FIRST IMPRESSIONS We open with a beautiful song (yes, lyrics) in the background, and a delightful cut scene that sets the mood and the pace of the game. This is a sweet sorrowful kind of game, at the end of which, you’ll feel you’ve watched a moving film. You know the sort, the ones that you sit staring at the screen for a while before you can shake off the atmosphere of the game and return to the real world.
SIGHTS & SOUNDS This game is a sequel, and the first thing I noticed was the vast improvement in the graphics. They are now delightful in every location, HOP scene and cut scene. Hand painted with just a touch of impressionist about them. There remains very little animation, particularly compared to other recent games.
The intro is not the only time we hear vocals, and certainly not the only time we’ll be hearing peaceful pleasant music. This game is more wistful than adventurous. There is extensive voiceover work, both for our character and the many she meets. They are all fantastique British and Scottish accents, with excellent acting. It is this aspect that gives the game its movie-like quality. Some are not going to like so much blather, but unlike other games, the blather goes on without interrupting the gameplay, so I just enjoyed it.
WHAT’S HAPPENING? I admit to being confused about the story. First, exactly how it connects up to the previous game, which I played immediately before this one. That it is connected is obvious if you played the bonus chapter of The Curse Of The Severed Heart CE. But then, I had trouble connecting it to the main game as well.
We meet Miss Thorn at sunrise and see an amazing sight – a city appearing out of the mist. It is the legendary Cyclopean City, which appears just once every 300 years. But why did Miss Thorn let a cyclopean man creep up behind Tom (the boyfriend) and grab him? Now we must enter the city, use our magic to get answers and open locks, to find him and escape before sunset.
GAMEPLAY The gameplay is very complex. There are list HOPs, not animated and not interactive. These are visited twice. And there are puzzles galore ranging from easy to impossible (more of the latter than the former).
There is a hefty adventure component, and you will spend a lot of time searching for objects and clues and answers, to and fro all over the map. The map itself is made up of 3 maps, and all 3 will be used for a portion of the game at least, and are very helpful. But no jump facility, so lots of walking. The hint system gives you a suggestion. For part of the game, hint is actually one of the characters you meet, and talks to you. There is no diary, instead there is a keepsake inventory where you keep any notes or clues.
The game is really about the specialised mini-games though. There are half a dozen of these ones, each connected to a magical tool or assistant that you acquire. You have your Dream Cards from the previous game, which are cards which you must match up in order to make a series of given symbols. The other “divination tool” requires you to follow up with a version of the shell game, but much more complex, and shuffled slowly, so you have got a chance *hee hee*.
You will also have the help of a mechanical spider and a mechanical bird, each with their own specific uses. Likewise, a magic rose emblem and “See-charms”. These last unlock the consciousness of various character/locks.
COMBINED IMPACT It is hard to explain the gameplay to someone who hasn’t played this or The Curse Of The Severed Heart, because it is all thoroughly original and unique to this series. This was a very hard game for me to play. The mini-games associated with magic got harder and harder, likewise the puzzles. I skipped far more of the game than I am happy with.
It is also a very long game. Even with skipping as much as I did (and most of the puzzles took much longer solve than skip took to fill), I still had to play this over 2 sessions, and must have put in at least 6 hours on it.
An extraordinary game, but one I found too difficult for me to completely enjoy it. A 5 star game for sure if puzzles are your thing, but for me, just 4 stars.
FIRST IMPRESSIONS I wish we had underline or italics, so I could make the point more clearly. This is a great game for what it is and should not be approached as a comparable game to what we usually play, i.e. HOPAs. What this game is, is a very entertaining and well constructed puzzle game with a lot of HO puzzles, and 20 other kinds. There is NO adventure play here, but there is a story of sorts that I’m keen to find out more about.
SIGHTS & SOUNDS The graphics are okay. Certainly clear enough, bright enough, the items are all quite visible. I didn’t notice any graininess or rough edges. But it is not art. The main menu page implies a certain tendency towards mechanics and electronics, the colours reminding me of “The Matrix”, but the HOPs at least incorporate images from everywhere.
The music is pretty annoying, very upbeat, varied enough, just not what I’d like for background noise while I’m trying to concentrate. There is no voiceover, the Void communicates by way of pop-ups that are very frequent at first, as help and explanations of what is coming are given. Only this first bit is unskippable, after that, comments and tips are all skippable. Personally, I was grateful for them.
