FIRST IMPRESSIONS What I really like about this series is that each game is a genuine sequel in the lives of Carrie and Lynn, and that the intro to each game gives a tidy recap of the story so far. Without spending a lot of time on it, we are once again connected to the trials of these two remarkable women.
SIGHTS & SOUNDS As with the previous Witches’ Legacy games, the quality is excellent. Beautiful graphics – although I still maintain they are not as clear as they could be, there is something granular about the graphics that I just don’t like. The imagery, however, is delightful, and well done cut scenes are used most effectively to keep the drama going.
The music is pleasant and varied. The voiceovers in particular are interesting. You may not like them all, but each is unique and reflects the character they are portraying. Backgrounds sounds did not intrude.
WHAT’S HAPPENING? After surviving their 2nd confrontation with Elizabeth and then the Queen of Witches, our heroines are enjoying a little well-earned quiet happiness. But soon it ends when an organization of Witch Hunters kidnaps Lynn. It is such a treat to have the witches on the side of good and the witch hunters as the bad guys. Not interested in whether it makes a statement or not – just glad for the change!
Our ladies are joined again by the cheeky imp who helped out last time, and he is joined by an unlikely ally – Elizabeth herself, in her doll form. Now, I gotta say, beware of false friends, because I still don’t trust her! But for those who are over cute, at least she’s an ugly companion and not all that nice! Actually, she is very well drawn and a credit to the artist.
GAMEPLAY Fairly standard HOPA fare here, with some good and new puzzles. There are 29 puzzles, plus 30 HOPs. The HOPs are interactive word lists where the interactions may be simply lifting a curtain to reveal half a dozen items, or a series of steps to find one.
As an alternative, you can play memory card game, where each 2 pairs removes one object from the list. The interactive jump map is helpful, clearly indicating where you can act immediately, and hint is directional. There is a journal which keeps info on progress, but not much.
There is a game timer which indicates that the 45 mins I spent on the demo was about 25% of the whole game. I did not finish the demo.
CE BLING! The usuals: SG, Bonus Chapter (starring Imp), Gallery items.
Collectibles: 35 morphing objects, and 40 puzzle pieces (jigsaw) which make up 5 character info cards and an a personal wallpaper for each one. Achievements: 20, some story driven.
According to the blurb, a 2nd extra game infiltrating the Order of Witch Hunters.
COMBINED IMPACT I really like this game. I don’t love love love it, but I do think it’s a good quality entertaining and original game.
Welcome to the Any Wish Hotel, where guests don't check out – they simply vanish! You've been called in to investigate a perplexing disappearance. Can you solve the case before you become a permanent guest?
FIRST IMPRESSIONS The opening sequences are not at all impressive. There is no voiceover, the graphics are sub-par and the story itself seems at this stage pretty obscure. Things do improve once the game proper starts, but it is still definitely a B grade production. Of course, some B grades – movies or games - are just the thing in the right mood.
SIGHTS & SOUNDS While the graphics are bright and colourful, they are a bit blurry, and have an amateurish feel about them. But they are not ugly, and are clear enough to see all you need to see, and if you’re on a laptop or small monitor, I doubt you’d notice the blur. The lack of artistic style, though, is obvious.
The music is strange to me, but then I know nothing about music. I think this is jazz. It certainly involves excessive use of a big string instrument. I did not notice any other environmental sounds.
There are no voiceovers, and that means a heck of a lot of reading in the early part, and throughout the demo it is still noticeable by its absence. I think the key to success without voiceover is to tell as little of the story as possible, and let the characters’ actions speak for themselves, otherwise there is just too much time spent looking at the bottom of the page.
WHAT’S HAPPENING? You have been enticed to the Any Wish Hotel to investigate a disappearance, but before you even walk through the door, the presence of a strange and malevolent looking man bothers you. So does a very beautiful and ethereal butterfly that is the highlight of the game.
