Witches' Legacy has a long history. Remember the little girl Lynn who should have become apprentice of evil witch Elisabeth? But Lynn grew up to be a good witch who even convinced a witch hunter of her likability - although she was engaged in eternal battle against mighty Morgana. Along came Bertha the ferret, and it got really exciting and enchanted … before all these androgen, muscle packed, horned monsters took over and drowned everything in darkness. The world has changed. Indeed, it lays in waste and ashes, the red sky is circled by aggressive fire spitting dragons, streets in rubbles, burning cars, it's the apocalypse, no less. Nevertheless, the TV stations still work and broadcast that thousends of persons are missing. Witches and humans joined forces to protect the world from these fiery invaders. This could have worked, if it wasn't for the Order of Witch Hunters. Under the lead of a certain Elliot their sinister gang arised anew and thwarts now the witches' protection efforts. We play again as the nameless witch from centuries ago, the Ancient One, and must dispell the Hunters' prejudice about magic. Of course Elliot believes to have a personal reason to hate witches, naturally he is possessed by an “ancient evil” and not really responsible for his destructive deeds. The usual plot of all these games: hunt the baddie, discover the evil being which controls him, exorcise it.
So the story is nothing new, and it's a “dark” game, meaning, they left out the famous Elefun jokes. It's not the best of the series, but a solid adventure. We have gorgeous graphics, adorable HOPs - even portable ones that unfold from an alchemist box or a book - and they are varied and entertaining, many with a voice which tells the background story. We have as always wonderful soundtracks, but this time the composer made use of a whole symphony orchestra including choir and a duduk. It's actually a classical collection with some tunes of rare beauty.
The game plays in 22 scenes, contains 15 HOPs and 20 puzzles and mini games. The quite long bonus sequel adds nothing important to the story, but I would recommend nevertheless the CE for its soundtracks. Kindly read my review of the CE if you want to know more details.
Unfortunately, the twelfth Witches' Legacy is not only the last of the series, it's also the last Elefun game altogether. Thus I'd like to say thanks. Thank you, Elefun, for so many fantastic games and thrilling story lines, thank you for all these breathtaking, unearthly HOPs from the time before all went dark, thank you for the exuberant fun and silliness when you still applied them, shame on you for never including HOPs and puzzles into the Extras, thank you for listening to complaints and avoiding biocides lastly … but above all: thank you for the most marvellous, captivating and magical soundtracks we ever heard at Big Fish. No graphic art, no suspenseful story will creep under our skin and touch us intrinsically as Elefun's game music does. We certainly will miss Arkhipov's work.
Who wouldn't like to be young forever, even immortal and invulnerable, to live on and on? For a certain Christian Mitchell, who goes (went) under many other names, this dream came true. He found a ritual (what else?) to extract the souls from people and enliven his puppets with them. Emma Roberts shall be the last in his collection, so to speak the icing on the cake. The twelfth adventure of the series leads us directly into the core of Fear for Sale, namely into the editorial office of the magazine. The editors James and Rosemary Hill including the whole staff are under attack from cunning, poisonous puppets. The game has its eerie and thrilling moments, especially due the outstanding sound effects. We hear the unpredictable, creepy dolls sneering and singing at the most unexpected moments. Arkhipov partly used real children's voices for the dolls, voice overs are generally excellent.
HOPs are varied, multi-layered and contain as always lots of information about the background story; thus read the notes. A nice idea is a mini HOP which starts in darkness, we pick items which obscure light sources, and it gets brighter and brighter. Another HOP shows us runes to click on, but they appear only for a short time. There is one on a desk, and we search items alternately on the desk and on computer screen. Elefun still invents greatly entertaining HOPs which are mostly themed and ingeniously integrated into the story line. Puzzles seem more challenging than they used to be; for two of them I had around half an hour, without consulting the Guide.
The only or at least the biggest let-down of this game is the ridiculous Sarah doll, a real monstrosity. She has a leading role, we often see her in close up - but what an eyesore >_< I bet she once looked less like a bad cartoon ... and then the project manager walked in and exclaimed: “No, no, draw BIG eyes with lots of make-up and an OVERSIZED head! and all the dolls must have glowing, neon blue eyes! I know what customers want.” Bleh. I nearly deducted one star due Sarah.