WHAT’S HAPPENING? This is not an adventure, but you do have a quest. To find out who is really the Void. I have not played or even known about the earlier Clutter games (but I’ll certainly be checking them out now), so I don’t know to what extent this game follows on from them, but clearly we have had previous encounters with the Void.
Our quest is to establish its identity, and also to challenge ourselves and our ways of thinking about games, and find out generally how games are created. This is very interesting to me and even though pure puzzles would not normally tempt me, I will be buying this game - largely on the promise of these questions. Answers and revelations are your own of course, however, the end of each chapter gives us a quote on games and something to think about.
GAMEPLAY The first quest for this game is “The Void Speaks”. It is the tutorial game of sorts I guess, certainly there is a lot of information given on how the game works and how to do each style of puzzle.
This chapter is filled with very hard matching pairs HOPs. There is a lot to match – up to 50 pairs so far. Also, there are bonus items that are shown only at the top and/or bottom, which require special action. And they are hard because the items are often well hidden, and sometimes only part of one will show from beneath the array of non-list items that can be collected.
These include (so far): letters that form the words of a relevant phrase, coins which go towards additional hints, jigsaw pieces which go towards a 200 piece jigsaw to be solved at the end of the game, and “blocker discs”, which are not removable in the usual way, You must find 5 matched pairs to get rid of one pair of blockers. At the end of a HOP, you will get another type of puzzle to solve. And the next chapter will give you a different style of HOP. At the end of each quest, you get one of 5 answers, only one of which is correct. To find out the truth, you must complete all puzzles and the jigsaw, but you can skip all of them. And you can play them directly from the main menu. So after the first chapter, you could play just the puzzles if that’s what you want.
The number and range of options is amazing. Sliders for music and sounds, choice of 5(!) levels of difficulty, and a total of 15 other toggles for things like blocking pop-ups. There is also a choice of timed or untimed. I found the HOPs hard, and spent a lot of time on them, but never ran out of time (got very close on one).
COMBINED IMPACT This game is wonderful. I haven’t bought a purely HOP/Puzzle game in years, but I can’t wait to get this one! So ingenious, so flexible. Wow!
FIRST IMPRESSIONS The game starts in one of my favourite ways – with vocals as well as music! The intro is nicely done, filling us in without need of narration, but with good voiceovers. The look and feel of the game at this stage is very ‘sixties’ to me.
SIGHTS & SOUNDS The standard of graphics changes markedly at different points in the game. The opening segments are nicely painted and although a little misty, clear. The HOPs are also very clear and brightly lit , this time photo-realistic. It is the location graphics I have a problem with, they’re awful. Very grainy, crowded and over-detailed, dark and confusing.
Very sad, because the close ups are so good! Well, except the early close ups of Miss Thorn’s face, who seems to be suffering some kind of eye infection. This is not a game with much in the way of movement. The scenes are mostly static, with shutter shots replacing animation. It would have been a much lovelier game with it.
The sounds are great. Voiceovers wonderful, although no attempt at lip sync. The background noise is good, and the music very evocative.
WHAT’S HAPPENING? Edwina returns to the place of her childhood to meet with the one person who might know something about the death of her parents, back when she was a young child. This is a sequel to two previous Margrave games, which I have not played, but which seem not especially necessary to this story, although it does seem a little patchy to begin with.
Edwina has the gift of magic, and Miss Thorn soon discovers that she (Edwina) may be able to help with the removal of the Shadowlocks, which are keeping souls locked up. But Miss Thorn is not being entirely honest with Edwina...
GAMEPLAY This is primarily a HOP game. There are unique mini-games that are a part of the particular style of this game, and a number of easy puzzles, but for the most part, we progress through the use of HOP scenes. These are inanimate and the item lists do not require interaction, but they are attractive, clear and well lit, even in dark locations. They are also more difficult than most, partly because some items are small, but mostly because they are cleverly blended in.
The specific mini-games are two types. One is the familiar one of collecting items from a recipe to perform a spell and there are quite a few of them. As well, cryptic clues as to what you will need to progress are given each time you find and play a record.
The unique aspect of this game, and it is very appealing, is a mini-game of “Dream Cards”. This cute little bit of magic allows you to discern a soul’s true name, and consists of matching sides of playing cards that are marked with symbols. It is a little tricky to explain. But it is a logic game that increases in difficulty each time you play it, and the final one was so complex, I cheated and looked at the walkthrough to get the first card in the formation.
