This game is all about HOS after HOS after HOS. They are interactive in the sense that some things need to be moved around. Some HOS are pretty cluttered, others not so much, but each is revisited time and again so hopefully you like the scenery.
Watch out for terminology - in one HOS a "JUG" is a actually a beer tankard and in another "Flasks" are actually bottles with eyedroppers attached. ?
I wanted to love this game. The music is beautiful and compelling; The artwork lovely and mysterious. The story of coming to an island to help a friend is yes, we know, well worn, but there was a nice twist.
Our dear Dexter Ward raised someone from the dead in order to learn the secret of immortality. I'm no brain surgeon but I was left wondering - If this dude from centuries ago had the secret to immortality in his back pocket why Does Dexter have to dig him up from the cemetery to ask about it?
Maybe the price was too high - And that's the rub, our newly undead guy has to run around stealing souls to stay undead.
This game is all about HOS with some adventure and a token nod to mini-games. Perhaps that is a good thing in this case because of the mini-games encountered, the artwork was not inspired, there was barely any challenge, and each were puzzles found time and again in other games, but in those cases dressed up much more nicely than in this game.
Game Structure:
3 Play modes that can be changed at any time during game play. The 3rd "hard mode" has no sparkles and to their credit they seemed to curb the black bar hints. THANKS Team!
Strategy Guide- OK. Not really needed. If ever unsure what to do just revisit previous HOS scenes as likely there is one to play that has just the tool needed.....One of these times I wish I could keep the crow-bar instead of having to re-acquire it. :)
Journal - Limited use, but it has hints if desired the player can click on the photo clipped to the journal page to get guidance. I didn't try it so don't know how the hints are given. It also shows objectives.
Map- No. There is a lot of traipsing back and forth but the game keeps the player on a tight leash by blocking entry with lightning strikes or some other mechanism so it is hard to go wrong.
Collectibles - No. Achievements- I didn't find any.
Folks who love HOS to exclusion of all else should really love this game as it gives and keeps on giving.
I don't fit in this category so unfortunately I cannot recommend this game.
BASED ON COMPLETED GAME IN HARD MODE (2nd of 2 modes).
This game started strong with so much to love about it that I was genuinely surprised when the final chapter and bonus play fell short. The HOS are exceptionally well done and enjoyable, but the sheer number crammed in the final chapter and bonus play was off-putting as was the scarcity of mini-games.
The starting sequence, storyline, atmosphere, and voice overs are excellent which put me in mind of the 1999 movie "Sleepy Hollow" by Tim Burton. A personal favorite.
The flawless and beautiful graphics give every appearance of a small town in 1799 that is hiding behind closed doors to avoid the murderous headless horseman.
Inspector Ichabod Crane arrives from the big city to unravel the mystery in 5 chapters. He locates a village person or headless ghost that needs something, gets that something for them by completing some excellently constructed HOS and an easy mini-game or two, before advancing to the next chapter. Chances are he has run across revealing information and collectible horseshoes along the way in the process which is all the better.
As a twist most doors and trunks are opened by keys and safes opened by combinations rather than by mini-games. Keys and combinations are generally obtained by completing a HOS and sometimes a mini-game.
HOS - Plentiful throughout, very well done, offering a variety of forms and levels of challenge including list of words, list of pictures, some interaction and some other creative methods. HOS are typically a necessary evil for me, but these I enjoyed, that is until the end when I was snowed under with them.
MINI-GAMES - Not plentiful and grew more scarce as game play progressed. -Clever and creative keeping things fun, but did not offer a variety of challenge as with HOS. All were easy, easy, easy. ie.Identify pairs of fish in a tank, put together scraps of a painting and broken stained glass windows, assemble a shield from pieces won in a HOS, dress mannequin heads according to picture provided.
HARD MODE: KUDOS to the team for resisting the temptation to embed unasked for and unwanted hints in black bars. This part was great. A click would warrant a black bar comment identifying the item such as "barrel" or "pile of wood" rather that "this barrel could be opened if the cork were removed" or "that wood could help build that broken ladder". GREAT JOB - this is more like the original adventure game days.