The end is a romantic surprise. The ever aloof Emma Roberts, currently hospitalized, accepts a date with handsome detective Michael Evans. Not a real end, it's a beginning. But how this will develop further, we'll never learn, because this is already the last issue of Fear for Sale. A worthy conclusion of the series, I guess. We definitely wish Emma all the best and regret to say good bye.
CE or SE? In this case I'd recommend the CE due the 18 brilliant, addicting soundtracks and the bonus chapter. It's an immediate sequel and a beautiful addition which concerns Emma's lost twin sister. Kindly read my review of the CE if you want to know more details.
Who wouldn't like to be young forever – live on and on and be immune to any injury? For a certain Christian Mitchell, who goes (went) under many other names, this dream has become true. He found a ritual (what else?) to extract the souls from people and enliven his puppets with them. Emma Roberts shall be the last in his collection, the icing on the cake so to speak. This game leads us directly into the core of Fear for Sale, namely into the editorial office of the magazine. The editors James and Rosemary Hill including the whole staff are under attack from cunning, poisonous puppets. The adventure has its eerie and thrilling moments, especially due the outstanding sound effects. We hear the unpredictable, creepy dolls sneering and singing at the most unexpected moments. Arkhipov partly used real children's voices for the dolls, and the voices overs are generally excellent.
HOPs are varied, multi-layered and contain as always lots of information about the background story; thus read the notes. A nice idea is a mini HOP which starts in darkness, we pick items which obscure light sources, and it gets brighter and brighter. Another HOP shows us runes to click on, but they appear only for a short time. There is one on a desk, and we search items alternately on the desk and on computer screen. Elefun still invents greatly entertaining HOPs which are mostly themed and ingeniously integrated into the story line. Puzzles seem more challenging than they used to be; for two of them I had around half an hour, without consulting the Guide.
The only or at least the biggest let-down of this game is the ridiculous Sarah doll, a real monstrosity. She has a leading role, we often see her in close up - but what an eyesore >_< I bet she once looked less like a bad cartoon ... and then the project manager walked in and exclaimed: “No, no, make BIG eyes with lots of make-up and an OVERSIZED head! and all the dolls must have glowing, neon blue eyes! I know what customers want.” Bleh. I nearly deducted one star due Sarah.
The end is a romantic surprise. The ever aloof Emma Roberts, currently hospitalized, accepts a date with handsome detective Michael Evans. Not really an end, it's a beginning ;)
EXTRAS: - Strategy Guide with 42 pages (main game 28, bonus chapter 10) - The main game contains 18 puzzles and 17 HOPs, bonus chapter 7 puzzles and 5 HOPs; none of them can be played again. - 9 Wallpapers, 3 Screensavers, Concept Art with 9 black and white sketches. - Find 31 morphing objects, one per scene, for an achievement. - Collectibles are 15 Fear for Sale magazines. A pity we never can see them properly, they just disappear when clicked. Would have been a great opportunity to present the former games with one picture and a headline. - Find 20 eye symbols on notes, papers - and be on the lookout! They are even in mini games. But they disappear when not picked up in time, and there is no going back to look for missing eyes. The eyes unlock 5 mini puzzles, adding up to pictures of the Sarah doll, detective Michael Evans, Kevin Wright, Christian Mitchell, Elsa and Harper at the orphanage and kind of a summary of the case. - 5 achievements, 7 bogus awards for playing. - 18 magically brilliant, addicting soundtracks - from uncanny ambient to magnific piano tunes, dramatic film music or a spooky puppets' choir. Listen how the ingeniously implemented highway traffic races through Between the Worlds. There are two bonus tracks, Puppets Waltz and Eenie Meenie, which are not in the game but for me two of the best.