Instead of a journal, you have a “Keepsakes” inventory, which holds newspaper clippings, cryptic clues, etc. The hint offers you a next step option. There is no map. There is a lot of to and fro in this game, and it is easy to get lost, so mark your bearings well. *grin* There are 2 modes of difficulty, but the only real change is the length of the hint refill.
COMBINED IMPACT I was surprised at how much I enjoyed this game and it’s quirky nature. It is worth noting that at first it seems sweeter and cuter than it turns out to be. It is also longer than I remembered it. But perhaps that is because this time, I refused to skip those tricky “Dream Card” puzzles.
This is another standardised mahjong game from 8 Floor. Seems we get a new one each month, and the only difference is the graphics and the shape of the boards. The ‘story’, which determines the nature of the 6 backgrounds, one set of the tiles, and the name given to each chapter, is of a magic journey to find 6 lost magical animals. The first is a unicorn. It is all very pretty, but totally unoriginal. The game has the standard features of all of their mahjong games. This includes:
• 20 different boards x 6 locales (from Enchanted Forest to Magister) = 120 levels • Objectives for earning stars (time, number of steps, points, number of gold tiles retrieved) • Silver bonus tiles that automatically fill your multiplier meter • 6 Magic-themed board designs • Shuffle option • 3 types of tiles – original, magical fantasy and large print numbers (The magical journey tiles are disgustingly cute) • High scores and Trophies • Unexceptional relaxing and ‘pretty’ music • Boards shaped to the theme.
To progress through the levels you must meet the goals set for each board. These are:
1. Remove a certain number of gold tiles (the more non-gold tiles left at end of play earns more points) 2. Receive so many points (points are awarded on time taken between moves and involve a multiplier) 3. Complete the board in a set number of moves 4. Time taken to clear the board
The board is finished once the number of gold tiles is complete. Points can be multiplied by increasing the speed of your play, the moves set are not necessarily the minimum possible (yet at least), but they are a challenge after the first few boards. If you do not reach all the goals in one try, say you didn’t have enough points but the other goals were reached, you can replay it focussing on the points and no need to repeat your performance on the other goals.
What I didn’t see was an indication of the number of matched pairs available. I really love this feature. But the game does have an option for showing the clear tiles. It also doesn’t attempt a story, other than the naming of the various locations. Which is good or bad news depending on your preferences.
I liked that, though not a widescreen game, it catered to wide screens by having wallpaper on the sides. This could have been more related to the so-called story.
This is a more traditionally peaceful game than their offerings, and it is pretty. But it is oh so, same old, same old. Which must be appealing to someone, because they keep on doing it.
I neither recommend or not. This game is what it is.
FIRST IMPRESSIONS When I played the demo for this game, I thought it a nice little game, professionally done, and fun to play. Well, that is certainly all true, but it is even better than that. I had a really good time with this, and my only regret is that I didn’t buy the CE, not for the bling (although that would be fun), but for the SG. For the puzzles.
SIGHTS & SOUNDS The atmosphere of this game is quite creepy, even though it is set in the blazing sunlight of a beautiful Greek day. The graphics, especially in the cut scenes, are extraordinarily well crafted, and throughout the look and feel of Greece is faithfully conveyed. Colours are bright and bold, most locations are airy, and everything is captured in loving detail.
The music was lovely too. Not especially “Greek”, whatever that may mean in today’s terms, but sweet and pleasant, and again, airy. The voiceovers were excellent too. And the sounds outside were great.
WHAT’S HAPPENING? Well, that’s the puzzling part. You are an investigative journalist, come to check out a story about the accidental death of a famous sculptor and his wife “under suspicious circumstances”. You arrive to find your contact, the local doctor, dead by the same means – instantaneous encasing in stone. Your suspicions first fall on his assistant, but then... I’ll let you try to figure out the rest. This is one game that kept me guessing (wrongly) to the very end.
GAMEPLAY The gameplay is fairly standard, with the difference that there are more puzzles than usual. They range in difficulty from very easy to darn near impossible, and I really did miss the SG, because they are puzzles I’d like to be able to understand. They look really interesting. The HOPs come in two types, interactive lists and progressive silhouettes. Each is visited twice. The 3D map is wonderful to look at, interactive and gives immediate tasks. The hint is directional. You can use the map to ‘jump’ to distant locations.