Inside, the hotel is a shambles, and just getting to the owner’s office is an adventure. The current guests include an inventor, an artist, an illusionist, and a musician. They are all acting peculiar, and it has something to do with that butterfly and the stranger. Things go downhill from there.
GAMEPLAY Very basic. This a no frills game all the way, and that includes the HOPs and puzzles. The HOP scenes look quite good, but are very cluttered. They are interactive lists with some new interactions. The puzzles and mini-games are for the most part old, and very easy. Some, though, are quite clever. But neither types of game are the main focus.
Most of the game is very easy adventure stuff. What I call inventory-driven. Wander around and find out what you need; then wander around and find out what you’ve got; put the two together. After the initial confusion, where you have a dozen inventory items and a dozen places to put things that don’t match with any of them, the game settles down into an easy rhythm. Each location has lots to do of this sort of thing, and you will certainly be kept busy, but the objects and their uses are usually pretty obvious.
There is an interactive map giving you where there are active task, where you are finished, and of course where you are. It (sometimes – you’ll find out) allows you to jump, which judging by the toing and froing, and the complexity and size of the map, is going to be a good thing. There is also a directional hint and a journal which allows you to replaying cut scenes. And 3 modes of difficulty.
VERDICT One aspect of this game is fun. There is an ironic humour throughout, leading to black bar comments like: What a good place to hide a cane head! (The maintenance hatch of the elevator).
I can’t get into this game. But it is not all bad. It is a nice easy game with some good moments and I’d never NOT recommend it on its B grade status alone. But, personally, I think there’s better. Maybe worth a punchcard coupon for some.
BASED ON DEMO . FIRST IMPRESSIONS I decided to review this game because the later games in the series are such a mixed bunch, I thought I’d see where it all started. Well, it started in 2008 with this game, and it is remarkable how good it seems even now, almost 6 years later.
SIGHTS & SOUNDS The graphics are of course, no good. No point expecting anything else. And the HOs are often so tiny, that this poor quality affects gameplay. But, for its day, this game did well.
The sound tracks are wonderfully atmospheric, martial music of the period, cannon fire, shouts, bugles, all accompanying the more beautiful peaceful sounds of a nearby brook or bird song. The contrast is brilliantly done.
WHAT’S HAPPENING This game provides large amounts of information, about the facts of the Civil War in the US in the 1860, and about the fictional story of a secret society amassing untold wealth.
Each level brings with it letters, reports and biographies about real people, about the politics and issues of the times, and how it led to devastating war.
MAKING PROGRESS This is a HO game. Within each chapter, there are a number of “battle scenes”, also known as HOP scenes *grin*, where you are given a list of items to find. The objects are tiny, and the scenes are distance views, no close ups unfortunately.
There is usually a letter to be found in the scene, as well as a puzzle to do, one per level. These puzzles cannot be skipped, but they are easy. As you progress, the number of scenes in each level increases.
This is to increase the degree of difficulty if you are playing timed mode. But you can opt for untimed and relax. Hints are limited, and I never did find out if there was a way to increase them, but it was awfully difficult not to use them up, even at the earlier levels.
LAST WORDS I admit that this game will get on your nerves if you are not into the history and/or the story, and also if you do not like repetition, because you will visit all HOP scenes more than once. But for a straight HO game, I found it imaginative and interesting.
Nevertheless, it isn’t a game I could recommend, except to collectors, fans of classic games or history buffs.
The fabled land of Agartha awaits your discovery in Esoterica: Hollow Earth! Experience a sci-fi adventure that will take you to the depths of the Earth.
FIRST IMPRESSIONS It is clear very early that this game is about the story, first and foremost. As a friend described it, it is like watching (an old) movie, and interacting in parts.
If you are not into story, characters, dialogue, you will probably want to skip this game completely. Because there is much more graphic novel to the game than puzzle or adventure. Outside the story, it is a fairly easy old-fashioned HOPA game with the emphasis on HOPs.