The BONUS CHAPTER includes in 9 scenes and picks up right where the main chapter ends. Emma and Michael have coffee in the hospital cafeteria, and he asks her how she became a paranormal journalist. “That's a long story”, sighs Emma and starts to tell. Ten years ago, as teenager, she played with her twin sister and Elsa in an abandoned orphanage. We, as young Emma, witness the day again on that our sister Harper disappeared without a trace ... It's a beautiful, personal addition to the main chapter which already revolves around Emma and her work. There is a second happy end, if also a bit constructed. What will Emma do now, as she has found out about her sister? Will she continue her research on paranormal cases? Will she marry Michael and found a family?
We never will learn, because this is already the last issue of Fear for Sale. A worthy conclusion of the series, I guess. We definitely wish Emma all the best and regret to say good bye. We probably will even miss the loading windows, sniffle ;_;
Witches' Legacy has a long story. Starting with the little girl Lynn whose family was killed by a witch, it became a love story between grown up Lynn and a witch hunter, and soon an eternal battle between good and dark witches. Then came Bertha the ferret, and it got really exciting and enchanted … before all these androgen, muscle packed, horned monsters took over and drowned everything in darkness. The world has changed. Indeed, it lays in waste and ashes, the red sky is circled by aggressive fire spitting dragons, streets in rubble, burning cars, it's the apocalypse, no less. Nevertheless, the TV stations still work and broadcast that thousends of persons ar missing. Witches and humans joined forces to protect the world from these fiery invaders. This could have worked, if it wasn't for the Order of Witch Hunters. Under the lead of a certain Elliot their sinister gang arised anew and thwarts now the witches' protection efforts. We play again as Ancient One, the nameless witch from centuries ago, and must debunk the Hunters' prejudice about witches. Of course Elliot believes to have a personal reason to hate witches, naturally he is possessed by an “ancient evil” and not really responsible for his destructive deeds. The usual plot of all these games: hunt the baddie, discover the evil being which possesses him, exorcise it. Note: humans are never ever responsible for their stupid acts, at least not at Big Fish :D
So the story is nothing new, and it's a “dark” game, meaning, they left out the famous Elefun jokes. It's not the best of the series, but a solid adventure. We have gorgeous graphics, adorable HOPs - even portable ones that unfold from an alchemist box or a book - and they are varied and entertaining, many with a voice which tells the background story. We have as always wonderful soundtracks, but this time the composer made use of a whole symphony orchestra including choir and a duduk. It's actually a classical collection with some tunes of rare beauty.
EXTRAS: - Strategy Guide with 37 pages, 22 for the main game, 9 for bonus chapter. - 9 Wallpapers, 3 Screensavers, Art Gallery with 11 black/white drawings - 4 achievements, 8 pseudo rewards for playing the game. - 24 Soundtracks: classical arrangements with cello staccatos instead of drums, subtle and intricate, some are really enchanting. Listen Quaint Dream or Far-Seeing. - Collect 31 Tarot Cards. If we have enough cards, we can use them to play "find pairs" to reveal our (game related) future. - Find 31 morphing objects (one per scene) for an achievement.
The BONUS CHAPTER plays in 9 scenes, contains 7 HOPs and 7 puzzles. It's an immediate sequel of the main game but adds nothing important. When the Hunters sort out the confiscated magical items to give them back to the witches, an officer gets affected with a curse - and yet another demon threatens to tear down the sealed passage to the other world. One more to exorcise :)
Unfortunately, the twelfth Witches' Legacy is not only the last of the series, it's also the last Elefun game altogether. Thus I like to say thank you. Thank you, Elefun, for many fantastic games and thrilling story lines, thank you for all these breathtaking, unearthly HOPs from the time before all went dark, thank you for the exuberant fun and silliness when you still applied them, shame on you for never including HOPs and puzzles into the Extras, thank you for listening to complaints and avoiding biocides lastly … but above all: thank you for the greatest, most captivating and magical soundtracks we ever heard at Big Fish. No graphic art, no suspenseful story will creep under our skin and touch us intrinsically as Elefun's game music does. We certainly will miss Arkhipov's work.