COLLECTIBLES - Normally I don't care, but these were fun - Never was I successful in identifying all of them in a chapter. These colorful, ornate horseshoes should be impossible to hide. They were very artfully embedded in HOS and each scene. It was impressive the number of times they were well hidden in plain sight.
DETECTIVE STORE: I don't get the "stores" that are being put in games now, but the horseshoes could be spent on items to furnish a detective's office including a Beagle, desk, and painting.
AWARDS - Yes. For completing HOS and mini-games without hints and for speed of play during HOS, finding all the horseshoes in a chapter, etc.
MUSIC -Good. Non intrusive during HOS and suitable at other times.
Map. None. Not needed based on game structure.
Journal/Objectives. Yes, but not really useful, for me anyway. ----- This game is head and shoulders (very punny..... ) above many other games in quality and creativity. With a couple of tweaks per the above regarding HOS and MIni-Games this would have rated an easy 10-Star game in my book.
BASED ON COMPLETED GAME HARD CORE MODE (3rd of 3 modes of difficulty), no hints, no sparkles.
This is one beautiful game from start to finish. I have enjoyed all of the GRIM TALES series and this one is no exception. From beginning to end of bonus play it was clever, humorous, with a lot of great scenes to explore, interesting characters, and excellent graphics which makes it well worth the CE price.
There are only a handful of iHOS in this game, but they are all extremely well executed and beautiful with no chaotic junk piles. -They were a lot of fun making this a great example of quality over quantity. There were quite a few mini-games that varied in difficulty from easy to light-medium. These also were very well done, beautiful, and just plain fun. Some I'd seen in other games but some were new to me. However all were clever and worth the time to solve.
The storyline is a tad formulaic in that you (as the gamer) come to find out what has happened to turn the inhabitants of Stoneville into stone. We learn early on (so this is not a spoiler) that locating the right flower will bring characters back to the land of the living and this is done throughout game play.
Game Structure:
-As mentioned 3 modes of game play which could be changed at any time during the game.
-MAP, YES. It showed active areas, locked areas, tasks, and allowed jumping to locations. THANK YOU!
-JOURNAL, NO. Not needed given what was provided in the MAP. Integrating the map and objectives by location was a nice touch. There also was no need to write anything down for future mini-games as usually happens when there is no journal.
-Collectibles, None. Achievements, None.
-Graphics & Artwork were beautiful, crisp,elegant, and consistent with the motif of the GRIM TALES that came before it.
-Layered Puzzles, NO. That's a nice to have that is appearing in more and more games.
-Music. It was fine, but I kept it turned down as it didn't seem to add much to the story.
-Sound effects. These were mostly fine, but a few became a little obnoxious. For example, a crystal giant falls asleep and snores. Each time the gamer goes to that location (and it is a few times) the snoring is the only thing that can be heard and that got to be kind of grating so I turned sound effects down.
-VO/Cut-Scenes. These were all very well done and enjoyable.
-Adventure Aspects. Even with a map showing objectives for each area and the areas where action can be taken, it was not always obvious what to do next so it took a little brain power and I thoroughly enjoyed that.
Now on to Irritants/Pet Peeves:
-HINTS - In hardcore mode there are not supposed to be any hints. However, the designers for some reason chose to leave a square outline presumably where the hint button would be.
No big deal right? Well let the cursor wander too close and a scolding message appears saying something to the effect that -- "if you wanted hints you should have chosen another mode". Given the game is fairly long this GOT OLD FAST.
-Black bar hints - These guys can't help themselves. Even in hardcore mode there were black bar hints all over the place. It would be nice to click on something & have the black bar indicate what the item or area is, such as "fuse box" or "bare ground" rather than "you could plant something here". Yeesh.
-Inventory - some items hung around a longggggggggg time cluttering up the inventory before they could be used
-A little buggy. I am thinking there will be an update to come out soon. On the list of tasks shown on the map was line of code "str_tsk_oldcity_win_roots. Didn't seem to hurt game play.
This is a great game. I highly recommend it and hope others enjoy playing it as much as I did.
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…
BASED ON COMPLETED GAME IN NORMAL (2ND of 3 MODES)
"NIGHTMARE REALM: IN THE END" sets a new standard that will be tough for other games to follow. This is the highest rating I have given any game in a year.
I highly recommend this game to folks who like adventure, a light but very imaginative and unique sprinkling of HOS, and solid mini-games of easy to light-medium difficulty.
