Discover the fabulous secrets that a jungle hides in Adelantado Trilogy: Book One! Help the brave and noble officer, Don Diego De Leon, to find and save the lost expedition.
You are a Spanish conquistador charged with rescuing the lost expedition of Adelantado, rebuilding abandoned encampments, dealing with the locals and exploring new territory. And of course the most important sending home gold to Spain.
History is messed with pretty severely here – all the native tribes are happy to see you, you offer only help and don’t slaughter any of them, and the only threats are from cavemen. Still, it’s a great adventure.
You have 4 levels of difficulty to choose from, including relaxed with no timer. Or you can play with timer, and even if you don’t finish the level in time, can go on to the finish, and still move on. Some levels are only available if you have completed all other levels to expert status.
About a year ago, I thought I’d find out about resource games and trialled a dozen of them. This is by far my favourite. There is a lot more flexibility in this game, to do your own thing – where you put buildings, which buildings to go for first. There is a lot of instruction given, but after the first stage of a level you can choose to ignore the advice.
The game looks good, the characters move well, and the sounds are a fun part of the experience. There are many different kinds of locations to explore, each level map is quite big, and there are lots of little side quests as a result of interaction with others.
There are jewels to find that enhance your abilities such as speed and oratory, and secrets to be learned (but which are not essential for progress), so Don Diego does a lot of beating the bushes and breaking jars and barrels, while the workers follow his instructions to build, mine etc. At the end of each level, you get a piece of a golden artefact.
The biggest frustration I found with the game was the space restrictions when trying to expand the settlement. There never seems to be enough to do what needs doing. So the fact that no building, even abandoned ones, can be demolished is a pain, but I notice this is fixed in the next Book.
The tutorial was enough for me to play the game through even though I was a totally raw beginner, but it might be too much hand holding for some.
I had a wonderful time with this game, and completely lost myself in it, even though it is not my usual genre choice.
It has been a long time since I tried to play a tower defence game and it seems I haven’t gotten any better at it! Still, I held my own until the time ran out, and was having a good time at it, so I figure this is a good game.
I’ve nothing recent to compare it to, but this one seems attractive, with clear graphics and continually new locations. You must defend the coastline and the fort by placing defensive towers around the shores and nearby islands.
As you level up you get towers with more power, spells and mines to provide more gold for upgrades. The enemy (pirates of course) also upgrades its units. Wiping them out scores you points and coins and very occasionally barrels.
Barrels can be used in the shop to purchase power ups such as increased gold at the start of a level. They seem darn hard to come by.
I would have liked a better tutorial. While I know that most people playing this game will have played similar before, I found it less than helpful, as it didn’t explain what I was doing at all.
It would have been nice, too, if the pirates had a more piratical look about them, and the shoreline was a continuous stretch of land that we moved along rather than totally new locations each time. Although I did like the land vs sea aspect.
I guess that’s just me, I am so used to playing nothing but HOPAs that I feel the need for a story in any game I play.
All up, not bad. I suspect there are better tower defence games out there, but I am equally sure there are a lot worse.
You've arrived in the peaceful resort town of Aurora Peak to investigate some mysterious local crystals. But the devious plot you uncover there could endanger the entire world!
FIRST IMPRESSIONS When I first reviewed the CE demo, I was bowled over by this game’s beauty and ingenuity. Having now completed the main game, I am less enthusiastic. The game is still beautiful, but the treatment of the story is superficial, the puzzles are pretty standard, and the game seemed awfully short, although I can’t give you a time. There just didn’t seem to be much substance to this one.
SIGHTS & SOUNDS I do still love the scenery in this game more than anything else. It’s not that these are the best graphics around, they’re not. But they depict an overgrown jungle of such vibrancy and life, by including so much colour and animation in each scene, that it’s hard not to just sit and stare. The music is likewise superb, and the background noises are worth listening to on their own.
WHAT’S HAPPENING Our brother has returned to our grandfather’s resort in Aurora Peak after many years’ absence. But he finds the place changed in drastic and inexplicable ways. He thinks the changes have to do with the eruption of strange crystals in the area, and asks you, the geologist in the family, to come and investigate. In a nice twist on the usual, our helicopter is downed by a strange force (instead of the usual car). Then your brother disappears, and there is a scientist behaving mysteriously.
MAKING PROGRESS Another plus with this game is the variety of HO scenes. There are interactive lists, multiples, silhouettes, misplaced items, and find-and-use (progressive) silhouettes. The puzzles were all pretty easy, some original, some familiar.
The map is interactive jump map, you also have an objective list. Hint outside HOs is directional and quick to refill. But the gameplay is pretty obvious and I didn’t need it much.
FAMOUS LAST WORDS So. Beautiful game, but superficial in its story and perhaps a bit too easy in its gameplay. Not that I don’t think it’s a good game, it’s just not a great game.
