FIRST IMPRESSIONS At the start, my reaction was, “I’m through buying Dark Parable games, forgiving the low definition graphics because of the art and the story”. I mean, there really is no excuse. These are quality games in every way, with astonishingly beautiful art, how can they continue to justify this poor quality in their visuals? Well, I surely don’t know.
But soon into the game, I was again hooked by the story. The developer has a knack for combining elements of several different fairy tales or fables into one delightful adventure. So now, I’m thinking of relenting. Again.
SIGHTS & SOUNDS Well, you’ve heard my rant against the graphics, which, it is important to note, remain as bad in the HOPs as everywhere else. There isn’t even a wide screen option, so everything is stretched and distorted. The music, on the other hand, is lovely and in keeping with the mood of the game. The voiceovers are excellent.
WHAT’S HAPPENING? As Fairy Tale Detective, you are once again called upon to investigate trouble in a fable-related context. The legendary Sky Kingdom has become visible, there have been bits of its island falling to earth, people are getting hurt. And there seems to be some kind of war going on. You hook up with Jack (move over Indiana Jones, this guy could be your stunt double), an adventurer who has actually been to the Sky Kingdom. In one of those touches I love about this series, Jack’s cottage contains reminders of all the previous Dark Parable games, and there’s a familiar face there.
GAMEPLAY This is a FROG (fragmented hidden object game) that follows the formula of the earlier games. There are some great puzzles, and the adventure side of the game is very good – a little challenging, but not a struggle. But it is those FROG scenes that are famous. Beautifully crafted objets d’art are broken up and scattered throughout a scene, and you must put them back together. Again, better graphics would be so wonderful in these scenes.
There is a directional hint, and an interactive map, that does not allow you to jump. I don’t particularly like the map, which gives both objectives and areas of interest, because most of the time there are no areas of interest indicated on it. Yet obviously there is something somewhere that needs doing. So. I stick to hint. There is no journal.
There are 3 modes of difficulty, or you can choose to simply turn off sparkles on either HOPs or active areas.
CE BLING! As with other Dark Parables games, the collectibles take the form of objects in the locations that make up a part of one of the fables used to construct the story. There are 4 per parable, and I think there are 5 parables. Other extras have not yet been indicated.
COMBINED IMPACT It’s a good game. It could have been a great game. Still, for those who are playing on a laptop, this game will look magical!
FIRST IMPRESSIONS Very low key start to this game, but a very touching one. We join a mother and her young daughter on just another ordinary day. But tragedy strikes and Andrea is left in a coma. There’s a bit too much dialogue at first, but it’s justified by the need to explain the procedure.
SIGHTS & SOUNDS The graphics look really great. Detailed and boldly colourful. I particularly liked the HO scenes, where items were very clear and easy to see, and realistic, not photo realism, if you can understand the difference. The voice of the wizard is excellent. Music struck me as pleasant.
WHAT’S HAPPENING We are charting our way through Andrea’s mind, tracking down her fears and feelings. Disturbingly there are nasty little imp like creatures populating her emotional universe, frightening her and creating havoc (really cute in an evil kind of way). The boogieman is horribly well done.
MAKING PROGRESS It is a little slow to get started while we are learning the backstory, and the purpose of this treatment, but it picks up quickly once we enter Andrea consciousness. The HO scenes so far have been interactive lists, the puzzles have been okay, not especially difficult or new. The adventure tasks take up the most of the time, with interesting quests along the way.
Interactive jump map shows active areas, journal keeps notes and task list.
BLING! One unique feature is the option to come back to reality via the ‘wake up’ button. Unlike other games with the same story, part of this one is actually played in the real world, where you gather memorable objects from your daughter’s life to ‘scan’ into the memory machine for use in the dream world. Nifty.
FAMOUS LAST WORDS I enjoyed this game immensely. Top quality and fun. Looking forward to its release.