The Details:
GAME STRUCTURE/CONSTRUCT: Very intuitive, with actions and scenes tied in to unraveling the mystery. No junk pile or gratuitous HOS or mini-games. Just a game built around a unique storyline. "My Kingdom for a bottle opener!". This will make sense for those who have completed the game.... :)
MAP-- Yes, there is a map that shows active areas, the player's location and "information cards" that become available throughout game play as well as other special cards with info unlocked as associated collectible origami are picked out in most scenes. The map did not allow jumping to locations.
JOURNAL-- No, given that details are available at any time via the map, one was not necessary. It was have been nice for reference so I didn't have to rely on my own penmanship with Runes & other detail needed for mini-games.
INVENTORY-- Allowed lock/unlock so the bar could be dropped when not needed giving more real estate on screen. This eliminated the sea-sickness of the bar popping up and dropping based on cursor movement. With the exception of one item, most of the inventory is used shortly after collection.
SPARKLES-- In NORMAL mode there were few sparkles- YAY! However, there are heavy duty black bar hints so I later wished I had chosen the hardest mode but there was no opportunity to change this after game start.
HOS-- These were few in quantity but top-notch in quality. They were creative, whimsical, fun, and expertly done from beginning to end. They varied from the traditional in several ways using techniques that I have not come across before, such as "clearing a room" of noisy items through a lot of interaction. -best to let the gamer discover for themselves what this is all about.
MINI-GAMES-- A good number of these, some original, some variations on what we've seen in other games. All very well designed, creative, fun, and clever. Difficulty varied with most easy and some light-to medium difficulty.
MUSIC-- Appropriate with good variety that suited the scenes. I turned it down though as it was distracting.
GRAPHICS-- Superb. As with the previous Realm, the worlds created are unique, detailed, whimsical, and beautiful to the last detail. Vibrant colors, unique creatures, and luscious scenery. No complaints on that score.
STORYLINE-- The storyline is immediately engrossing, compelling, and enjoyable, right until the end of the main game. At first it appears that it is a simple and well-worn theme of a woman setting out to save first her daughter, then her husband. This turns out to be one facet of a more complex mystery that is gradually uncovered.
BONUS GAME-- Bonus play seemed to be a prequel and not as enjoyable. The "prequel" content was included in unraveling the mystery in main game play so bonus play meant going through what we learned had happened to see for ourselves - A little Deva-Vu and not for me.
COLLECTIBLES/AWARDS--There are 36 Origami creations to collect throughout the main game. It takes 6 to open each of the special "locked down" information cards. Finding the Origami was a lot of fun and some were pretty darned clever. I did not find a place that showed achievements.
STRATEGY GUIDE-- Very well done & (I love when they do this) it kept track with game play, so no thumbing through chapters accidentally seeing unwanted hints and answers before finding the right place.
LENGTH OF GAME - Some have complained that game was short. Maybe it was. I was so engaged I didn't keep track of the time and for me the quality of game play ranks much higher than quantity. - Ever notice some games toss in piles o' shoddy HOS and repetitive mini-games which adds an hour or two but isn't particularly fun?
DISLIKES? Not really any. More like pet-peeves.
MAP should have allowed jumping to locations. A game of this caliber should have this feature. Navigation was not difficult due to layout and game flow, but it would have saved some back & forth towards the end of the game.
JOURNAL would have been handy to save the few times things needed to be written down in prep for a mini-game.
PLACING OBJECTS FROM INVENTORY-- A number of times getting the game to accept objects from inventory was difficult. It was a matter of persistence & positioning. It irked me because a couple of times I resorted to the SG thinking I was on the wrong track. -Nope. The game was just very picky.
Hopefully this explains what for me is an uncommonly high rating. The designers and entire team involved deserve Kudos for their innovation and jobs well done!
I also hope others get the same level of enjoyment I did while playing this wonderful game.
I just happened to stumble across this little gem and am so glad that I did. As others have noted game play is not long, but all that is there is fun and beautiful, with a cohesive and interesting storyline, accompanied by great graphics, clever game play, and, most importantly to me- some neat mini-games with a little spice.