SIGHTS & SOUNDS This game’s graphics are very pleasant, vibrant and colourful, clear and realistic. While there is nothing astonishing about it, there is also nothing to criticise. It looks good. And it sounds great! The voiceovers are very well done. The young girl’s voice is seriously annoying, but she’s gone as soon as you leave the house.
There is a great deal of dialogue, far more like what you would expect of a RPG or large file game, so it is well that it is good. You can skip it all of course, but then this game has nothing to bring to the table if you do. The music is interesting, upbeat and tuneful. The background noises are sometimes overpowering. *grin*
WHAT’S HAPPENING? Your grandfather’s another of those crazy scientists who are forever getting kidnapped and you go off to rescue him. But for that, the rest of the story is pure Jules Verne and “Journey to the Centre of the Earth”. You travel inside the "hollow earth" seeking a lost civilization from the stars.
It is also another art deco, 1920s, throw in a robot, period piece. Still, I forgive the game, because I was totally blown away when I ran out of time. The story is engrossing.
GAMEPLAY Well, again, remember, it is all pretty old-fashioned and simple, with help if required from a directional hint. There are 2 sorts of HOPs, interactive lists and simple silhouettes (no interaction). And there are a lot of them. Each HOP scene is host to one of each type. There are some nicely simple puzzles, none at all hard at this stage, and some very easy point and click.
There is no map. The journal keeps important information. But sometimes it actually gives you more information you won’t know unless you look at it. For example, you must find parts for an instrument panel. You are not told how many or what they are. In the journal, the missing parts are circled in red.
BLING! 29 collectible gold punch cards. When translated, they tell the story of individual characters, legends and so on to augment the story you get from the many movies, cut scenes and dialogues. Beware! I saw one in a close up window for a puzzle, and waited till I did the puzzle to collect it. No good, puzzle closed, I’m down one card. *sorrowful frown*
If the blurb is correct and there are 40 puzzles and 125 locations, then we are in for a long game indeed, the hour covered maybe a dozen, or 15 locations at the absolute most and only a handful of puzzles.
VERDICT If you are not into life and death struggles with a superior and devious puzzle creator, and you don’t mind taking a back seat to the players while they take the stage, you will want to give this a try. [I know that for many this game’s size will prohibit a trial. If you have a specific concern about the game, you’ll find me and others who are busy playing the game through right now in the games forum]
As something for a little different, or an afternoon's dawdle, I like this game.
FIRST IMPRESSIONS This is the second in a new series of nonogram games (sometimes called pictographs, and the same type of puzzle as the Mosaics series). Like the first Asian Riddles, this game is sweet, delicate and peaceful.
SIGHTS & SOUNDS Really, the only difference between this series and any other nonogram series is the atmosphere. Done in beautifully detailed graphics, with wallpapered borders instead of ugly black bars, the game is just a joy to look at. Likewise, the music is serene, Asian in tone, and ethereal. This is a very peaceful game.
The one jarring note is that the games are timed and time constitutes the top score system. (For which I have docked it one star)
GAMEPLAY The gameplay is standard for this type of game and almost identical to the first. The ‘contest’ gives you a limited number of hints and allowable mistakes, and you play for coins, which you can use in the ‘shop’ to buy hints, or add allowable mistakes, or gain access to the next level. Each new level increases in difficulty, but the hints and mistakes allowance also improve.
To mark a tile as empty, it is possible to either change it on the interface at the right hand side, or right click. I like the tiles the game uses, as they look like tiles, and the sound effect putting them down is appropriate.
To begin with, the game is incredibly easy it seems, but the limited number of allowable mistakes and hints available makes it a bit of a surprise. It doesn’t take long, anyhow, to move from 5x5 grids, to 10x10 grids, with none of the dead-easy 10x10 grids that are normally used to ease your way into trickier grids.
