Favorite Genre(s):Adventure, Brain Teaser, Family, Hidden Object, Puzzle, Strategy, Word
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
I should note at the beginning that Syberia II (like its predecessor, Syberia) is an Adventure game, not a Hidden-Object game. It's the kind of game we don't see much of anymore. So that fact itself makes it very special. The fact that it is a sequel, however, might make some people a little wary. As most of us well know, whether it is a movie or a game, most sequels tend to be not as good as the original. In fact, it often seems that the developers are just trying to "milk" the original for all its worth with a sequel that is more or less the same as the original. So let me assure you all right now: that is *not* the case with Syberia II! If anything, in my opinion at least, Syberia II was actually *better* than the original in many ways. For one thing, it was a much more interesting and, again in my opinion, coherent story. If you have played Syberia, recall that the main "quest" was for the heir, Hans. As we travelled by train in that search, however, we made a few stops and each stop involved side quests that would so dominate that segment of the game that Hans's story would slip in the background as we tried to deal with the side quest's more urgent hurdles. Thus, Hans's story kept taking a "back seat" at practically every stop! Maybe the developers had to do it that way because Hans himself did not actually appear until the very end of that story. In Syberia II, however, he is there from the very beginning, of course, and the story is tightly wrapped around him, so to speak. So for that reason itself, the Syberia II storyline comes out as much more interesting - and, yes, coherent - than Syberia.
In addition to the storyline, the locations are also much more interesting and attractive than those in Syberia. I must confess that, as much as I liked Syberia, I really did not care much for the "metallic look" - of the Voralberg factory, the town of Valadilène itself and, even more so, the abandoned factory in the latter part of the game. In contrast, the Syberia II locations in Syberia II are practically breathtaking! So natural and so well-depicted.
Syberia II also cures a big dialog problem in the first Syberia game. Again, if you have played Syberia, recall that every time we spoke to a character in that game, a list of topics would appear, and those topics would stay on the list even after we had covered them. Even worse, the same list of topics would reappear when we addressed the character later on, even when he or she had nothing new to say! We would still have to go through the list, of course, just in case there *was* some new information. And, yes, we could skip the dialog by right-clicking on the mouse; but we would have to do so line-by-line, for each topic on the list. Rather annoying and cumbersome, to say the least. Well, Syberia II completely dispenses with that problem. Not only does each topic disappear from the list as we go down the list, but the list itself does not even appear if the character has no new information for us. At most, there might be a one- or two-line comment when we click on such a character. So, a great improvement there, to be sure.
In short, I really enjoyed this game. Good graphics, great music (especially in the latter part of the game), and a most interesting storyline. I must confess, however, that I didn't like *one* aspect of how it all works out in the end. You might well see what I mean when you play this game. For my part, I am hoping that Syberia 3 will somehow take care of that little ill feeling... The third part was released only last year, and I just got it myself, but I haven't played it yet. So, we'll see what we'll see, I guess! In the meantime, I hope you too will enjoy Syberia II as much as I did.
Favorite Genre(s):Adventure, Brain Teaser, Family, Hidden Object, Puzzle, Strategy, Word
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
I should note at the very beginning that this is *not* a Hidden Object game. Rather it is an "Adventure" game, the kind we sadly don't see anymore. It is also one of the best Adventure games I have ever played. I played it the first time several years ago, and again just now; and I can honestly say it was just as wonderful to play now as it was back then. If anything, it was actually much easier this time, having played so many games since then.
I realize that some people might not care much for the automatons, finding them a bit "mechanical." All I can say to those folks is: don't be daunted by appearances; the game is actually quite easy; so just bear with the mechanical "look," because the very "human" story really outweighs any such "mechanical effects."
Now for some specifics. I see the story divided into three parts: the arrival, or beginning; the middle, an interruption of sorts; and then, the third part, which is also another interruption actually, but culminates in a grand finale. I must confess I did not care much for the middle part - a bit too much dialog for me. But one of the great things about this game is that you can skip any dialog (or even cut-scenes, although I wouldn't advise skipping those) by just right-clicking on your mouse.