The game is "compact" in that all the action takes place around a central monument with each location becoming available only as needed during game play. Navigation is straight forward so no need for a map.
Despite the short run-time, this is a good choice for anyone like myself who enjoys lovely graphics, a little humor, and mini-games that aren't absurdly easy.
The only nit to pick for me was that at each entry into a new location caused a "loading" message to come up. The "loading" message was accompanied by a helpful comment and beautiful graphic so that took some of the sting out.
Based on Completed Game in 1st (casual) of 2 modes.
This game was a terrific surprise. I had started several well polished but formulaic fantasy games not finding anything to catch my interest until I ran across this beauty. I enjoyed every moment including bonus play.
This game is original in storyline, graphics, and fun factor. It was extremely well thought out and executed to the very last. So, where to start....
Storyline: Werewolves- How can that be original? Also, Luna (the main character) goes to Lycan Isle to locate a missing friend. Nope, not new either. Luna starts out searching the hotel where her friend stayed- Yeah, I know, Yawn.
Then Luna expands her search beyond the hotel. -NOW things get interesting & a unique storyline emerges.
The atmosphere leans toward the sinister - the theme is werewolves after all. Even so, the game is not heavy or dark. There is a sense of irony & humor, and the artwork is stunningly beautiful, intricate, & part of game play, scene after scene.
The ending & bonus play are seamless & integral to the tale leaving no loose ends. It's such a let down when games appear to just "phone it in" towards the end by tossing a parade of mini-puzzles or HOS, then abruptly rolling the credits. Not the case here. The quality of this game play remains top notch throughout.
Other Likes-
Inventory Bar: Unique-to me anyway. It could be shrunken to take up a minimum of real-estate, rather than bobbing up & down each time the cursor drew near making me sea-sick.
Inventory Items: These were often found by silhouette such as 5 shapes of weapons appearing in inventory of item to be found & used later for a mini-puzzle.
Mini-Puzzles: Some original, most easy, but all well done even in bonus play.
Cursor & Sparkles: All very subtle in either mode.
VOs: Well done on all counts.
Nice to Haves:
Map: Yes. It was found a piece at a time during game play and shows Luna's location but doesn't show active areas or allow jumping to locations. At the end of game & in bonus play there was a fair amount of schlepping back & forth.
Music/Atmosphere: Not intrusive, which was nice, but not memorable either.
Can't really think of any dislikes. Would love to see more like this one. Nice job!
Review based on completed game in 2nd of 3 modes of play.
If you liked the prior Spirits of Mystery games then most likely you will LOVE this one. The fairy tale land is creative & whimsical with stunning graphics. There are a solid smattering of interactive HOS. The mini-games are easy, but still clever, cute, and fun. Bonus play makes this one worth the CE price.
The details:
Storyline: The princess has her magical pets stolen by an Evil Queen planning to take over the kingdom- Yes, it's a well worn theme but the magical creatures add a bit of a twist.
Journal: Yes, but reference only & infrequently
Map: No, but not really needed based on the way game play flows
HOS: There are plenty of them, they are interactive find list of items or silhouettes. These were well thought out and I found myself laughing a few times. Also a plus, for the most part they were not junk pile style. There were some tiny items and challenge.
Mini-Games: Even for ERS, the mini-games were particularly easy; --as always, beautifully put together with some twists to keep them somewhat fresh and fun, but almost painfully easy.
Hints: Great for HOS. During game play they are vague. Some games will provide arrows to navigate the gamer to the area for the next action. This game just says "look somewhere else". Once the gamer stumbles into "somewhere else" an area is highlighted but the action to take is not revealed.
Music: Very pretty but also lively and lacking in variety so it became distracting, especially during HOS. By the end of the game the music was but a whisper.
Characters: The magic shop keeper is well done with a husky voice that matches her appearance. The zoo keeper gone wrong is well done as is the evil Queen complete with maniacal laughter. The remaining VO for other characters were ok.
Bonus play is a continuation of the story and involves bringing a previously bewitched prince together again with his princess bride.
Overall, this is a well done, beautifully polished game with plenty of eye candy. However, having already played the other Spirits of Mystery, this game felt a bit formulaic and the ending was anticlimactic. Also moving forward in game play was a let down - It involved random characters providing magic powder to enable traveling between settings. Getting past the bad guys involved getting several "invisibility potions". These gimmicks became tedious.