FIRST IMPRESSIONS It seems to me it’s been a while since we’ve had a steam punk game – and I must admit it’s no loss for me. This one is unarguably good in terms of graphics (clear and detailed, hand drawn). The intro is also well done, with excellent voiceovers, and a story that is slightly different. Plenty of cut scenes early on to get the story straight. I liked that the inn was crowded – no abandoned sheds was nice for a change.
A good start, although from the beginning I get the feeling it is a little lightweight.
WHAT’S HAPPENING You are an espionage agent, called to Germany, to the village of Hochwald by your supervisor and mentor, Dr Ink. Apparently, something is drastically wrong in this town, and is creating unnatural earthquakes in the region. Upon your arrival, Dr Ink is grabbed by a giant robot, leaving with you his mechanical assistant, Matthew. This crow can provide information by playing video, and is good for those out of reach objects.
According to the local townsfolk, the troubles all began when General Engineer returned, so your first step will be to find out what is going on in that fortress above.
MAKING PROGRESS This is an adventure (lite) game with some fairly familiar puzzles and some quite different kinds of HO puzzles. In the very short demo (30mins), I encountered a fragmented object scene, a find-and-use (progressive) silhouette one (completed over 2 visits to the scene), and a very special puzzle board styled HO game.
The dollhouse contains a group of dolls that have jobs to complete, and you must find the items they need to complete them, one at a time, according to a silhouette you are given. Different and fun.
The hint is directional, the map very useful with available actions and jump facility, and there is also an objective list. According to the SG, there are 9 chapters plus the bonus, and the demo ended at the end of the first chapter. So the length promises to be good.
BLING! The CE extras include the usual gallery offerings, some puzzles and HO scenes to replay and achievements and collectibles. The collectibles are intricately drawn steam bugs, of 3 different types, that appear in each of the locations. They are not hard to find, but they move, often disappearing from sight so you have to wait for them to reappear. This is a nice twist.
FAMOUS LAST WORDS The German accents are a bit amusing, but apart from that, I saw no negatives. The game is a bit of fun rather than a serious adventure, I think, but there’s nothing wrong with that! Not being a steam punk fan, I will wait for the SE, but I have no hesitation in recommending this version.
When your daughter, Emily, is taken over by a mysterious force, you must travel to the Nightmare Realm to search for a cure. But nothing could have prepared you for what you find there…
FIRST IMPRESSIONS This sequel to the popular first game of the series offers both the best characteristics of the original and a more sophisticated and immersive experience.
The introduction displays incredibly well done video of the people in the game, and offers just enough backstory to make having played the first Nightmare Realm unnecessary (although highly recommended).
SIGHTS & SOUNDS The graphics, I think of as “painted in oil with a heavy hand”. There is a unique texture to them. Most of the game is pretty dark, and it is remarkable how clear and detailed the graphics are considering this. Some of the locations are lighter and beautiful. The visuals & sound both are at times quite creepy.
WHAT’S HAPPENING In the first game, our young daughter is caught up in a nightmare world that comes alive through her art, and she is kidnapped by an evil force and dragged into a picture on her wall. We follow and save her, although our husband makes the ultimate sacrifice.
In this game, Emily is once more dragged into the Nightmare Realm, after dreaming that her father is there. The story is very involving, a complex narrative of Good vs. Evil, and a look at a world based on fear and exploitation.
MAKING PROGRESS The gameplay is adventure with some puzzles and HOs. These are HO scenes with an interactive list, and some really excellent and original ways of making them very interesting. There are roughly the same amount of puzzles, also cleverly done. Hint actually gives you hints.
There is a map, designed as a board game. You have your token, which shows you where you are, signs that point out where actions are possible, event cards and unlockable character cards. It does not act as a transporter.
BLING! Throughout the game you can collect some really awesome origami figures, which will unlock the character cards.
FAMOUS LAST WORDS This game is a more intricate game than the original, and is the better for it. While not mind-blowing, it is indeed a really solid entertainer, with a story I found riveting.
You don’t have to have played the first Final Cut game, because all is outlined very well in the intro, but it is much more fun if you know the players. This is another superbly cinematic production set in an extraordinarily accurate art deco environment, and would be impressive even if you hated everything else about it. But you won’t...
The story picks up almost a year after the capture of our crazy half-sister, who tried to kill us (and our brother) in the first game. Our insanely inventive father had built a film projector that could control people’s minds, and we chose to destroy it, all bar one piece, to remind us of the danger. Now she’s escaped.
Meanwhile, on a nearby army base... I’ll let you find out for yourself from there.
As with the first game, the graphic quality of this one cannot be overstated. It is so precise, clear, realistic. Normally, I prefer hand-drawn art in my games, but you cannot ignore the attention to detail in this game. The sound track too, is a tour de force of wonderfully mood - appropriate music and sound effects.