There are 12 rooms containing 12 levels in each. Your performance is rated using a three-star system, and you must get all 36 possible stars to move to the next room – unless you buy your way in. You can repeat any level as many times as you like to get the full rating.
The one major difference with this game from the first is that it does not seem to have trophies, so far as I could tell.
VERDICT I am not good enough at these type of puzzles to be able to compare the degree of difficulty at higher levels, but at the lower levels, they do seem to be more difficult than other games like this.
If you like these sorts of games, and especially if you could use a challenging one, I think you’ll love this one. But don’t be put off by the challenge. It is a flexible game, and you can learn as you go.
As with most of this developer’s games, it is definitely zen.
FIRST IMPRESSIONS You know, I’ve rather enjoyed my role as MCF heretic, believing myself to be not as all that impressed with the series as most fishies are. But replaying them all in conjunction with the latest in the series, I have come a long way towards changing my tune.
For the first hour or more, I found my usual objections to MCF. It was too in-your-face creepy, too ‘loud’, and altogether too over done. As well as being unforgivingly and unforgivably hard.
SIGHTS & SOUNDS The videos drove me nuts! Right from the very start. They were totally nerve wracking. They were also splendid of course. To be able to present video of this quality in 2009! With actors, not cartoons! The use made of tapes as an slowly unfolding suspense/horror movie was inspired. Admittedly, by today’s standard the graphics are a little grainy – again, not bad for a game produced in the age of the dinosaur!
The sound track is one feature I am not at all conflicted about. It is brilliant. There are everything from haunting melodies to crashing thunderous chords that scared the living daylights out of me.
WHAT’S HAPPENING Having survived yet another clash at Ravenhearst, you find yourself snowed in by an unseasonable blizzard near a township called Dire Grove, well known for its Celtic heritage. A stalled car, a shocking video, played on your Crime Computer, and you are knee deep in the snow drifts, trying to locate 4 missing post grad students, who have come to see some Celtic relics recently found in the area. It is a terrifying mystery and tests all your skills as a Master Detective.
MAKING PROGRESS This is an adventure game with a heavy tendency towards HOPs, which are all interactive lists and visited twice. There are also a lot of tricky puzzles, covering a wide selection of the sorts of puzzles and mini-games we have seen since then and now.
There are some nastier aspects to this typically MCF utterly impossible game. No hint outside HOPs and no map!! In a game that covers about 30 locations, across a never ending supply of snow drifts inside and out. The journal is your only hope for much of the game, and it rarely spells things out. It simply lets you work out the meaning of what you’ve seen for yourself.
FINAL VERDICT This is, of course, the reason MCF games have such a following. They are always cutting-edge in the game mechanics, daring to do something genuinely different with every new release. They have great stories told extremely well, usually in unusual ways. And they are demanding games, expecting more from you than any other series (that I can think of, anyway).
Love them or hate them, MCF games are in a class of their own. And the more often I play them, the more I find them irresistible.
FIRST IMPRESSIONS Than most of the other delightful fantasy games released last year. And this one is a delight. The opening cut scenes set the standard. High quality graphics, more beautiful than pretty, with an emphasis on realistic animation and totally imaginary images!
For those of you worrying, is this another cute pet game? Well, so far the only animals, mythical or otherwise, have been a particularly mean and salivating Cerberus and a morphing spider.
I love that the main menu’s background is of a very realistic, though moving, nebula.
SO WHAT IS HAPPENING? You and your uncle have built a portal from plans found I know not where, but which you believe is the doorway to other realms. Well, you were right, but of course, Unc got himself into trouble and you are going to have to help. You find an artifact that reacts with the portal, and when you put in a series of code symbols, you are into another realm. A sinister someone/thing makes it clear you are unwelcome, and that you will never get “The Stone”.
SIGHTS & SOUNDS As I said, the graphics are great. Not the Wow! Kind, but very well done, beautiful and clear. And the imagination used in creating the different realms – marvellous. The voiceover is clear and bright, but just a little too much to sound realistic. Still, not difficult to listen to. The other sounds and music are also lovely without being outstanding.