FIRST IMPRESSIONS This game starts off very differently. So far, there are no credits, the game just opens on the start page.This is followed by a full 2 minutes, yes I timed it, of intro video, very creepy, and undeniably attention-getting. Then we manage about 3 interactions before signing in and choosing one of three difficulty levels. Then another one full minute of video (which in this case is too long), before starting the game proper.
SIGHTS & SOUNDS I am not entirely confident this game will live up to the brilliantly creepy opening moments. The problem is that in parts, like the first HOP scene, the colours are aggressively bright and at odds with the gloomy decrepit house we are exploring. For the most part though, those nasty little surprises keep on happening, you know, the ones that mean you have to leave the lights on. The quality of the graphics could have been better.
There are no voiceovers, and in this case I think that’s good. Voice would just be talking to ourselves in any case, and this way the atmosphere remains solitary and threatening. The music covers a wide variety of appropriate tracks and doesn’t get boring, which is an achievement. And of course, there are other noises in keeping with the mood .
WHAT’S HAPPENING? That wonderful opening in the asylum is not what it appears to be – yet. But we do receive a strange letter from our sister, who disappeared 10 years ago, shortly after our mother died. When we go to the address given, it is a clearly abandoned house, which has obviously been left to rot years ago. Yet, someone gave this address as your sister’s, left out your sister’s doll, and lit candles. With a bit of effort, even the lights still work. And then there’s that very scary girl who keeps turning up. Is she a ghost? And there is some connection to both your sister and the asylum – you keep finding evidence of both all over the house! And who is Dahlia?
GAMEPLAY This is a fairly standard HOPA, though very light on puzzles. Bit light on HOPs too, thinking about it. The HOPs are interactive lists with three colours of type. Black means the item is visible, red that some interaction must take place to get it, and grey if it is in one of the close up HOPs within the main scene. For added assistance, the colour changes from grey to black and back depending on where you are. Because I played this beta twice, I found out that the item list is random.
The couple of puzzles have been very easy, even by my standards. The game is really about the story. So wandering around the huge house with its many interlocking rooms is how you spend most of your time. You have a journal, nicely presented with story on the left page and the clues you find on the right. And there are a lot of clues. Although it’s still all very cryptic at the end of the demo.
The hint is directional, and the map, when you get it, is an interactive jump map and very handy. With so many rooms and so many things to do, finding active areas is a big help. There are 43 locations filled with all this busy work, and the end of the demo announces that we have played only 10% of it. Which I find a delightful idea!
COMBINED IMPACT Despite its flaws, and even allowing that it may not be as scary as the opening scene suggests, I am really hoping they make this one. It’s story driven and that is my favourite kind of game.
FIRST IMPRESSIONS I remember having a lot of fun with the first Bluebeard’s Castle, but I don’t think it was ever a big hit and I certainly didn’t expect a sequel. But then, who would have guessed Bluebeard would keep a bride alive long enough to have an heir?
SIGHTS & SOUNDS This game is somewhat different in looks, but it is still clearly Bluebeard’s Castle that we arrive at, even if it is totally dilapidated. The intro shows us a marvellously clear image of ourselves, the unfortunate son of Bluebeard. This is followed by the complete backstory of Bluebeard and his curse, told in an almost graphic novel style. The graphics for the rest of the game are fantasy graphics – bold and colourful, surreal and a bit cartoon. It is not a bad choice, though I suppose many will criticise. But to me it was similar to the fantasy graphics in Nightmare Realm. In any case, they are clear and very high quality, whatever you think of the style.
The music in the intro is dramatic and arresting, but in the rest of the game so far, is eerie and non-intrusive, and in keeping with the first game, there are no voiceovers. One thing I do miss from the original is the rhyming hints. They added a little something different.