It is a HO puzzle adventure, with the balance ideal, to my mind, between the 3 styles of gameplay. The HO scenes are interactive lists, with the option of playing a match 3 game instead. The puzzles are intriguing and very well adapted to the game’s environment.
One mini-game, a mah-jong one, is repeated with increasing levels of difficulty, about 4 times. It is a delightful adaptation, with the tiles representing electronic components. It is fun to repeat it.
And that’s where this game has it all over the previous one. Impressive as it was, the first Final Cut was tough on the brain cells and very long. This one, whilst also long, and definitely requiring your attention, is more fun to play. The story allows for some really different locations, and scenarios that take us to unexpected places, and the puzzles and mini-games are just the right level of difficulty.
This game uses the projector idea to create two versions of certain locations, which we can flip between, our current reality and the altered reality of the mind control projector. It is one of my favourite game devices and is, like everything else here, done extremely well.
Other things you might want to know about it, the hint and skip are very quick on the easiest level, the map is an interactive jump map (and excellently designed), and hint is basically unnecessary outside HO scenes.
The live actors did a very good job, and the whole thing once again felt more like a movie experience than a game. And that’s what makes these 2 games so special.
I had a ball tracking down the collectibles and clocking up achievements in the CE version of this game, but I don’t think their absence seriously affects the overall quality and excitement of this game.
FIRST IMPRESSIONS It took an effort of will to press the play button when I first started this game. The main menu has a unbelievably beautiful video running behind it from our point of view, travelling down a river, first through a gorge then over the falls, into the lake... I had to stop there, or I’d never have got to the game!
For the second time in a week I am totally astounded at the imagination and talent of game artists in creating an alien and breathtaking world for us to explore. With the help of cute critters, interesting (and amusing) characters and rampant flora, we are transported to the “otherworld” of Nearwood, where we hope to find our long lost father.
SIGHTS & SOUNDS The graphics are hand drawn watercolour in style, burgeoning with colour and unforgettable. The music is serene, light hearted, and unique. Really impressive. The bird song and running water in the background make for a delightful audio experience.
WHAT’S HAPPENING Our guardian aunt has died, leaving us the family home, which we have not been back to since our mother died when we were just a child. She also leaves us a note saying that she has been keeping a secret from all this time, for our protection, but that now we need to know.
Entering our home after such a long absence, we find everything just the way we remember – except for that strange elfin guy who calls us upstairs.
He promises us that we can enter into an entirely different world through the mirror in the attic, find our father (who disappeared after our mother died), and save the world from catastrophe.
MAKING PROGRESS The game is adventure more than puzzles or HO scenes, although we do have both (more puzzles than HOs). The puzzles are different takes on familiar ones, with interesting twists that make you rethink them. The HO scenes so far (3 only) have been a multiple scene, and 2 fragmented object scenes where we see the silhouettes of the pieces. Hint and skip are both very quick in easy mode.
The adventure tasks are not too difficult, and it’s just as well, because there is no hint outside HO scenes. The map is interactive and therefore as useful as hint, and you can use it to travel.
BLING! There are collectible Snoop-sees. These are really cute little creatures hiding in every location. Finding 3 of them opens a page in the Snoopedia, the story of the race. They are animated and each is different, so they are a lot of fun. The other CE extras are the standard gallery options.
FAMOUS LAST WORDS Warning! Irresistibly cute! I know some of you have had enough of that, I don’t think it’s possible for me to get too much of it.
However, I don’t know that I consider the Snoop-sees incentive enough to buy the CE. With only the SG, bonus chapter and gallery, I might opt for the SE.
The original game in this series (Dollhouse Story) was an instant hit. I gave it my top rating when it was released 2 years ago, and would do so again today. I believe that its unique features, unusually creepy atmosphere and extremely well told story were the primary reasons for its popularity. This sequel follows this formula with at least equal effect.
The feel has been nicely continued with excellent up to date graphics of the same style as before using the same colour palette. The music is the same for the exciting bits, but varies elsewhere.
The gameplay, too, is reminiscent of the earlier game, with the figures placed in the dollhouse to find out more of the story, and getting help and advice from the voodoo doll. Many other reviewers have listed the game’s features, I’d just like to add a couple of observations.
Although there are very few puzzles, the ones we do have are mostly of a similar type, and are variations of puppet play, diorama and puzzle board. This is saved from becoming repetitious by each being handled in a slightly different way, but the result is that our movement through the game also has a unique character. Varied HO puzzle types are offered as well.
The story in the first game introduced our nemesis, an evil clown, and now we’re back fighting him again. This time he is after the whole town, not just our family. He is turning all his victims into wooden puppets. We find ourselves in some interesting predicaments before we reach the conclusion. In one of the best finishes I’ve seen in any game, our final confrontation is not then the abrupt ending where we normally just stop, we stick around to tie up the loose ends.
