I dislike this game the worst of all the Hidden Expedition series. It is a step backwards in a number of areas.
Hidden Expedition has in the past been about adventure, with unusual and/or varied gameplay. This game has settled for the standard HOP game of its time, with its lists and its locations on a map for you to move between.
The HOPs are not at all different than a dozen other games, and I swear the graphics were better in the first game of the series. I couldn’t play this in full screen at all, and had trouble with it in windowed – and it just doesn’t look as good even on that much smaller screen.
You do get an option to choose a word in the list and get a silhouette, which I like. And there are beetles to collect for hints. But it’s not enough to make up for the lack of anything specifically interesting.
There are some puzzles in each chapter/level. What I saw was not bad, I must admit. And the whole game looks more sophisticated. But it isn’t really at all.
As I say, I just didn’t like it. It is not at all in the character of the other games in the series.
It is true you would want to be on a small monitor or a tablet when playing this game if you wanted to enjoy it, otherwise the graphics are just so awful it is uncomfortable just to look at them.
But I can imagine people in supermarket queues with their trusty smart phone trawling through the underwater wonderland that is the sunken ship Titanic. This first game in the series was an eye-opener for me, having just come away from reviewing the sixth. Those characteristic that made that game remarkable are evident here, in the very beginning. It was great fun just to see such fidelity to the original concepts.
So what are these characteristics?
1. The first is rollicking good Indiana Jones style adventure, searching for treasure. 2. Combining game play with factual information, about the Titanic in this case. 3. Multiple styles of HOPs. Here we have silhouettes, multiples of and word list. 4. A couple of collectibles – gems and oxygen tanks for hints.
This game is timed, although you have plenty of latitude – great when all the action is dives to the sunken state rooms.
I particularly liked the balloons sent up with each item found, and the bubbles when you hit a wrong item.
I can’t really recommend this game except as a curio or part of the whole set, because the look feel and gameplay are very out of date and unsophisticated – by today’s standards. But it is a little gem.
You’re on a train in the middle of nowhere, and a band of dangerous thieves demand you tell them where to find the Hope Diamond’s shards. As the newest Hidden Expedition recruit, you’ve got to find the shards before they do…
It’s high adventure and thrills in this latest game in the Hidden Expedition series, developed now for the first time by Eipix, a name that is well regarded by just about everyone for their unique ability to keep us entertained. This game will be another feather in their cap, despite a distinctive shift into their own style and away from the series. It is not a major thing, and I believe the game is the better for the change.
I love that this game starts with us jumping out of the window of a fast moving train – that definitely IS in keeping with the feel of the series, and is spectacular and different from the old car accident intro! The graphics are a delight, crystal clear, bright and great to look at. The cut scenes are so exciting, the voiceovers great. Music that builds up the tension to intense! Special effects very effective! *grin*. Baby scared the living daylights out of me.
So, accept that this game has all the essentials. The emphasis is on HOPs, and they come in many forms – also characteristic of the series. Hidden Expedition Uncharted Islands had, I think, 8 different variations. In the demo for this game I noted:
• Standard Interactive List • Silhouettes • Objects outlines • Multiples (Find 12 feathers)
And in some cases, combinations of 2 or 3 types. The puzzles are less obvious, although there really is quite a few of them too. I found them a step out of the ordinary, and not particularly difficult. Some inventory items can be combined, added to or changed within the inventory bar.
Of adventure there is plenty, and heaps of help with directional hint, a H.E.L.P. kit which includes objectives, journal, and fact cards. There is also an interactive jump map. Custom build your own difficulty settings. And the SG.
All this is great – I love the game for this much. But then there are all the extras.
• Bonus Chapers and SG • Collectibles: fact cards x 20, morphing objects (in HOPs) x17, Smithsonian Emblems x49 • Achievements also available from the H.E.L.P. kit • 18 replayable mini-games and 22 HOPs • A souvenir room (your guess is as good as mine, but there’s an achievement related to it) • Pictures (of the team), movies, music – with interesting new ways to access these
Just for the record, YOU are the cute helper. *evil grin*.
Personally, if I hadn’t just blown all my xmas ‘mad money’ on half price games, I’d be playing the full version right now. I think it’s a classic in the making.