The game is logical, with not too much to and fro, with the chapters reasonably well separated, with clear directions to follow most of the time. So, apart from the puzzles, I found this an easy game. I loved the way we covered different aspects of Greek history in the course of the game. Chariots, stargazers, the gods. With each transition to a new area pain free and smooth.
COMBINED IMPACT I heartily recommend this game as a really enjoyable and entertaining way to spend some time. No, it is not overly glamorous, but it has all the right components for a fun experience.
FIRST IMPRESSIONS A wonderful narrative voice, stern and imposing, tells us the story of Dracula’s son, and his decision to become a part of the world of humans, and how he fell in love. A winner already, for the many vampire fans out there.
SIGHTS & SOUNDS The graphics are okay. The figures are very well drawn, as well as the HOPs, but there is a slightly cartoonish feel to it, and the definition is a little off somehow. The colours are dark in places, with a dominant grey and pink for the interface, softer than the reds normally associated with vampire games. But there is never any difficulty seeing.
The music is very appropriate to a vampire game. It has a brooding quality to it, with some interesting crescendos. The background sounds are both excellent at times and sometimes annoying. The narrator’s voice is perfect for the part, and the voice of the young girl you’ll meet is beautiful.
WHAT’S HAPPENING? The story opens with Emily in the crypt of Dracula’s castle, with a note revealing that Dracula intends to turn her into a vampire so that Enron will return to his family. Time to get out, before the sun sets! In her attempts to leave she is aided by a mysterious ghost-like figure of a young girl, Brenda, whose story we do not yet know.
Meanwhile, Enron is in Emily’s house, assessing the evidence of Emily’s kidnap and rightly reaching the conclusion that his father is to blame. He then heads off to the castle himself.
GAMEPLAY You play both Emily and Enron, and you must switch from one to the other to progress. The adventure part of the game is very simple and is aided by directional hints and an interactive jump map that gives you available tasks. The diary keeps very good records of both the story and needed clues.
There are a lot of HOPs in this game. I spotted 6 in the demo, and they are visited twice. They are of the interactive list sort, and tend to have more items needing extra steps than most. If you prefer, you can switch to a simple Match-3 game. The items can be tricky to find and the interactions are not always obvious.
There are some great puzzles in this game. New ones. Some are of the kind that simply take a long time to complete, without being difficult. Some I couldn’t do at all. There are 3 levels of difficulty plus a custom option, in the easiest mode, skip is quick.
CE BLING! There 15 wallpapers, mostly screenshots, 15 concept art, replayable HOPs and Puzzles. There are also quite a few achievements based on both skill and story, and 3 types of collectibles. Garlic is collected for buying improvements in the interface. I didn’t like these because they interfered with the HOP scenes.
The second set of collectibles are bat statues. There are lots of them, and they are used for improvements on your castle. The final collectible there is only 15 of and can best be described as totems significant to vampire culture. They are things like bats and ravens, but also things like silver that is said to combat vampires. It will be interesting to see all of them.
COMBINED IMPACT I like this game overall, but it is slow. There seems to be plenty to do, but it seems to take a lot of time to do it. For instance, we must find 3 pieces of gargoyle statues to cross the bridge. But it seems a good 30 minutes after I picked up the first piece, and I have not found a second. HOPs, too, seem to take longer than usual.
This slow pace certainly interferes with the enjoyment of the game, enough for me to rate it at only 3 stars, reluctantly, because otherwise the game is easily a 4.
I recommend this game!
+33points
57of81voted this as helpful.
Murder, She Wrote 2: Return to Cabot Cove
Take on the role of beloved murder-mystery writer Jessica Fletcher and return to lovely (but lethal) Cabot Cove!
FIRST IMPRESSIONS Three years after the original Murder, She Wrote, this sequel was released. A lot had changed in that time, including the drop in popularity suffered by strictly HO games. Still, I wish this one had stuck to the formula. As a HOPA, it doesn’t have anything like the same appeal.
SIGHTS & SOUNDS At first I thought it was the graphics that were not up to the standard of the original game, but they are alright. Not great, but okay. It is the artwork that has reduced in quality. There is less detail and a distorted version of Jessica, from the one we knew in the first game. Clearly, a different artist is at work, and I don’t see the same amount of talent. The game opens in widescreen, which further stretches things out of shape, but toggling aspect ratio improved the graphics.
Again the voiceovers are extremely professional, and although the music from the show is still there in the opening, during gameplay, the music is subtle and soothing.