I recommend for folks who like the Spirits of Mystery series or those who like formulaic Fairy Tale themes with a good sprinkling of interactive HOS.
Folks looking for some challenge in adventure or new potentially challenging mini-puzzles, would likely not enjoy playing this one.
Favorite Genre(s):Adventure, Hidden Object, Large File, Puzzle
Fun Factor
3/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Storyline
3/ 5
Review based on completed game in casual, the 1st of 2 modes.
I keep running across reviews that reference Puppet Show as a kind of standard to which other games should aspire. After playing, I have no idea why.
As a rule I love ERS games, and was ready to be wowed. No such luck.
The game starts out strong with a beginning scene that is thoughtfully done and original. The "puppets" are for the most part derelict mechanical robots. Some good, some evil, no real rhyme or reason as to why.
The theme is well worn, after a young girl's disappearance a detective is called in only the find that an evil woman seeking the fountain of youth who wants to trade bodies with a little girl.
What has changing life forces between bodies to do with robots you ask? Please let me know if you find out. Very late in play the story is tied together by the introduction of "crystals". Again, what do crystals have to do with a ghost town full of broken robots and an evil woman's desire to remain young? Again, would love to know.
Likes: --Inventory was accessible by a button on the bottom left of the screen. This was very handy as in other games, accidentally dipping too close to the bottom of the screen brings up the inventory list when it isn't wanted. In some games the yo-yo effect of the inventory bar can bring on motion sickness. Not so here. Tools only show on request.
-The graphics are crisp, clear, and in the beginning very well thought out and original.
-The mini-games were easy, but fun and there were a couple I had not seen before. There were also a couple with some challenge which I appreciated.
-HOS, in the beginning these were well thought out, well executed, and enjoyable.
Dislikes:
-Shear number of HOS & repetitive nature of items -As the game progressed HOS was piled upon HOS upon HOS sucking any fun to be had out. Not sure what to do next? Keep back tracking until you find an active HOS.
The same places were used and re-used. In at least one instance a HOS in another location had the same contents of a HOS played earlier in the game somewhere else.
Not content to pile HOS on top of HOS, the items didn't vary - button, crow bar, butterfly, bow-tie, cane, umbrella, stamp, compass.... nothing new.
-Theme, there just wasn't much story giving the appearance that HOS after HOS would fill the gap. Had they added more mini-games it might not have been as painful.
-Most disappointing, despite the game covering a whole town and a mine many of the rooms and scenes could not be investigated and did not serve much purpose. Many scenes were look from the doorway, solve a puzzle, complete a HOS, move on. Come back in case the same HOS area becomes active again for no predictable reason.
-The music became grating even once turned down.
-The game is short. I played it in only 3 hours and I am a very slow player.
Other: -Map? No, but none is really needed. There is some backtracking but there is nothing that is hard to find.
-Journal? No, but again, not really needed based on the way the game is constructed.
-Hints. Very good for HOS and in casual mode refill quickly. This was good because a couple of times items were misnamed, such as "safety pin" which turned out to be a "straight pin". Did not use hints otherwise so can't comment.
-SG: Well done. Very helpful.
As a suggestion, offering "Match 3" as an option to completing HOS.
Despite all of the above, I do recommend this game because of the fun puzzles. However, if you tire of HOS quickly or like a strong storyline tying action together throughout the game, this is NOT for you.
Your friend, Mary, disappears and it's up to you to save her. Uncover an exotic land with unearthly secrets as you find and help your friend leave the flying island.
This review is based on the completed game in "normal", the second of three modes of difficulty.
Some might criticize this game because while the VO are very good, the cut scenes are cartoonish. I say forget all that and just look at the gorgeous scenery with crisp, clean detail, the fun factor from both IHOS and IFROG, some challenging mini-games, and a non-rushed, satisfying ending.
I love fragmented object and wish there were more available. They add a freshness to any game and a nice variation from IHOS and mini-game.
The details-
You go in search of a missing friend on a floating city. Once in the city you learn that to save your friend you must collect a number of crystals and get them in to the temple. I know, a theme we've seen many a time, but even so, it is executed well which kept things fun.