The bonus chapter (which I haven’t played yet) is not at all important to a feeling of closure.
I don’t feel that I have adequately covered the feel of playing this game, but since this is my third attempt *roll eyes*, I’m hoping you’ll get the idea.
This is an excellent game, something a bit different and outside the cookie cutter style, and in foregoing the CE, I don’t think you miss the most important attractions of the game.
FIRST IMPRESSIONS This is a surprisingly fun HO game. The opening minutes are spent getting the story of how we come to be in this town. It is presented to us in almost-cartoon graphics and a top quality voiceover. We do need a bit of background to get what comes later.
SIGHTS & SOUNDS The graphics are a little fuzzy on my large monitor but nowhere near enough to create a problem. They are in drawn style, with a little airbrushing perhaps? I found them pleasant. The colours are good, and there are varied lighting styles.
Music was completely forgettable, but the voiceovers were excellent, especially the ssseriousssly sssibilant Missster Mayor.
WHAT’S HAPPENING We are an investigator of the paranormal kind, and we rush to the aid of a journalist friend who rings, panicked, from the town of Serpent Creek.
Our first encounter with the locals is confusing. We see a strange beast standing over the body of a man, and go to his rescue. Monster is scared off, victim gets the aid he needs, and then brushes the whole incident off as nothing. Creepy, this guy is not quite right, and he denies having ever seen our friend. As we meet other townsfolk, we get the same reaction. Only the mayor will talk to us, and he’s weird too. He insists we locate the sheriff as quickly as possible. All this, and we have earth tremors too!
MAKING PROGRESS It is a HO adventure, with lots of them, and I only remember a single puzzle, which was really well done. The HOs are mostly an interactive list, but this game introduces another entirely new HO scene. As a person with parapsychological powers, we can deduce events from the evidence at crime scenes.
We start with a list of ‘hidden’ objects that have been blotted out, and we must search the area for items that respond to our power, and clicking on them will uncover the word in the list. Once all items have been located, we receive, item by item, a vision, the story behind the scene. Difficult to explain, but definitely different from anything else I’ve played.
Hint is directional and there is an interactive map that shows you “groups” of scenes, to which you can travel. For example, the hotel is 3 scenes, but is represented by only one icon on the map.
FAMOUS LAST WORDS I have only one real concern about this game, I suspect it might be quite short. I finished the demo in 35 minutes and the file size is tiny.
Still, for all those of us with punchcard coupons to spend, I reckon this is a good bet.
Deep in the heart of an enchanted forest, a forbidden love blooms. Guide the human Eveline as she sets out to rescue her beloved from the clutches of a tyrant.
FIRST IMPRESSIONS This game begins with a more subdued start than we’ve seen most often recently. We are told the history between two races, one human and one magical, in a ‘drawing on parchment’ story board with an excellent voiceover.
Our introduction to the story of Eveline’s and Aurelio’s romance begins with a war. Theirs is a forbidden love between a human and a Felize (shape shifting werecat), and we begin the game with a clandestine meeting between them, which is interrupted by hunters who wound Aurelio, and we are now on the run. Shocking news about our father sets the scene for some mystery and intrigue.
SIGHTS & SOUNDS The imagery for this game is beautiful and strange. The graphics are a kind of washed out water colour. It has the effect of making all that we see seem fragile and delicate, like porcelain. The music reminds me of early renaissance stringed instruments, and again, that sense of impermanence pervades. Interesting choices of background sounds also add to the alien nature of this beautiful and gentle world, which only the humans seem to disturb with images of ugliness and violence. It is all magically done...
There are a large number of cut scenes in the demo, I imagine that will drop off once we have a full understanding of the story.
MAKING PROGRESS At this early stage, the game seems to be moving a bit slowly, but I think that’s due to its alien environment. There is much we must learn. The puzzles/mini-games so far have all been very easy, but well designed and a bit different.
The bulk of the time has been spent on finding our way around, meeting our hint and offsider (a baby dragon), getting our interactive jump map, and notebook (with task list). Hint points out not only where an action is required but also which inventory item to use.The gameplay follows a reasonably logical path, and I have so far had no difficulty working out what to do next.
BLING! We have a Potion Pot, which provides us with the recipes for, and allows us to concoct, magic potions. This involves following the recipe instructions for order of ingredients added, mix/slicing/chopping, and stirring. Each step requires you to follow a different arrow line with the cursor. In a nice twist, you can skip an individual step in this mini-game.
We have 70 Memos to collect, which give us greater details on the world and its creatures.
CE extras are the standard ones, with an added “Story” which cannot be accessed until completion of the game .
FAMOUS LAST WORDS I really like this game. It doesn’t scream “must have” at me, but this hour has been a serene alternative to the excitement and terror of recent offerings.