FIRST IMPRESSIONS The intro cut scene was promising. Unfortunately, the game did not deliver. The only aspects that were not mediocre, were the ones that were bad. There are certainly worse games out there. But there is just nothing in this one to recommend it.
SIGHTS & SOUNDS The graphics were fuzzy. Mainly pseudo-realism, it is also unfashionable, leaving most gamers unenthusiastic. Cut scenes remain the best visuals. The wind in the background is suitably ghost-like. The voiceovers, well, while I quite enjoyed the accents, many won’t. The lines were said with little emotion and too slow.
WHAT’S HAPPENING We seem to have wandered into a ships’ graveyard, haunted by a ghost/man who needs souls to feed the “Dark Stone” that rewards him with eternal life. We meet other ghosts who help in whatever ways they can. The story is too slow at this point, and fairly confusing.
MAKING PROGRESS It is a HOG game, not a puzzle in sight. There is some adventure, but basically there is our loosely fitting story wrapped around a framework of HOPs. These are interactive lists, with some interesting activities, each visited twice. There is not much animation, which makes a game feel flat to me. As I say, can’t remember a single puzzle so far, but there is a fair amount of (easy) adventures, finding a key, getting into safes, that sort of thing.
FINAL VERDICT I won’t be buying it. For me, it was boring. If you love HOPs, and are not too interested in brilliant visuals, this game is worth a look.
FIRST IMPRESSIONS At first, with no intro before the main menu, I thought this game was going to be another not-quite-good-enough SE. But in extras alone, this is a good value game, and even without them, would have received 3 stars from me. Set in the 40s (?) era of the old classic gumshoe stories, with a little steam punk thrown in, it is surprisingly atmospheric, has a promising story, and no major down side.
SIGHTS & SOUNDS The graphics are okay. You’re not going to be wowed by them, but they are clear, and although it is a story that tends toward dark, it is not overused. HOPs are very clear, if not in loving detail. There are a fair number of cut-scenes, and they are about the same quality. There seems to be very little animation, until you start messing around clicking interesting bits and pieces, which sets some of them in motion.
The voiceovers are well done and, perhaps more importantly, well used. There is an attempt at an approximation of lip synch, which I thought worked well. The sound effects and background are competent. The music is quite interesting, changes frequently, and is not at all intrusive.
WHAT’S HAPPENING If there is one thing that goes against this game, it is that the story moves too slowly. At the end of the 1st chapter (50mins of demo), I still know very little more about what is going on than what is written up about it. You are hired by a young lady to find her father, and so far the only thing we have learned about him is that he is a genius on the workings of the human mind (and as puzzle-crazy as all these lost profs are), and received an invitation recently to visit another expert with the view to working together.
MAKING PROGRESS This is more a puzzle/lite adventure game than it is a HOPA. There are 2 HOPs in the demo, each visited twice, but there are oodles of mini-puzzles (none original, some uncommon, none difficult – so far!) and inventory items to find and use. The HOPs are interactive lists, with a close-up in each scene. All objects are clearly visible and the interactions make sense.
There is 2 modes of difficulty, a directional hint, an interactive jump map, excellent journal – and, wait for it! – an in-game walkthrough!
The game also boasts: bonus chapter, wallpapers, achievements, collectibles (where higher difficulty mode requires more of them to release the other extras - cool!) 2 other yet-to-be-revealed other gallery items, and a secret room!! I’m overwhelmed, but it is so nice to see a stand-alone game going that little bit further.
FINAL VERDICT I had low expectations for this game and was genuinely astonished to see how much it had to offer and how much I enjoyed it. Definitely a buy.
FIRST IMPRESSIONS Introductory scenes are not much – static, blurry, silent. The game itself is a familiar one to many, but I have never played one of this series. It is a pure unadulterated HOG. And if you are not a particular fan of HOPs, you probably wouldn’t like it, even for just a game that fits the season. There is no real story happening, just two kids experiencing an exciting Christmas.
SIGHTS & SOUNDS The graphics are unexciting but adequate. They tend towards bright and shiny, as you’d expect. The HOPs are not overly detailed, and objects are sometimes too small for comfort. The music is disappointing – not really very xmas-y to me. There are no voices, all interaction between the two characters, such as it is, is by speech balloon.
