulty levels. I played easy, and found it a little over-helpful. Still needed it for the HOPs though!
Negative factors are only two for me: no inventory lock, and repetitious music. There really was only a few bars! Surely there must be some freely available music on the net, stuff that has outlived its copy rights?
Anyway, with music off, this is a perfect sort of game for punchcard credits – there will be someday soon, when it exactly matches your mood, but you wouldn’t want to have spent a lot of money getting it!
Let me be the first to acknowledge it. This game would be very appealing to kids. We’ve got talking animals, superb surreal graphics, (full of life and colour, despite the lack of animation), and really, really hard HOPs! A few fairly simple puzzles, and that’s all she wrote. The original book is considered one of the best examples of literary nonsense – I just know how much you are gonna love that, detractors – playing with logic, and appealing to an adult audience. (according to Wikipedia) Like the book, though, there is more than its superficial appeal to kids in this game. IF you have the imagination and appreciation for poetry that the developers obviously have.
Either way, it is a bright and happy Wonderland environment that could have been put together by a team of artists from a Walt Disney movie – oh! That’s right, they did that! *chuckles obnoxiously to self* Everything is simple in this game. Except, as I mentioned, the HOP scenes.
There, you will need to work hard. I, who usually plays entire games without resort to a hint in the HOPs, struggled to escape without at least one hint per scene. Yes, some of the items are very small, and others disappear into the woodwork, some are hiding behind others. HARD. And I didn’t encounter it in the time I played, but it looked to me that the HOP scenes will be revisited.
It would also help if you know the story. I don’t know it really well (yes, I know I’m a philistine!), and already I am coming across references that I don’t remember from what I do know of the story. But when I do catch the reference, there is that definite sense of the humour and nonsense of the book.
Technical points. No choice of difficulty. No voiceovers. Simplistic dialogue/story. Little animation. Directional refilling hint. Simple but fun puzzles. Based in part on the kind of logical clues Lewis Carroll sprinkled throughout his book, many of which are still unsolved today. None of which was a problem for me. No notebook or map
What I didn’t like was the need to click and drag it to use an inventory item.
One unique feature of the game is the Cheshire cat’s grin found sprinkled throughout. Clicked on, they provide interesting facts about the story and its fascination for film makers, especially Walt Disney.
So. If you dislike simple games, or can’t stand the thought of another talking rabbit, skip this game. And leave those of us who are focussed on the game’s fun value, its uniqueness and its humour, can do so without objections from the peanut gallery.