It's winter time at Elefun - again! This is their second Christmas game, released in midst of summer; we see a lot of snow heaps and Christmas knick-knack. Of course it could be that they fell prey to the infamous time machine of which this story tells ;)
We (Alexandra) are off to the Winter Festival in Hilltown and look forward to the big snowman contest. It's the 18th of December 1985, we are just five and sit in the back seat, whilst dad is driving and mommy just took a picture. Suddenly, a WW2 spy out of The Third Man pops up spookily in the middle of the icy road. The car swerves and slides ... It was the very car crash that killed Alexandra's parents.
The WW2 spy is the scientist Mr. Kutcher. He worked on a time machine and had tried for some time to get in contact with the Andersons. They possess a magical item which he dearly wishes to buy or to borrow, since it is the last lacking part of his invention. He had written polite letters and gotten rude answers from Patrick Anderson. So he mindlessly tries to flag down their car and causes havoc. In the throng of events, Kutcher's invention is confiscated as “dangerous artifact” by uncle Paul, and Kutcher ends up in the mental asylum. Who can blame him for becoming a vengeful "mad scientist"? Kutcher has of course not given up yet his dream to make his device functional. Like the current POTUS he believes in “alternative reality” and that all will be for the greater good. Hence, after 32 years, he breaks out of the asylum, into the Keeper's archive, to retrieve his time machine.
For once we don't have to save the world, only our family, that is, uncle Paul, our parents and our own self in the age of five. How does it feel to meet our long ago deceased parents? to encounter the little girl we once were? Although they did reuse some scenes from former games, HOPs are entertaining, varied, themed and cleverly integrated into the story, sometimes spread out over whole rooms. As always they contain on notes or screens some background information.
The bonus chapter is losely related but not necessary for the story; kindly read my review of the CE, if you want to know the details. However for this game I'd recommend nevertheless the CE version, alone for the 22 outstanding soundtracks. There are even five bonus tracks which are not used in the play. It's mostly funky, grooving, playful IDM. This is a game to dance through.
Elefun has a funny way to ignore seasons. This is their second Christmas game, released in midst of summer :) Thus, we (Alexandra) are off to the Winter Festival in Hilltown and look forward to the big snowman contest. It's the 18th of December 1985, Alexandra is five and sits in the back seat, whilst dad is driving and mom just took a picture. Suddenly, a WW2 spy out of The Third Man pops up spookily in the middle of the icy road and tries to stop the car which starts to spin ... It was the very car crash that killed Alexandra's parents.
The WW2 spy is the scientist Mr. Kutcher. He worked on a time machine and had tried for some time to get in contact with the Andersons. They possess a magical item which he dearly wishes to buy or to borrow, since it is the last lacking part of his invention. He had written polite letters and gotten rude answers from Patrick Anderson. So he mindlessly tries to flag down their car and causes havoc. In the throng of events, Kutcher's invention is confiscated as “dangerous artifact” by uncle Paul, and Kutcher ends up in the mental asylum. Who can blame him for becoming a vengeful "mad scientist"? Kutcher has of course not given up yet his dream to make his device functional. Like the current POTUS, he believes in “alternative reality” and that all will be for the greater good. Hence, after 32 years, he breaks out of the asylum and into the Keeper's archive, to steal back his time machine …
For once we don't have to save the world, only our family, that is, uncle Paul, our parents and our own self in the age of five. How does it feel to meet your long ago deceased parents? to encounter the little girl we once were? Because we are transferred into winter 1985, we see a lot of snow heaps and Christmas knick-knack. Although they did reuse some scenes from former games, HOPs are entertaining, varied, themed and cleverly integrated into the story, sometimes spread out over whole rooms. As always they contain on notes or screens a lot of background information. Dialogues and voice overs are top-notch. Mr Kutcher is always good for little surprises, like remote-controlled, burning toy helicopters, something happens always, we never get bored. I really enjoyed the game, in spite of the hapless loading window. Well, I had complained several times about these flow stoppers, but it's too late now, I guess. Shadows from the Past is already the last Keeper of Antiques. They probably simply didn't want to change their game engine anymore, knowing that the series would end soon.