The graphics are really great. The heroine, as well as "Oscar" and "James" and a couple of other characters, are really well-drawn. Unfortunately, that is not the case with most of the other characters - especially the men, all of whom seem to be unnecessarily "wide" in the "middle." But the locations are exceptionally breath-taking. You feel as if you are really there! For example, in an abandoned factory, with the structure rusting everywhere; or in a very cold place, with snow falling, etc. All so realistic indeed.
The storyline is original and truly brilliant. It is very gripping from the beginning, and becomes only more intense as you go along. Some people might feel annoyed with all the incoming phone calls, but don't try to skip them! Not only do these calls form an essential background story, so to speak, but one or two even provide a clue which can actually help you avoid getting stuck in the latter part of the game!
Finally, the characters are all extremely original, interesting, and well-developed. As you delve deeper in the story, you can't help develop a kind of kinship with each one of them, as if they were real, breathing human beings (even the automatons) in your own life.
In short, this is a truly great game. A real gem! The last cut-scene is especially superb. I have watched it so many times, but can never seem to get enough of it. Truly outstanding...
I should note at the beginning that this is not a Hidden Object game. Rather it is an Adventure game, the kind we don't see anymore. So it was nice to play it.
GAME MODES: The game offers two modes. And, no, I wouldn't call them Difficulty Modes, because the game itself does not, calling them just "game modes." Thus, you can play either in the Adventure Mode or Race Against Time. The game does not say much about these modes, but the label "Race Against Time" as well as its brief description ("Time goes by quickly ... Will you be able to solve the case in time?") suggests you might have to work fast or will be timed in some way. So I chose the Adventure Mode because I, for one, like to explore and "investigate" everything (since we *are* supposed to be dealing with a mystery, after all), rather than rush through the game. And since I never tried the other mode, I can't say anything about it.
STORYLINE: It was wonderful! It actually reminded me of Agatha Christie mysteries, especially the one called "And Then There Were None." It might be because of the setting: a murder, ten suspects, all isolated (practically confined) on a remote island. The urgency in the stories is different, of course. In the Agatha Christie story, all the characters were being killed off, one by one, and you had to solve the mystery to avoid more deaths, possibly your own! In this game, however, the urgency stems from the fact that the island itself is sinking (hence the title "Sinking Island"), but has really nothing to do with solving the murder. Still, there is an interesting similarity in the tone and style of the two stories.
CHARACTERS: They are all quite wonderfully developed, each with his or her own distinct personality. Very well done *and* well drawn. As you go through the game, however, note how everybody gestures rather extensively, even their facial expressions (often) change, but their lips *never* move. If it weren't for the voice-acting, you would think you were dealing with mimes! So that was rather awkward.
THE DEDUCTIONS: Rarely have I played a game where you actually use the information you have collected to deduce the conclusions necessary to figure out what happened. So I really enjoyed this aspect of the game.
So the positives are: good storyline, interesting characters, absolutely great graphics, and wonderful deductive opportunities. Unfortunately, however, the game also has some serious downsides which, over time, can really take much of the fun out of it.
NO MAP. The PPA (Personal Police Assistant) is a great gadget which, among other useful functions, gives us the location of each character at any given time. Unfortunately, however, it does not give us a Map to help us actually find those locations. It is a good thing that there are only one or two suites per floor. But then, there are those Lounges, which can be rather confusing until you have played long enough to know how to get around in that area. Moreover, there are two elevators, each rather far from the other, for reaching different floors. So, for a good part of the game, you really have to run all around, trying to find places like the Library, Technical Workshop, etc., because you don't know what floor they are on and whether they are even in the Tower itself! But even after you have figured out where these places are, you still have to go up and down, using the two different elevators, every time you collect a new piece of evidence, because you have to question each suspect and they are (usually) in different places. So all this running around can be quite tedious and even annoying.