WHAT’S HAPPENING? The game gives you 3 individual cases to solve this time. In two we are in Cabot Cove, Maine, but the last case occurs while we are away in Ireland. As always, Jessica Fletcher has the uncanny knack of finding a dead body just by walking down the street in her quiet home town.
GAMEPLAY This is no longer a strictly Hidden Object Game. There is an easy adventure component with a lot of hand holding that nevertheless managed to frustrate me at times. The inventory items you find are used soon after you get them, and you almost always will know where you need them. But the movement does not seem very logical and there is a lot of backward and forward. There are many characters to talk to, including the police chief, and again much of the time is taken up with dialogue.
As with the first game, the HOPs are interactive word lists, where the words do not have any vowels. To get them you must find the typewriter keys in the HOP scene. Typewriter ribbons give you extra hints. The objects are easy to see and generally not hard to find but some are quite small. Because there are less HOPs, there is less opportunity to collect hints from the scenes. So it is important to carefully ration them.
The puzzles in this game more closely resemble the standards we’ve come to expect. But you are still expected to deduce from the evidence. There is a notebook that holds clues in it. No map. There are two options for difficulty.
COMBINED IMPACT This is an okay sort of game. If you loved the series, or whodunits of the Agatha Christie style, you’ll love this. Many fans of the first game, though, will not like this at all. It is just too far away from the original gameplay. Personally, I found it mostly irritating.
I don't recommend this game.
+3points
4of5voted this as helpful.
Murder, She Wrote
Help the world-renowned author, Jessica Fletcher, solve murders! Piece together the clues to crack cases in Murder, She Wrote!
FIRST IMPRESSIONS Like its heroine, and no doubt many of its fans, this game is “of mature years”. Its look and style of gameplay is considered dated now, but it still has exceptional production values, and good old fashioned class.
SIGHTS & SOUNDS The graphics are quite extraordinary for their time. They are still clear and bright and highly visible even on my large widescreen. It does not of course have a wide screen option, but plays with the dreaded black bars on the side. The drawing hints at cartoony, and there are no great cut scenes or videos. Some of the hidden objects are a little small. If you can live with that, it’s quite a pleasant game visually.
The voiceovers are extremely well done. It is obvious they are professionals. The music is from the show, which I don’t happen to like, but is all about faithfully recreating the adventures of Jessica Fletcher. This is not the sort of game where you can expect to get fully immersed, but the atmosphere is indeed very “Maine” to me (to the extent I can know such a thing) .
WHAT’S HAPPENING? The game gives you 5 individual cases to solve. Finishing one unlocks the next. In each, we are in Cabot Cove, Maine, and become embroiled in mysteries that occur in the area. In the first, Jessica stumbles across the body of an acquaintance after coming into town to buy lobsters. Mort the Police Chief allows her to assist in the case.
GAMEPLAY This is a strictly Hidden Object Game. There is no adventure component whatsoever and only a few easy but interesting puzzles. The HOP scenes are the typically outdated full-room shots and cluttered, they are not overwhelming junk piles. There is a (long) word list of items to find in a panel to the left of the screen, but with a difference.
There are no vowels in the words. This unique feature really makes this game for me. In the HOP scene are the typewriter keys for the vowels. You must find them in order to see the words completely. While you’re there, you can also pick up a typewriter ribbon and refill your hint meter immediately (unlike most games of this era, you have unlimited hints). Included in the list of items will be ones in blue which require extra actions, and others in inverted commas (“ ”), that describe an action you must complete using other items on the list.
Each scene contains pieces of evidence that advance the story and at least one puzzle. These tend to be relatively simple logic puzzles, and piece together the torn notes kind of puzzles. There is a notebook that keeps track of the story, but not the clues, and a map that is your means of transport. You can play either timed or relaxed mode.
Each scene also involves a lot of talking. In fact, there is at least as much time spent listening to the police chief and Jessica questioning people and discussing evidence as there is gameplay. But it is very much the kind of game where you are being told a story, and the gameplay is simply a way of advancing the tale.
COMBINED IMPACT This is a high quality HOG, but you must be into the story and/or the show to really appreciate it.
BRIEFLY The game is fabulous, excellent graphics, sound, gameplay, story. So I’ll not go on about them. The story ends logically and satisfyingly at the end of the main game, so there is no need for the bonus chapter, but it’s fun.