WHAT’S HAPPENING? You are having nightmares in which you are a monster, stealing the lives of innocent women. Your aunt is forced to tell you the truth about your father, and how she defeated him and saved your mother’s soul. (This is the character we played last time.) This has brought a curse down on the castle and on the heirs, who are all doomed to dying young. You must find the “dark heart”, which is the demon force of the curse, to save not only yourself, but also the castle inhabitants and the town below.
GAMEPLAY There are more puzzles than HOPs so far in the demo. The puzzles are easy, with the exception of a couple with unhelpful instructions. But this is the beta, so hopefully they will be fixed. The HOPs are interactive lists, with a fair amount of interaction. You can click on an item in the list and see a silhouette of it on the side. The scenes are not animated, except for a specific item on the list which must be caught on the move. This fun and not hard. There are a lot of fun animated graphics outside the scenes to make up for their absence here.
Adventure gameplay is not too difficult, the journal is useful. The hint shows you what item you need next and where it is, but you must go to the map if you want to jump. And the map does not indicate active tasks, so the two must be used in tandem. The game moves a little slowly at this point, but the exploration of the old castle holds many little quests.
There is a game timer, and achievements based on the statistics collected. These are all based on the time it takes to complete puzzles, including HOPs. Each achievement is awarded on a different time range, so you get awards of one sort for doing a puzzle under 1 min, and another for under 3 mins. Etc.
COMBINED IMPACT I really enjoyed myself, despite the somewhat old-fashioned style of the game, and it’s slightly cartoony feel. I hope to see this one released. But I wouldn’t hold my breath. It is clearly a sleeper at this point.
FIRST IMPRESSIONS Very low key intro with the character’s voiceover explaining (confusingly) the lover’s triangle that tore her world apart. The voice is good, the cut scene graphics are not. But not enough to distract.
SIGHTS & SOUNDS Graphics throughout the game are good, nothing special, but that’s okay, right? The HOP scenes are static, which is NOT good. It gives this game a flat look.
WHAT’S HAPPENING We pick up this story after your husband is shot by your jealous ex, Luke, who has also killed your father and kidnapped your children. Using the mind machine from the first Echoes Of Sorrow, you enter the comatose mind of your husband, seeking the truth behind all the violence. And apparently, we are not going to like it.
MAKING PROGRESS There are 2 types of HOP in this game – multiples, and interactive lists. The list HOPs (static, no interaction) are visited twice. Sometimes asking for the same items. There are many, many puzzles and mini-games. I didn’t find them all that hard or original.
Except one lock pick mini-game that required hand/eye coordination to complete. I probably won’t buy this game, specifically because of this mini-game. Skip is quite slow even on easy, and the mouse movements needed had me slipping out of the puzzle window continuously, at which point the skip counter started again. After endless attempts at being patient for the lengthy skip to fill, I just gave up on the game. (Where there’s one nasty niggly thing, there’s sure to be more.)
The journal keeps information after the event as well as codes etc. The directional hint is good, but you must wait for a refill to go each step to the right location. Luckily, it refills a lot faster than skip!
FAMOUS LAST WORDS I quite liked the first Echoes Of Sorrow, despite its age and simplicity, but this one, well it just frustrated me. It will suit many others, though, and there are a lot worse games out there. Still, going with my gut ...
FIRST IMPRESSIONS This game has a lot going for it, but in the end, just does not have enough life in it to make the difference between immediate release and sitting permanently on the shelf.
SIGHTS & SOUNDS The opening sequence was good enough to rival any mega game developer for professionalism in both art and voice. The graphics throughout are so natural and realistic, you’d swear the whole thing was photographed, yet with a softness to the images that is much easier on the eyes than the typical pseudo-realism found in games. The game is set in American wood country and looks wonderful, and I can almost feel the fresh crisp air of the forest surrounding us. I loved even the interface, which was neat and tidy, without being dull.