INTERRUPTIONS: As if all the above running around were not bad enough, it is worse when you are interrupted and taken to a completely different area from where you were investigating! Specifically, you will have two kinds of interruptions: (1) the hero will get hungry, and you will end up in the Dining Room or the Lounge Bar; and (2) the hero's wife/girlfriend (Carol) will call and you will end up in the hero's suite, so he can talk to her privately. The first interruption can actually be good because most if not all of the suspects will end up in the same general area as the hero, because they have to eat too! But the calls are really annoying. We just hear the voice of a woman - practically hysterical - ranting away and complaining why the hero has not returned her 15 messages, why he is not back yet, etc. In two of the calls, she is actually even at a restaurant already, complaining why he is not there also because they had reservations! (Didn't he tell her already - and he certainly did in the first call - that he was OUT OF THE COUNTRY, on a REMOTE ISLAND, on a CASE?!! Talk about stupid, indeed...) Meanwhile, the hero tries to calm her down, punctuating every sentence, practically patronizing her, with "My beautiful," "My Sweetheart," etc. I suppose the developers intended these calls to be humorous(?) But in fact, they are just annoying, at best, and downright demeaning (dare I say "sexist"?), at worst. And what's worse is that, since the cut-scene brings you down to the hero's suite, you have to make your way all the way back to where you were before, to resume your investigation. What's more, you better check the characters' locations again before you resume, because they might well have moved to a different location after the cut-scene. So a whole lot of fuss for really nothing ... :/
EXCESSIVE DIALOG: For one thing, every time you try to speak to a character, that character has a line (sometimes two or three!) that he or she will say before the hero can even ask a question. For example, "Here we are, the spider again. You are spinning your web but [xxx] will not fall in it. I am listening..." How about just "Yes?" or even "Yes, Inspector?" (And, no, you *cannot* skip any dialogs.) And then, the hero has a long line also, if he doesn't have anything to ask that suspect at that time: "Excuse me. I am distracted. I have what I need. See you later." How about just a "Sorry" or "Never mind"? (And, no, you *cannot* skip any dialogs.) And then, the hero asks every single one of the ten suspects the exact same question(s), every time you learn or find something new. (And, no, you *cannot* skip any dialogs.) And, yes, I repeated this parenthetical (And, no, you *cannot* skip any dialogs.) to show just how annoying such repetitions can be! Imagine having to hear all these repetitive dialogs as you go around asking every single suspect the same question every time you learn something new! And you *have* to do that because in most if not all of the cases, you don't know who will supply you with the information you need to move further in the game. So, again, there is just way too much repetitive dialog in this game.
In short, this is a pretty nice game overall. Unfortunately, the downsides do take a lot of fun out of it. But if you don't mind all the running around, the silly interruptions, and the excessive and repetitive dialog, you should enjoy this game. :)
I liked the first Harrowed Halls game so much, I had to try this one. I must confess that I was rather disappointed in the beginning because it starts out rather dull, and the main storyline is not so original: a family moves into a new house, only to find that it is haunted, one or more members disappear and it is up to our heroine to find them and destroy the evil. As I said, not very original. The game becomes very interesting, however, as we proceed further. Moreover, the hidden-object scenes are creative and interesting, and so are the puzzles. In fact, there is a great variety of puzzles, sure to please players of every type. Of course, as is the case when you have such a variety, a particular player may like some puzzles while disliking others. The good news is that, even in the Hard Mode which does not allow a skip, you can always change the difficulty mode from the Options tab, skip the puzzle, and then return to your original difficulty mode. Easy peasy!
The Main Menu music is wonderful, but I didn't hear much music in the game itself. So that was a bit disappointing. The Achievements are pretty good though - not too many and all rather easy to obtain. I also liked the Collections. And you don't have to do anything special to get them either! But the end result is a nice gallery, so to speak, of pictures of all the characters we learn about in the game. And, yes, the game also has the Morphing Objects (MOs); and they are not hard to find either. What's more, finding these MOs is not an end in itself, since you get one or more puzzle piece for every MO you find. Be sure to click on the puzzle tab in the lower-left corner of your screen, to find 6 jigsaw puzzles - 5 for the main game and 1 for the bonus game. You have to use the pieces you get for each MO you find, to complete these jigsaw puzzles. An added, fun feature to the game, indeed.