MAKING PROGRESS As a HOG, this one is pretty good, I thought. But...The HOP locations are often outdoors and long-view, so that many items are seen at what appears to be a distance, and so are small and not easily recognisable. They are also crowded and junk filled, with tricks played with both size and colours. Some are quite difficult.
There is the usual standard list of 10-12 items, some of which are actually several instances of the same item (stars x4), and some are mildly interactive. There are bonus ‘presents’ of up to 3-4 silhouetted items that you can find. As well, there are nativity figurines in all the scenes for which you get more bonus points.
Points are based on these bonuses plus a no-hint bonus. and a completion bonus. Each location is awarded a bronze, silver or gold star. You can come back and replay each location, and there is a high scores list. Between each HOP scene is a puzzle. So far they have been jigsaws, spot-the-difference, and memory pairs,
LAST WORDS It is Christmas, the grandkids will be needing some entertainment – this may be ideal. I doubt it would have much of an appeal if it did not have a holiday theme, but it would be fun for HOG fans.
This Christmas-themed has only some of the standard features I would expect in a mahjong game. What does have is:
• 20 different boards x 6 locales (from Newbie to Grand Master) = 120 levels • Shuffle and shade blocked tiles bonuses • 3 types of tiles – original, Christmas and large print • High scores and Achievements • Colourful Christmas backgrounds • Pleasant almost Christmas music
To progress through the levels you must meet the goals set for each board. These are:
1. Remove a certain number of gold tiles 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
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 were available. I really love this feature, so this game has lost its appeal for me.
I you are looking for a Christmas themed game, this is fine, but nothing extraordinary.
FIRST IMPRESSIONS Lively and light hearted, the new addition to the Island Tribe traditional feels like a breath of fresh air! I have been avoiding all previous Island Tribe games deliberately, because I was frightened I’d get hooked on the whole series. And it was definitely a near thing. This game’s story has great appeal, as well as all the features you could hope for in a resource management game. And lots of new challenges for the adventurous heroes.
SIGHTS & SOUNDS The graphics are cartoon – the game is cartoony – but they look good and cheerful. The music seems to be the same track used by every game of resource management game I’ve played. The little Heroes dance around in their diving gear with ease, and are cute. And the underwater scenery is nicely done.
WHAT’S HAPPENING Our friend ‘Researcher’ has discovered Atlantis, but the Atlanteans discovered him, and now they hold him prisoner. The heroes take no time at all to resolve to rescue him. The initial levels cover their underwater adventures. And it is great fun. There are manatees and piranhas to drive away, kelp and crabs to farm, and, I’m amazed to find out, the ‘traditional’ sawmills to repair! In the deepest sea? Oh well, it’s fun, so we’ll pretend we don’t notice *grin*. The story promises a lot more odd characters and structures before we’re done.
MAKING PROGRESS Not having played the other Island Tribe games, I can’t tell you if any of these features are new, but here’s what I saw.
• 3 difficulty levels, plus an untimed mode • Ability to queue tasks to get maximum efficiency • Diamonds to find (although they’re all different colours) • Artifacts that lead you to Researcher’s whereabouts • Ability to replay every level immediately • Book that displays Achievements, Collectibles (Artifacts) • High Scores • Challenging gameplay right from the very first levels
FAMOUS LAST WORDS It probably says more about my inexperience with resource management games, than about the game itself, but I was stuck in the 5th level already (in untimed mode!), because I didn’t take into account that some structures consumed resources as well as produce them. I ran out of the available kelp with no more to find, and couldn’t complete the objectives.
The residents of Bitterford, Maine have fallen prey to a terrible curse. It’s up to you to unravel the series of mysterious events that led to the town’s downfall and uncover the evil that was responsible.
FIRST IMPRESSIONS Well, here it is a year since I bought this game, and with Fate’s Carnival already waiting for me, and I am just now getting around to playing this game. I guess I was put off by all the controversy. And the really scary (as in, undoable) video-jigsaw mini-games.
Regarding the controversy, let me say just this. MCF has always been about leading edge game play, like morphing objects and live actors, and testing the limits, as in Escape From Ravenhearst. So, OF COURSE it’s not going to be like the others, that’s a given. But there are, I think, two styles of MCF game. There are the Ravenhearst games, with their unique take on “Spooky Mansion”. And the “Sleuth” games, which include games made to an obvious formula. (You could make a case that Dire Grove and 13th Skull are the games that do not follow tradition – no arguments from me.) This formula is, for example, the same as that used in Madam Fate. Each chapter is a unit in itself, with a daunting new type of puzzle at the end of each. And we are guided by and return to a ‘seer’ after each episode.