GAMEPLAY I do like the HOPs in this game in particular. There are interactive word lists. Also multiples and pictures to find. These last two are as interactive as a typical word list, but there is no indication of which ones are affected, which makes it a little more challenging than other HOPs of that type. For instance, when looking for 12 beetles, you will need to shake things, open things and fix things to find them all.
Unfortunately for more expert players, the cursor does change over an interactive object, and worse, the beetles will commence a-jigglin’ if you take too long to find them. There is one more difficulty level, but I didn’t check it for this.
The journal has notes, objectives, achievements, the artifact’s details, and unfortunately, the interactive jump map. It’s a hassle to get to it. The hint is directional.
I didn’t find the puzzles too difficult yet, but they were a bit more challenging than in comparable games. Still I didn’t skip or use the SG for any of them.
CE BLING! Fairly ordinary. 1 Screensaver, 17 wallpapers, 13 concept art (sketches), 10 music tracks. There are a fair number of achievements, and they are of the standard types. The collectibles are REALLY challenging. I did not get a single one, even though the tutorial pointed out the first one for me (the spider). They are well integrated, and morph slowly.
LAST WORDS This game is a good CE game, a pleasure to watch and a little bit tougher than most fantasy games. Still, not spectacular.
I recommend this game!
+49points
63of77voted this as helpful.
Fall of the New Age
Help Marla uncover the secret conspiracy of the Cult and release her brother from captivity!
FIRST IMPRESSIONS Wow! Where are all these excellent little games coming from all of a sudden? And issued as a soft release! Although its tale is dark, this game is a wonderfully light-hearted medieval dance with all sorts of quirky aspects and features.
Lead in to the main menu is what I guess you’d call concept art of some of the characters from the game. Intro to the story is a delightfully constructed melodrama where the actions tell the story, so there is no subtitle.
SIGHTS & SOUNDS The graphics look very good. They have the feel of 3D about them, and the animation is excellent. There are many cut scenes at first, and they are also very well done. The game is a little dark, but that’s kinda nice. After so many vibrantly coloured games, I guess I’m up for a game that’s a little more sombre. The sounds of the game are great all round. And you can adjust ambient sound, sfx, music and voice separately. It all comes together to give the game a stylised feel that works well.
WHAT’S HAPPENING Things are not going well for our heroine tonight. While in the upper story of a building she is robbing, her lookout has been nabbed, and as she comes back down to earth, she witnesses an evil-looking sacrificial rite on another floor.
And as soon as she places her foot back on the ground, she is grabbed too. She wakes up in a cell, not aware of what is going on. But things pick up when an unknown ally gives her the means to escape. Now the two of them are putting as much distance as possible between themselves and the ‘scene of the crime’.
MAKING PROGRESS I keep trying to decide if this game is a puzzle adventure or a HOPA. I’m leaning to the first, with a few of the puzzles being HOPs, and not many at that. One HOP I remember is a lengthy silhouette with interactive components. There are also a couple of list HOPs. Puzzles are fun, but one, picking locks by finding the point where the ring trembles, has been used 3 times already.
You have a directional help, and a journal and map (not interactive, no jump). These are to the right upper corner, and are not a SG, as a few players first thought. Hint is a ferret, but that’s all he is – a hint button. Those who don’t like any extra assistance will hate the black bar comments in this game. There is definitely a lot of hand holding if you want it. But you can choose your level of difficulty.
There are lots of more unusual things to do. There are opportunities to make disguises for yourself, each step along the process of donning the garb and wearing the makeup is a tiny mini-interactive piece of the overall puzzle.
You also have a slingshot, which you have oddly magical ammunition for, and its worth by that much increased. You find a beautiful box holding lovely gems, which when correctly combined give you information about the kingdom. A kind of medieval Wikipedia.