Finally, the bonus game. To be honest, I didn't like it at all. At best, it was only tangentially related to the main game. What's more, I can enjoy a good ghost story, yes; but I find the idea of ghost-hunters rather silly. After all, if ghosts could in fact be "hunted," we would have solved the whole mystery of the after-life, a long time ago! And what was even sillier was that they call themselves "ghost hAunters"! - meaning, this team was supposed to be haunting the ghosts?! So using such a cast of characters itself in the bonus game just destroys the credibility, not to mention the quality, of the whole game. [In all fairness, I think the developers were trying to fill some gaps, or provide some explanations for the things left unexplained, in the main game. Unfortunately, they did not do a very good job of it. Then again, I was so turned off by that whole silly notion of ghost hunters/"haunters" that it was hard to take anything seriously after that!] In short, I think, the game would have been better off without this bonus game.
Oh, one more thing before I close. Don't get hung up on the number of "sins" as some of the reviewers of the game here have done. As a rule, I don't check out the reviews of any game. I would rather buy the game based on the description of the game itself. I happened to glance at some of the reviews for this game, however, and I am glad that I did because I can now caution you about one thing: ignore all these reviewers' mocking, etc., about the number of sins. I don't know how these people got to be reviewers (and "key contributors" at that!), because they *really* don't know what they are talking about. The game does not in any way claim to be based on any religious tenets whatsoever. What's more, there *are* more sins than just the famous seven, of course; and any sin can be "deadly" if a killer considers it to be "inexcusable." I will let you figure out what I mean as you play the game for yourself. :)
Favorite Genre(s):Adventure, Family, Hidden Object, Puzzle, Strategy, Word
Fun Factor
3/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Storyline
2/ 5
This game is said to be by the creators of such great games as "Destination: Treasure Island," "Return to Mysterious Island" (1 & 2), "The Egyptian Prophecy," etc., but it pales in comparison to them. The voice actor (David Gasman) is great, as always, since he is one of my most favorite voice actors. Unfortunately, his is a lone voice in a desolate world...
Yes, part of the problem is that we have but one character whom we don't even get to see during the game. Thus, it gets pretty lonely, so to speak, and very quickly. Also, there is hardly a story. In Chapter 1, the hero wakes up in a temple with absolutely no idea as to who he is or how he got there. He gets a couple of flashes (just voices), which tells him only a bit; and that's about it, as far as the storyline is concerned. Other than that, it is basically a series of puzzles and what might be only loosely called Hidden-Object scenes. I say "loosely" because they are really nothing like the Hidden-Object scenes we know (or would care to know). It's basically the same thing in all three chapters actually: you have to find 20x the *same* object (for example, a stick) either in a fixed scene or around in the same area. You have to do this even if you need only one such item. In other words, if you need one stick, you have to find 20 identical sticks in the given area. Very tedious and often quite straining for the eyes...
While the temple in Chapter 1 is rather dismal, the location in Chapter 2 is a bit brighter at least. You would think though that the light would make it easier to find the 20 objects in each of the so-called hidden-object scenes. If you do, think again. And this was pretty annoying: the developers often made the items rather translucent(!), making them harder to see. The puzzles are a bit more interesting - except for the maze, which is rather crazy. My suggestion: forget the map you are given (it's useless), and just keep on going around on your own until you find your destination. It may sound a hard way of going about it but, trust me: it's easier than using the map you get!
Finally, Chapter 3 brings you into a location which, for me at least, was the best of the three chapter locations. In fact, I enjoyed this chapter itself the most. This is also the chapter which is supposed to reveal (hence the chapter title: Revelation) what is really going on, of course. So there is a lot of suspense, although little is actually told. In other words, the chapter is still basically a series of puzzles and so-called hidden-object scenes. And, if you are a bit of a sleuth like me, you will already have figured out most if not all of it before everything is finally revealed.