But this game's highlight are clearly the soundtracks; I'm completely swept away. What a treat! It's mostly Ambient with a lot of IDM, inspiring dance music - and I've never heard anything as modern at Big Fish. In fact it is the very kind of sound I usually listen to. These jaunty, snazzy, subtle and ironic tracks are almost too good for a HOPA; I'd have bought them anyway, independently from a game. You have to download it and listen at one stretch to hear how the album is flawlessly, completely rounded. This CE is worth to be bought for the soundtracks alone. If you want to scintillate with your music taste, let them play at your next party ;)
EXTRAS: - Guide: main game 22 pages, 22 scenes, bonus chapter 9 pages, 9 scenes. - 9 Wallpapers, 3 Screensavers, 10 black and grey drawings in the Art Gallery - 5 Achievements, plus as always a lot (11) game related bogus rewards - 22 excellent Soundtracks - Collect 36 puzzle pieces to play four easy puzzles. They reveal pictures and information about Alexandra and Paul Anderson, William Kutcher, Patrick and Emily Anderson, Frank Murphy. - Find 31 morphing objects (one per scene) for an achievement - Collect 31 losely game-related items to fill your junk room. This collection is a big disappointment. We can't even see what exactly we picked up, there is no enlarging (except two pictures), no interaction (only with one single doll), it's merely a dull shadow of former collections. The whole game contains 20 HOPs and 25 puzzles which as usual we cannot replay.
The BONUS CHAPTER is a sequel and to some extent related to the main game. When Patrick Anderson died, he left behind the unsolved case of the orphaned boy Frank Murphy who had a mask which allowed him to appear as another person. Since Patrick was not able to neutralize the dangerous artifact, Frank's personality got muddled, and he ended up in the same asylum as Mr. Kutcher. Together, they escaped … It's a pretty unlikely story with this “unremoveable” mask, rather a random add-on, although it includes a frightening kidnapping. But I'd have preferred to learn more about Mr Kutcher's fate.
If you expect a science fiction game with space ships and moon landing, you will be disappointed. Although advanced technology as holographic communication, sensors, laser and card readers are used, the setting reminds more of Jugendstil from the fin de siècle than of the future. We are not even sure on what planet we start out. We travel by cart, there are trees, a frigate under sails; it looks like a medieval earth. But the sky shows TWO moons - and one is as big as Jupiter which seems about to collide with our planet any minute. It doesn't; however a flying saucer does and crashes right before our nose. Before we can stop him, the impetuous nephew in our care disappears into the alien ship …
It's colourful, it's fun to play, but the story is vague and not really comprehensible. About some people who fled to the moon (which moon?) a long time ago and call themselves Moonsouls. Now they want to destroy the earth (or is it Prioria?) for what reason ever. It doesn't help that every planet we visit looks alike, has water, plants and an atmosphere like earth. I also never had a "futuristic" feeling. No scientific space labs, instead steam-punk gadgets and art deco palaces, floors of pink marble with gold etching ... as if we would dive into a long forgotten, romantic culture like the mystical Atlantis. The music too is on the romantic side and has nothing in common with future sounds or moon tonality. However not bad - if only the loops were longer; the constant repetition becomes grueling.
I was slightly disenchanted of the HOPs. Many are (artfully arranged) junk piles or messy cubby holes. We play them twice, however the items we picked up the first time are there again in the second round. The same items appear in different HOPs. Many HOPs consist of rune finding, some on crude sketches. It appears all a bit careless and recycled. E.g. they reuse a labyrinth from Dark Realm, Guardian of Flame, and didn't even bother to alter it: it's exactly the same design and requires the same moves. I hate it when there is not enough time to work out the details, when devs are forced to release unfinished games. This one feels like a rushed thing. It's also rather short, the bonus play lasts about 40 minutes.