The voiceover was excellent. Accentless, well spoken and clearly intelligent. There are some lovely ambient sounds too. And special atmospheric use of those whining noises that I refuse to call music, lol. The story is about a lost Indian (yes, Native American of course, which was the developer’s first mistake!) tribe, and the much of the music seemed to my uneducated ears as the sort of thing I think I remember from cowboy and Indian (that word again) movies.
WHAT’S HAPPENING? Your professor knows you are researching vanished Native American tribes, so he sends you information about an explorer back in 1687, who seems to have been to one such settlement. So what about that opening scene, huh? How’d we end up in an unfamiliar hut with a headache? Well, I doubt we’ll ever find out, because sadly, this seems unlikely to be released. And not without just cause.
GAMEPLAY Well, I have been giving you so much good stuff about this game, seems hard to imagine what’s so wrong with it. It’s the pace. We have our standard (static) HOPs with word lists, occurring frequently and visited twice. And there are a few puzzles. Again, all standard stuff. Nothing new here. And while we’re about it, for the record, no map but a decent journal. Hint is directional, but must refill each time you use it even to just change locations.
And that’s where it all falls apart. Because the game is not especially intuitive, and has a lot of toing and froing, so a lot of time is wasted either checking location by empty location (none has very much to do in it) or waiting for hint to recharge. Worse, an object that was not accessible last time you were there may now be.
For example, I note a strange stone covered in moss, but I am unable to use my spatula to clean it off, or my crowbar to remove it. Later, when I need strange stones, I can now use both these items. That is just so infuriating. And it means you must keep checking back on items, if you can remember them, in case, now you can use them.
And a new HOP scene may become active, but you have no way of knowing, and no reason to be going back to that location, unless you just wander around looking for things to do. I got over it, and couldn’t stick to the finish.
COMBINED IMPACT Such professionalism in the artwork, such sorely deficient gameplay! It’s a shame, alright, but we probably wouldn’t buy this even if it was released. Unless someone injected a huge dose of adrenaline into the game.
FIRST IMPRESSIONS The intro to this game is much longer and quieter than most opening cut scenes. But it does allow the situation to be explained without the need for dialogue or narration. And it’s kinda eerie too, suspenseful. I think it is worthy of attention.
SIGHTS & SOUNDS The visuals are really quite excellent, clear and clean and very well rendered. Of a quality to rival some CE games. The cut scenes in particular are impressive for such a low key (budget?) game. And the glimmering tiger alone is worth the effort of trialling this game. There are great background sounds and the music is okay. No sound effects or voices at this stage, which makes the game seem reeeeally creepy. In broad daylight you feel like you’re walking around in the dark all alone. I assume, though, that the version for release will have at least some sound FX.
WHAT’S HAPPENING? I love that this is told without anyone saying anything. We watch a woman get off a bus and head for the town of Silent Marshes (maybe there won’t be any SFX after all?), meeting up with friends in a diner and they are having a pleasant conversation when a very scary, very crazy looking clown turns up.
All is screams and everyone runs away in different directions, but the clown gets at least one of your friends before you run into him and, faint? When you wake up, you are alone in a crocodile infested swamp with only a pelican and his catch of fish between you and some very nasty teeth.
GAMEPLAY The gameplay is standard HOPA. The pace is a bit slow, as there does not seem to be much to do in each location.
There are a few slightly tricky puzzles, just enough to throw me off my stride, but probably okay for most. The HOPs are interactive lists that are clear and uncluttered, but where I had real trouble finding some items. They are made more difficult by a cursor that looks very similar in both point and pick up mode.
There is one ‘find multiples of (crocodiles, eeek!)’ in the swamp. The other HOP scenes are visited twice. Hint and skip are both quick in the easiest of 3 difficulty levels. There is no map, but hint is directional. The journal keeps track of the story – which I at least am interested in hearing more about! What grim past has come back to haunt your friends?
COMBINED IMPACT This is not a fancy game, and it is not going to knock your socks off. But it is very atmospheric and immersive. The game play is nothing new, but of a slightly more difficult level than most, and its visuals are way better than most standalone SEs. In all, an enjoyable experience.