But, again, the location in this chapter is more cheerful than those in the previous chapters; and the puzzles are pretty neat too. There were just a couple of what I would call bad puzzles. But long live the Big Fish walkthroughs! You can always look up the answer before you go off any bend trying to solve one of these puzzles!
In short, as I mentioned in the beginning, I *am* rather disappointed with this game (or should I say the "series"). But it's pleasant enough, I guess. Especially, if you are feeling too crowded in your real life and want to escape into a somewhat quiet part of the world, practically all by your lonesome except for that warm, soothing voice of David Gasman, then this game might be just what you need! ;)
I would categorize this game as more of a Science Fiction than a horror or "haunting" game. Thus, it really doesn't fit under the title of "Haunted Hotel" at all. Moreover, I am really not a big fan of science fiction. But the storyline *is* quite intriguing, and the HOPs and puzzles fun and fairly easy, even in the Hardcore mode. I did get a bit tired with the rather long line of puzzles at the very end, wondering whether I would ever get to the end already. But I should add that they *were* all pretty easy and perhaps should not even be called puzzles, except for the fact that the "Reset" and "Info" buttons appear on the left, indicating that these *are* in fact puzzles.
I guess the *best* thing I liked about this game is that there was NO JAMES!!! As I explained in greater detail in my review on the last Haunted Hotel game (Death Sentence), I really don't care for that guy - or at least the way he is portrayed: like a hobo, with long hair that look more like a hijab than hair at all (with all due respect both to hobos and ladies in hijab, of course). A pretty stupid image for a male detective, indeed... :/
In short, I am really glad that they got rid of old James (at least in this game anyway) and, as I mentioned earlier, the game itself is pretty good too.
I really like the Haunted Hotel series, but... I really dislike "James." Thankfully, his up-close face has been changed. Unfortunately, the distant image - which we see most of the time - has not. It's just a true travesty. He looks more like a hobo (with all due respect to hobos) than a detective. The hair is so long, it looks more like he is wearing a hijab (with all due respect again to ladies who wear hijabs). But he is neither a hobo, nor a lady! He is a detective, and *supposedly* a great one at that. So that whole image really spoils the fun of an otherwise fine game.
Thankfully, James does not appear too much in this game, which is probably why I liked it more than some of the more recent Haunted Hotel games released before this one. But aside from James' relative absence, this game has a lot of good qualities of its own. The storyline is rather original and quite intriguing. The music is good enough. The HOPs are very easy and fun. The puzzles are pretty good also. The last HOP/puzzle is especially pretty original. I really liked it, and I am sure most gamers will also.
In short, this is a pretty good and fun game that I think most people will enjoy.
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…
This is what I would call a fantasy game, and I am not a fantasy fan at all. In fact, I got rather bored as I started playing. So it was quite a wonderful surprise as I progressed further and the game got so interesting!
The storyline is quite original and intriguing. The graphics might seem a bit childlike, but remember: it *is* a fantasy game, as I call it. I wouldn't recommend it for children, however, since the theme is rather dark (as in most if not all the hidden-object games). But it does offer a great blend of childlike fantasies and the age-old battle between the good and evil. Quite fascinating...
I should also note that this is not a strictly hidden-object game either. I counted three, possibly four, HOPs - coming way after half of the game was already done. Even the puzzles are not that many, and are all (with the possible exception of one) fairly easy at that. Most of the game is adventure-type, where you have to find things, and see where and how to use them.
You might have noticed that this was a Standard Edition of the game that I played, but it still had one so-called Extra: you have to find a total of 36 origami forms hidden almost all over in the game. Finding these origami forms allows you to unlock six "character cards," each of which tells you something about one or more story characters. It can be a bit tricky to find these origami, but the effort is worth it.
In short, this is a really nice (dare I say "cute"?) game that you should be able to enjoy, even if you are not a fan of fantasy games.