EXTRAS: - Walkthrough: main game 27 pages (24 scenes), bonus 7 pages (7 scenes) - 16 Wallpapers - 20 Concept Art: raw sketches with a slider to turn them into the finished version - 8 Soundtracks of the wrong genre - 11 Achievements – great, none are game related! - replay 16 HOPs and win stars for accuracy and time. Each HOP contains a morphing object. - 62 Collectibles: the same old edgy spirals plus a morphing object in each scene. At the end we can go back for missed items. Once the collection is complete, we may continue with the pretty boring Treasure Hunt (visit each scene again and pick up random stuff like a spring, pot, bread, crystal, etc.) Eventually we have access to the Ultimate HOP, which can be repeated, and we can win stars for time and accuracy.
The BONUS chapter is a sequel and takes place some years later. We play as nephew Isaac who since the peace treaty is able to attend university on moon. Our classmate Gwen, a Moonsoul, is abducted by Tal, one of Blacksands' punks who looks like his clone, including the ridiculous hairdo. There are sinister plans to synthesize a dangerous virus. Tal calls us “human scum”, thus I'm suddenly precarious about Prioria. Maybe we ARE humans after all. Anyway, all ends well ... we merely are not sure what just happened or whether this story is simply a bit moonstruck.
The metropolitan, modern environment with flickering neon signs and graffiti was what I instantly liked. We play as Chris Andersen, kind of a modern Knight of Justness, who chases after his abducted girlfriend Rachel. It's always night and always raining, but the atmosphere is far from bleak. Intriguing back alleys, industrial parking lots, a seedy hallway and the old elevator with snake fence, even an ATM money safe, the snug Red Cape Bar with running tv ... we feel right at home in this picturesque urban jungle.
But soon we notice inconsistences, outlandish stuff. We suddenly are in an orphanage which looks like an old palace: huge halls with marble columns, stucco, painted wood panelling and filigrane stone masonnery at the windows. Is this the state of the art for orphanages? It is not winter - but we see gingerbread houses everywhere. Rachel's case, where she keeps the motobike keys, is a curlicued depiction of Little Red Riding Hood and the wolf, a horribly ugly gadget from 19th century. This game is a weird mixture of bygone kitsch and contemporary coolness. Unfortunately, the soundtrack also follows the bygone style, is repetitive, uninspired and completely misguided. The thrilling city setting calls for something more electronic or jazzy. Even the Bay City Rollers would have been more fitting than this orchestral Muzak. This is clearly a missed opportunity.
The HOPs I found very inventive; we have for example a news report on television, x-ray photographs on a computer screen, a mural in colourful graffiti style or we must find ascii animals on a page of codes. There is a tresor in a deserted train station, full to the brim with jewellery, brooches, pins, all kind of glittery knick-knack – exactly what we expect to find at rundown stations, lol.
The story is ecclectic at best. They had actually a rather original idea about “magical tattoos” - but destroyed it quite instantly with incoherent supernatural mumbo-jumbo. It starts out with people who get a tattoo with "spiced" ink. In a good story, these people would for example develop hallucinations which prompt them to try to fly from high buildings. Police would be concerned about the increasing rate of suizides … The perfect premises to create a thrilling case about illicit drugs and the mastermind behind it, methinks. But it wasn't enough for Eipix. They had to introduce supernatural powers, resurrected dolls, witches without any other purpose than to set the floor on fire or freeze it, a mirror as a portal, people dissolving into smoke, the CEO of a company conducting a ritual ... sigh. They simply couldn't decide whether this game should be crime fiction or a fairy tale ... and implemented approximately every magical hokum which we see nowadays in EVERY game. Thus we have now this anything-goes compromise. The bonus game in the Collector's Edition adds an interesting aspect; if you want to know more, kindly read my CE review.
The metropolitan, modern environment with flickering neon signs and graffiti was what I instantly liked. We play as Chris Andersen, kind of a modern Knight of Justness, who chases after his abducted girlfriend Rachel. It's always night and always raining, but the atmosphere is far from bleak. Intriguing back alleys, industrial parking lots, a seedy hallway and the old elevator with snake fence, even an ATM money safe, the snug Red Cape Bar with running tv ... we feel right at home in this picturesque urban jungle.