Journal - Yes, but reference only, not really needed
Map - No, but not needed. Game is forward moving and it is obvious when there is nothing more to do. Not much back and forth.
Hints - Very good. Not coy at all. Explicitly state what needs to be done next. Such as "Put the chain on the hook".
Achievements - Lots and that includes making it through the game without hints - I didn't. sigh.
IFROG - Fragmented Object scenes were well thought out and interactive requiring some sleuthing to get all of the objects to appear. Not sure of the exact count, but it seemed as if there were about 6 of these scenes.
IHOS - These were also well executed and for the most part non-junk. There was a nice ratio of IHOS to mini-game.
Mini-Games - I thoroughly enjoyed these. They were original, offered some challenge, and just a lot of fun.
Cursor/Interface - Good, intuitive interface. Inventory items could be applied successfully the first time. This is a nice change of pace as a number of games make it difficult to apply the correct inventory item to the correct place unless the cursor is placed "just so". Many a time I have resorted to hints only to find that I was trying to do the right thing but I hadn't positioned the cursor in exactly the right place....sigh.
Great Ending! - In many a game it has been disappointing to be rewarded with a 5 second ending after hours of game play. Not so here at all. This game has a solid ending leaving no loose ends but still allowing for a sequel to two...
Any Cons? Several scenes were beautiful and intriguing but only "single use" meaning once the puzzle or IHOS has been completed and items added to inventory there was nothing more to do. There was no ability to wander around inside a scene - the gamer just looks from an entrance such as a doorway on wishing to see more.
As some have already commented this game is < 5 hours which is too bad. I was not ready for it to end, but then I guess the time to leave is when everyone still wants you right?
Would love to see more IFROG as structured in this game.
Prepare for a mind-bending journey into the realm of the weird in Haunted Halls: Revenge of Dr. Blackmore! Brace yourself for the unexpected in this exciting Hidden Object adventure!
Favorite Genre(s):Adventure, Hidden Object, Large File, Puzzle
Fun Factor
4/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
4/ 5
Storyline
5/ 5
Based on completed game in casual mode.
There is so much to love about this game. From the beginning it was hilarious to see some of the wack-a-doodle stunts that involved a cigar store Indian, a kangaroo, and, well, you will see for yourself if you decide to give it a try.
Looking at the artwork and description I avoided buying this game for a while thinking it to be dark and dreary - not so. True the backdrop is an abandoned, unkempt facility, but game play is lighthearted and funny throughout.
This game is absolutely original, unique, and lots of fun so why not full 5 stars? -Well toward the end it seemed as if they were phoning it in with hastily thrown together junk pile HOS that had not been part of the early game. Bonus play was literally clogged with these tedious, junk pile scenes that sucked the fun right out.
As a SE I'd give it 5+ Stars, but as a CE, I can only give 4 Stars.
The details:
Portable Lab: The gamer is given a laboratory kit used periodically during game play that I found to be pretty fun. The kit is pretty fancy so it's good that there are clear instructions whenever it is needed.
Journal: Yes, but reference only
Map: No, not really needed. Game is by chapter and forward moving.
HOS: Throughout most of the game I enjoyed the HOS as there was a good balance and they were well thought out, clever, and humorous. Sometimes there were shapes to find, at others there was the more traditional list of items with some interaction, but no junk pile until nearing end of game.
Towards the end the HOS became more frequent, were junk-pile in style, less interactive, and didn't seem well considered. Bonus play was clogged with so many of these densely packed, non-interactive, junk-pile HOS that even though the storyline was still engaging, the game became tedious and just not fun.
Mini-Games: I had fun with the mini-puzzles throughout - there were original and some we have seen before, but all in keeping with the "Abandoned Laboratory, crazy Professor" Motif. They varied in level of difficulty and had a tongue in cheek style about them.
Sparkles: Something else to love about this game - Even in casual mode the winks and glints are discrete leaving the gamer in peace to view each new scene without distraction.
Lastly - The evil scientist/professor was classic from his arched eyebrows to his menacing laugh and sinister threats. I looked forward to each of his appearances. What a great bad guy. The voice overs were pretty good and I appreciated the pop up dialogue that required a click to move on.
Great game - a must play for those who like the unique and humorous. I congratulate the team that developed this game for a job well done!