If you are looking for a fast-paced, fun game, this is NOT it! There are plenty of "speed breakers" in this game. As if cut scenes practically every couple of minutes were not bad enough, the game feels "obliged" to tell you what task you just completed (as if we didn't know that already!) and the next one you must now complete, all right there on the screen! And click as long and fast as you want, but those "notifications" just seem to stick to the screen, as if they were "testing" your patience.
And as if those cut scenes and notifications were not trying enough, you have not one or two but actually three sets of Extras to find! It seems that Mystery Trackers (like, to be fair, so many other collector's edition games) have been just piling on these extras, as if it were a requirement of being a collector's edition. They started with just morphing objects; then they added the collectibles; and now there "has" to be a third set. In the last Mystery Trackers game (Nightsville Horror, CE), they were coins, which were really not that bad - they were easy to find, and you actually got to use them to "purchase" additional mini-games in the Bonus Content. In this Winterpoint Tragedy game, however, it is the STARS - and there are SO MANY of them (40 in all)! And even though they are always in close-ups (but not in all close-ups), they are still easy to miss, especially when you are trying to rush along in the game itself. What's more, this tedious chore of finding all these stars is really not even worth it! All you get for your time and effort is one silly achievement and a "sky" full of Constellations in the Bonus Content. Talk about silly indeed...
But that's still not all, folks. What I just mentioned are not the only things that slow you down and really distract you from the game itself. There is this "device" called the "Spy Bling" (which should really have been called "Blah Blah Blah" instead). And, yes, I know, Mystery Trackers games do tend to have some gadget or other. Again, in the Nightsville Horror, it was not a device but rather a so-called gift of sight. But that one was actually rather cool. Not only was it fun to use it to pick out some objects, but you actually learned some important information about the storyline itself when you were done. NOT in this (Winterpoint Tragedy) game! Instead, it goes something like this. You are trying to go your merry way, anxious to accomplish something, when, all of a sudden and out of the blue, you are stopped by the device's signal, the screen goes all blue, and you have to find anywhere from 4 to 6 *symbols* hidden in that shroud of blue. After you find the last one, lines will pop up connecting those obscure symbols and you will get a message or series of messages about these connections. All very dramatic, yes, probably pretty cool too - at least, for the programmer; but just another annoyance really for the gamer...
As for the storyline... Well,what storyline? Oh, yes, come to think of it, there *is* a storyline, buried somewhere in that morass of gimmicks and extras. But it is neither original nor really interesting.
Finally, a few words about the title of the game. Frankly, I have no idea why they called it Winterpoint "Tragedy." That "Tragedy" part made no sense at all. I know that the only "tragedy" for me was that I wasted my money on buying this game, and a Collector's Edition at that!!!
The central idea of the story may not be the most original, but the presentation certainly is. The storyline is interesting, and the graphics very good. I thought the best part of the game were all the new touches the developers have introduced. For instance, the morphing objects are presented in a way no one I know has presented them before. The Casual players will no doubt get a tutorial that probably explains how these objects "work" in this game, but the Hardcore players like myself don't get any clue at all! So fair warning to my fellow Hardcore players: there is something different at work here! ;)
The developers have tried to introduce some new twists to the puzzles and HOPs also. The puzzles are mostly quite easy and fun. There were just a couple that I found tedious, but not impossible to solve. The HOPs are a different matter though. While most of them were also fun, some were just too tedious. And, yes, it was good to see the developers trying something new with both the puzzles and the HOPs. And, to be fair, there are only a few such tedious HOPs. The problem, however, is that they are so "strategically" placed that they serve almost as "speed bumps," making it hard to get that "Finish 10 HOPs in a row in less than three minutes each" achievement. So that can be a bit annoying.
Last but not least, the Bonus Chapter is also quite interesting, although a bit too short, in my opinion. It doesn't really clarify or add much to the main game, mind you; but it is still a nice additional touch, so to speak.
In short, this is a nice, fun game; and it would definitely be worth it to get the Collector's Edition.