STRATEGY GUIDE I didn’t like it. The pictures were too small even when expanded, and blurry. The explanations were quite reasonable, it just was difficult to find the things you were looking for. For example, I could not see from the picture what the morphing creature I missed looked like, or whether it was in the scene at all.
BONUS CHAPTER – SPOILER ALERT This chapter is set in the same town of Brightfield, with a new cast of characters. The weather is still freezing, but the town has changed a bit since you were there last. A new baddie, the ‘agent in black’, whose only connection to the previous case is a casual offhand remark made by the bad there, has his own diabolical plan. You must track him down, and save his victims without becoming one yourself.
The locations are the same as with the main game, there is only one new scene. But they are somewhat different to before, and were scenes not much used in the main game. The HOPs and puzzles are all new, but there’s only a couple of each. It took me 45 minutes to play, which I consider too short for a bonus chapter. It also contrasts with the quite lengthy main game.
This story ends up in more of a cliff hanger than the main game did, so another sequel some time down the track seems possible. Although the next two games in the series aren’t.
GALLERY Great Wallpapers (8), Concept Art, Music (6), a making-of video, and an excellent Screensaver.
FREE PLAY Mini-games (16)
BLING!
DOG SHOP: Agent Elf has his own home-away-from-home at Brightfield (which is more than we have), and the Dog Shop allows us to equip it with everything from food and ball, to 2-way radio and an upmarket kennel. We can visit him there at any time during the game, and use collectible poker chips to buy him goodies.
COLLECTIBLES: (16) Mutant creatures (Morphing), found throughout the game, and shown with tongue in cheek info on their strengths and weaknesses. Innumerable poker chips for spending in the Dog Shop.
COMBINED IMPACT It’s all a bit ordinary. The short bonus chapter with used locations, the lack of achievements, no replayable HOPs. Even the SG is only so-so. Personally, I’d have preferred the SE.
FIRST IMPRESSIONS This is a high intensity game. From the moment we step off the company jet, the pressure is on not only to solve the case and save the girl, but to do it without getting killed ourselves. Again, our Mystery Tracker detective is in the field with an inexplicable mystery and an unseasonable snow storm! I bet this detective spends his holidays in the Bahamas!
SIGHTS & SOUNDS The graphics are spectacular. The ice and snow glint into your eyes, and everything has that ethereal sharpness that reminds me so much of Raincliff, the 2nd Mystery Tracker case, and my personal favourite. The artwork is bright and detailed, and very imaginative, when it comes to the odd creatures you are confronted by in the street.
The music is exceptional, showing a real talent, and succeeds in maintaining just the right mood throughout. The voiceover of the narrator portends doom so well! The other voices are also done well, although without lip sync. There are a lot of special effects in this game, and the sound guys have done their bit to make them as realistic and shocking as possible.
There are options and sliders for everything. Music, effects, environment and voice volume, gamma effects, custom cursor, special effects, and widescreen. The one thing it didn't have that it should have was an inventory bar lock.
WHAT’S HAPPENING? The town of Brightfield is undergoing an out-of-season blizzard, hampering the efforts to stop attacks by the strangely mutant animals that have been terrorising the town. Now practically deserted, the town holds a deadly secret, and someone seems determined to ensure you never get to the bottom of it, even if it means killing you. Your immediate problem, however, is the rescue of a girl who was kidnapped by a huge furry beast that nevertheless walks on two feet.
GAMEPLAY Though extremely well done, this is a fairly standard HOPA game. There are a lot of HOPs, of the interactive list type. Within them are smaller mini-puzzles, simple and fast, but adding to the complexity of the scene. The puzzles are a bit different and a touch quirky, and require a little bit more effort than usual. There are a lot of safes and niches and drawers to open, and one thing I liked about this game, is if you had scoured the town to scrounge up the pieces of a safe lock, the combination would be right there near you, so you didn’t have to scrape around for that too. There is no journal, so no codes or clues are outside the location of the cache. Otherwise I would not have liked this game.
There is a helpful interactive jump map showing both objectives and immediate tasks, and holding videos to be replayed. The hint system actually gives you a none too subtle hint. There is lots of help at the easiest of the 4 levels of difficulty.
COMBINED IMPACT I remember being less impressed with this game when I first played it. I often find I enjoy a game the 2nd time more than the first, I think because it is all such a struggle to play one of these extravagant games at first! In any case, I had a wonderful time with it this time round, and it will not be so long before the next time. Solid, high class entertainment.