SIGHTS & SOUNDS The game starts with a wonderful sepia-toned movie that flows into the ‘real’ scenes. Graphics are very good. A bit murky in parts, but this is very much in keeping with the story. The insertion of live acting is unbelievably well done, and it’s wasted on Lea’s appallingly histrionic performance, but I do like the Ghost Patrol, Jack Talon, his overacting is delightfully in keeping with his role. The sound track is innovative and fun. As well as the usual ambient sounds, sometimes a radio might filter in and then disappear again, and sometimes the background clatter is an identifiable pop song!
WHAT’S HAPPENING A spiritualist calls for our aid when things get out of hand in Shadow Lake. She is one of the team who produce the TV show, Ghost Patrol. We arrive to find everyone else is gone, and the team of Ghost are hastily packing up and getting out too. Eventually we find the person we’ve come to see. And we embark on an investigation of the history of the local prison and a strange artifact.
MAKING PROGRESS The gameplay is indeed new and different to other games. Whilst still a HOPA, the emphasis is on directed action, and the HOPs are almost invisible. The puzzles are even fewer, and I don’t think I skipped more than a couple. The HOPs take two forms. The ‘seer’ gives us a list of items needed, and they can be found in any of the scenes-within-locations-within-a-building, that each ‘chapter’ involves.
The second type is a group of drawings that mimic the true scenes in your search for clues. Finding them in the scenery is the way ahead. The ‘video jigsaw puzzles’, which could keep you occupied for hours on their own, are brilliantly conceived. They are challenging and totally absorbing, yet not so difficult that I was tempted to give up – even when it did take me forever to finish them. And they differ each chapter with increased difficulty.
The ‘seer’ controls a great deal of our movements, so the map is a joke. Looks great though. You can use it to jump, but it really is useless. The hints are very good, giving you hints that are usually enough to get you back on track. There’s a journal with important clues.
FINAL VERDICT I am very impressed. I don’t know what I expected, but this game was absolutely wonderful to play. I even forgave the ‘seer’ her performance, but she is a large part of the game, so it does lose a star.
The intro was okay, no more. Once again we are seeing a low budget stand-alone standard edition game where you cannot expect to see all the fancy stuff. This game deserves a chance, because it is well made and intriguing.
SIGHTS & SOUNDS
While not quite what I call “20th Century Dumpster”, the locations are abandoned, rusty, dirty and dark. Everything. The graphics are good, nicely crisp and clear. The HOs are easier to see than a lot of fancier games. No voiceovers, but the music is pleasant and the ambient sounds are creepy ‘night in the forest’ sounds creating an eerie atmosphere . Which is further enhanced by the total lack of people or animals to interact with. This is one game where you really feel alone.
WARNING: If you don’t like graphic depictions of the uglier side of life, perhaps you should just skip this one altogether, while those who do like it can expect some ugly stuff but nothing in the league of “Escape From Ravenhearst”.
WHAT’S HAPPENING
That is still very much a mystery even an hour into the game. Someone is out to get you, and after the accident they caused, you wake up and your daughter is gone. In a strange abandoned house, you try to put the pieces together and sort out the connections between you and this place. Someone wanted you here, but who? And why?
MAKING PROGRESS
Plenty of HOPs in this one, but not so many as to become boring, I think, and are only visited once, so far anyway. The puzzles I remember are easy, and with only 2 levels of difficulty, this game may also not be of interest to expert players either. It has a map which shows roughly 40 locations, tells you where you are and where there are immediate actions to take, but it is not a jump map. There is a directional hint. Which I used way too much.
There's a neat little magic box you get to keep near the inventory bar that produces needed items. To get them you must first find an object that fits in one of the dioramas. It flashes when you have something to use there.
MY TAKE ON IT
The game’s adventure aspect is tough, and having to use the hint feature to get around is not my idea of a good time, so it seems this one may not for me. But it is much better quality than most stand-alone SE’s, and is a break from all the ‘sweet’ games for those who feel they need it!