MY FINAL WORDS I’m quite impressed. I certainly am surprised this did not rate higher fanfare. I like it and will certainly be buying it.
This game starts out well. There is no special intro before the main menu, but it is dark and eerie and draped in music and sounds of the most ominous portent. Intro to the game itself is intriguing, with one magician brother seeing trouble for not-so-magical brother in his crystal ball.
This game follows the formula set down by the other two Mystic Diary games, as well as being a loosely defined sequel of both games. In fact, the story in this one is EXACTLY the same as the first. We must rescue our brother from his own mad plans, and find some way of warding off the evil he unleashes.
This time he enacts his foolishness in a Gothic castle, which you get to explore in order to find the mystic diary and save your brother. The story is not really present for most of the game, as you just keep moving forward, helping spirits and occasional animated objects as you can. Some magical objects and individuals direct the action of your quest and you need to be constantly checking your diary for the information they have given you.
The game’s graphics are ho hum, not actually bad, but not up to today’s standards. Everything is visible though, without squinting. I like the music, it is a bit creepy without being over the top. There are no voiceovers, and apart from thunder when outside, ambient sound is at a minimum.
The game play is straight forward HOPA. The mini-games and HOPs are evenly balanced, with each HOP scene visited twice. The first time there is an interactive word list, the second is a search for multiples. The puzzles remained doable for most of the game, but I found myself having to skip the last few. The skip is very long, so this was disappointing. It made the finish of the game an anti-climax.
Hint also took a long time to refill, and it showed only where an inventory item could be used, so if you didn’t have the right item, or had not yet accessed the right scene, you received no help at all. Nearing the end, I had to use the walkthrough.
In all, an average game, nothing memorable about it, but not bad either. I found the time passed very quickly while I played, so it’s obviously absorbing. That’s good enough for me.
FIRST IMPRESSIONS I had no idea I even had it in my collection, have no idea how it got there, and have just now played it for the first time. This game is pretty old now, so its graphics are a big downer, and don’t make a good first impression. But overall, it is not a bad game.
SIGHTS & SOUNDS As I say, poor graphics, grainy, fuzzy and difficult to make out in HOP scenes. It makes a big impact on an otherwise good game. The music is quite good, pretty. And the ambient sound is good. I know we are now used to voiceovers, but it certainly wasn’t always the norm, and this game dealt with its absence in a unique way. When a ghost appeared, his/her instructions for the next part of the game are inscribed in the diary, and only the diary, so it is an integral part of the game. I like this idea, it is often useless having a diary unless you are playing over several days. Here, it helps with that, but has an even more important role.
WHAT’S HAPPENING? This is the sequel Lost Brother, where Victor (a magician of the conservative stripe) searches for his more eccentric and excitable brother Gustav, who has somehow got himself trapped in a magical book known as the Mystic Diary. Now we are drawn into the search for Gustav, now apparently virtually insane, who has trapped other souls in the diary, along with Victor. There are half a dozen souls to release and each has unique skills to offer you in their own rescue.
GAMEPLAY The gameplay is dominated by HOPs, with some interesting but never too difficult puzzles. The HOPs are interactive lists, and are visited twice. They are blurry and lack contrast, but that is its age. They are still doable, it just takes a little eye strain.
There is the diary, which is essential reading, but no map. Which would have helped, seeing it is a large game world, covering a fair whack of locations, and there is a lot of tracking back and forth. Hint is next to useless, particularly near the very end. You must click on an inventory item, and you are shown where it is used. This is worthless if you don’t recognise the scene, because you haven’t reached there yet. And if you don’t have the needed item yet, no hint can help you. And hint takes forever to refill. Go make a cuppa while it refills. Very exasperating.
At the end of the game, you must do a complete tour of all the game’s HOPs in order to collect all you need to defeat the bad guy.
VERDICT Not a bad game. It did seem to drag a bit from time to time, and it was quite a long game. I will probably play it again, but not for a couple of years.