FIRST IMPRESSIONS I’ve played this demo twice now and still got so caught up in the game that I forgot to takes notes! Wonderful introduction gives you all the backstory you need, and a fair indication of how this story is going to go. No dramatic train crashes or air disasters, but a good old-fashioned love-crazed villain with a taste for fire.
SIGHTS & SOUNDS As usual with this developer, the graphics are superb. This is a somewhat darker game than is their usual, but they handle it well and most locations are in fact very well lit. The darkness is more an atmospheric thing. There is a certain glossy shine to the theatre scenes that I find a bit off putting to me. But then I’m not European and am therefore not used to seeing that much gold gilt! All items are easy to see and not small.
The voices are excellent fun, done in pseudo-Italian (?) accents, that fit wholly with the characters and the story. The flautist is my personal favourite. The characters in the location are still, while there is a smaller pic beside the speech box where lips do move. I always like this feature. The music is a little different, though don’t ask me to describe how. But it is low key ominous and quite pleasant. As the game is about ballet, I was a little disappointed not to hear any classical stuff.
WHAT’S HAPPENING? You are meeting your sister after her performance as star of the most popular ballet, written for the love of the composer’s life. It was performed here for the first time 30 years ago, immediately prior to the theatre burning to the ground. Having watched the intro through, we know that the composer burnt the place down in revenge for finding his loved one, the prima ballerina, with another man.
Your sister does not show, and you are outside wondering what to do when the stage manager opens the door. No, he says, the theatre is empty, there’s no one here. But there is a light an upstairs window, and voices. You must get in and find your sister! In keeping with demo tradition, we finish with a cliff hanger, but how we are going to get out of this particular predicament totally escapes me! Can’t wait to find out!
GAMEPLAY The play is dominated by HOPs. So far, there have been several, either interactive lists or simple silhouettes, which are introduced four at a time only, which requires a slightly different search strategy. What may have been irrelevant before could be needed now. As an alternative, there is a bubble popper game, in which each sparkling bubble you pop removes an item from the list. Again, an somewhat unusual strategy is required.
The puzzles so far are incredibly easy. I hope they get harder later on, because if I think they’re easy, a lot of people will think they are laughable. One puzzle got on my nerves. A simple follow the notes memory game. But if you missed once you had to go right back to the start from one note again.
There is an interactive jump map that shows objectives as well as active tasks and current location. I don’t like how long it took to unfold it each time we use it. Hint is directional. The journal has a diary and objectives. The tutorial is particularly well written.
CE BLING! There are two types of collectibles. 30 yellow roses for Marie’s bouquet, which are easy to spot and there is a lot of them early (10/30 in the demo), and 12 morphing items which are a lot harder to find. Being the beta, there is no more information yet.
COMBINED IMPACT I really liked this game. It is not my favourite Eipix. But it is up to their usual excellent standards. My enthusiasm is tempered, I think, by the lack of originality in the story, and all that golden gilt!
FIRST IMPRESSIONS I was a little uncertain at first about this game, but actually it’s quite good. A little slow to get started, but it picked up towards the end of the demo.
SIGHTS & SOUNDS Initially, I was unimpressed with the production quality of this game. The graphics ranged from cartoony to grainy and pixelated. But, past the introduction, this was not the case at all. The game itself looked and sounded just fine. It’s just some of the cut scenes that are poorly made. There is quite a lot of darkness, but the items you need to find usually stand out reasonably well in locations and are quite clear in the HOPs.
The voiceovers are good. An attempt has been made to pay lip service (sorry, couldn’t resist) to lip synching, with a vague, small movement of the mouth. Looks fine to me. The music is light and airy, strange in such a dark game, but very pleasant. It gets a bit repetitive after a while. Ambient sound is great, loads of toads and birds and burbling.