But soon we notice inconsistences and outlandish stuff. We suddenly are in an orphanage which looks like an old palace: huge halls with marble columns, stucco, painted wood panelling and filigrane stone masonnery at the windows. Anywhere in the world, a building like that would be under monument protection, not misused for rampaging children. It is not winter - but we see gingerbread houses everywhere. Rachel's case where she keeps the motobike keys is a curlicued depiction of Little Red Riding Hood and the wolf, a horribly ugly gadget from 19th century. The collectibles, old fashioned Red Riding Hood dolls, stem from the forelast century too. This game is a weird mixture of bygone kitsch and contemporary vogue. Unfortunately, the soundtrack also follows the bygone style, is repetitive, uninspired and completely misguided. The thrilling city setting calls for something more electronic or jazzy. Even the Bay City Rollers would have been more fitting than this orchestral Muzak. This is clearly a missed opportunity.
The HOPs I found very inventive; we have for example a news report on television, x-ray photographs on a computer screen, a mural in colourful graffiti style or we must find ascii animals on a page of codes. There is a tresor in a deserted train station, full to the brim with jewellery, brooches, pins, all kind of glittery knick-knack – exactly what we expect to find at rundown stations, lol.
The story is ecclectic at best. They had actually a rather original idea about “magical tattoos” - but destroyed it quite instantly with incoherent supernatural mumbo-jumbo. It starts out with people who get a tattoo with "spiced" ink. In a good story, these people would for example develop hallucinations which prompt them to try to fly from high buildings. Police would be concerned about the increasing rate of suizides … The perfect premises to create a thrilling case about illicit drugs and the mastermind behind it, methinks. But it wasn't enough for Eipix. They had to introduce supernatural powers, animated dolls, witches without any other purpose than to set the floor on fire or freeze it, a mirror as a portal, the CEO of a company conducting a magical ritual ... sigh. They simply couldn't decide whether this game should be a crime fiction or a fairy tale ... and implemented approximately every magical hokum which we see nowadays in EVERY game. Thus we have now this anything-goes compromise.
EXTRAS: - Strategy Guide: main story 29 pages, bonus 9 pages. When I couldn't figure out one puzzle, I eventually consulted the guide ... only to find that it provides the wrong solution! Faulty solutions in a guide should be a no-go. - Concept Art: 8 sketches of characters and scenes - 8 Wallpapers, each in 4 different resolutions - 9 music tracks - 7 videos - 12 true achievements. Thumbs up! not one is merely from playing the game. - Replay 17 puzzles - Replay 16 HOPs, win bronze, silver or gold medals for each (and find the morphing object) - Collect 41 old fashionned Red Riding Hood dolls, one per scene, Oddly, they are called signs. Many are well hidden, but we can go back at the end and pick up missed ones. We don't get anything for the complete collection though, just stare at a window full of identical dolls. Boring. - Souvenir Room: After main and bonus game, we can revisit each scene and collect 41 random items (a pot, a flower, windmill, lantern, puppet etc.) I never understood the purpose of collecting souvenirs AFTER the game. When we have them all, the room just looks so cluttered that we get the urge to lock it up and lose the key forever.
The BONUS GAME is quite intriguing: the same story as the main game, but told from Rachel's point of view. So we play as girlfriend, get abducted and are eventually rescued by Chris. It sheds a tad more light on the muddled tale about the magical ink. I like it when the bonus is strongely linked to the main story, tells a sequel or shows another side of the topic. Just recounting another case or, worse, a prequel that rehashes again the stuff from the main game, is pretty much redundant. But this one is an entertaining bonus hour.
I was intrigued by the artwork, the atmosphere and the game's uniqueness and bought it. Wish I hadn't. Although it contains interesting puzzles which I've never seen - the HOs are a letdown. They are played twice (nothing against that); but when we play them the second time, every item we had picked in the previous HO is again at its old place. This is a disappointing neglect of details. Be it lazyness or unheeding, this shouldn't have place anymore in a nowadays game. I also noticed that every animal, and we encounter several, is aggressivly baring its teeth. This dev must have a very strange opinion about animals.
But the biocides did it. When I had to use them for the third time, I didn't even bother to finish this game; I quit and deleted it. No wonder the scenery looks that devastated, when we have to fog the game with killer chemicals all the time.