WHAT’S HAPPENING? Your saviour and mentor Prof. Ashmore has been murdered. But you know there’s more to it than that. You head off to the island retreat you grew up on in order to find out the truth. In particular, you are looking for the prof’s assistant, who has been missing since the death.
GAMEPLAY Very much a HOP-dominant game, it still has plenty of puzzles as well. The HOPs are interactive lists, with a twist. One or two items will be morphing, and you can only click on them when they are in the state given in the word list. It does make it a bit more interesting and challenging! These scenes are each visited twice.
The other puzzles are nothing particularly exciting, but good enough to hold my interest. They are not too hard so far. Adventure gameplay is logical and simple and generally obvious. Hint is directional and the map is an interactive jump map. There is also a journal.
CE BLING! The only thing this game lacks to qualify as a CE is the SG, and perhaps a little more in graphics quality. Everything else you’d expect from a CE is here. Gallery items, Bonus chapter, Achievements and Collectible, Replayable puzzles and HOPs.
COMBINED IMPACT I can’t get worked up about this game, despite its good qualities. Perhaps I am just tired. But I wouldn’t be rushing out to get this game right this instant. It will be on my wish list, but I can wait for a sale.
FIRST IMPRESSIONS The evidence suggests it is a sequel to the Mystery Of The Unicorn Castle, (exact name, same developer) which was released 5 years ago. That sure is a long gestation period. But it may well have been worth the wait.
While not an extraordinary game in terms of production values, it does have a unique approach to gameplay that I find very intriguing, and lots of nifty little ways in which it is made more appealing.
SIGHTS & SOUNDS With a good and engaging intro, this game involves your emotions straightaway. The graphics are good. Clear and well drawn. Nothing to complain about, but they are not outstanding either. I do love, though, the game interface. It is an almost iridescent almost-white blue against a dark background, with the bare minimum of clutter around the (lockable) inventory bar. A neat trick is having you zoom into the close-ups rather than opening a window. And you can choose to turn off this feature if you wish.
The game is narrated by our character, and for most part is very well done, although his intonation seems a bit off from time to time. There is quite a lot of talking involved, so many will be pleased to know that you have the option to switch this off as well. Special effects are good, and there is a variety of ambient sounds, including silence. The music is sinister, yet quiet rather than frightening, and includes voicetracks.
WHAT’S HAPPENING? A young girl has been kidnapped under unusual circumstances and we have come in to investigate a nearby abandoned castle. We catch a glimpse of Sophie and her kidnapper going into it, and we are off in pursuit. Along the way we meet a ghost who asks us for help, in return for information about the kidnapper.
GAMEPLAY This game has some HOPs, but really not many. I think I encountered two in the demo. There are slightly more puzzles. Nothing is actually difficult, and I didn’t even use the directional hint, or skip. You do have a choice of 4 difficulty levels and I was playing on the easiest, but I really don’t see it will make much difference. The interactive jump map gives you active HOP scenes as well as active tasks, visited and unvisited areas. There is a diary that holds your notes and replayable videos.
What’s unusual about this game is that along the way, quite frequently, you will be asked to decide which way to behave. Help the ghost or not? Allegedly it will alter the way the game progresses, and it certainly does change the achievements you win.
CE BLING! There are both achievements and collectibles. The collectibles are Halloween pumpkins, and there are 50 to be found. They are not all easy to find, either. The other collectibles are fireflies, which instantly recharge your hint meter when you catch them. The achievements have their own Trophy Room in the main menu and are given out for a mix of both story-related (and for once, you may fail to get a story one, depending on your choices), and performance-based. A panel pops up in the game when you receive a trophy, and again, you have to option to switch it off. I know many will like THAT feature!
COMBINED IMPACT I really enjoyed this game. It was fun from the very beginning and kept my interest all through the demo. Maybe it isn’t a world class performance, but it is very good, and has that indefinable fun factor.