A long time this game waited on my shelf, but only now I could bring myself to finish it. Maybe also due lack of time, but certainly I was disappointed in the music and sound effects. Still am. Imagine, this is a tale about four musicians, about a music festival, a magical lullaby, it's about music all over – and there is no music within the game! Ok, admittedly there are five one and a half minute sound tracks. It's the usual mediocre, uninspired orchestral muzak ... but when I have to hear it as endless loop, it becomes audio torture. The worst is that SFX is linked with the music. If we turn off the boring fiddling and tootling, we get completely mute scenes. Why must 4Friends have an outdated game engine from the last century? What a strange idea to connect SFX to anything.
Speaking of silent scenes: we have them anyway. One scene we see a waterfall trashing over rocks and hear it rushing, the next scene shows the same waterfall from another angle ... and is completely silent. It's the most hapless dealing with audio effects I've encountered so far. The male contra bass player's story is, confusingly so, told in first-person by a woman. Last words of a sentence are sometimes truncated. Music starts and stops randomly, sometimes plays on after a HOP, is at times abruptly cut; fade-out or cross-fade seem to be foreign words for the sound master. If there even exists one. As it looks, it could have been arranged by the janitor. Why am I not surprised that music and SFX do not even appear in the credits?
It's such a pity, since the story, although not very elaborated, is enthralling. They merged The Town Musicians of Bremen and Rapunzel, but except the names, the new mix has nothing to do any more with the original fairy tales. 4Friends surely have some excellent graphic artists with a knack for people. The charaters are all pretty lifelike and winsome enough to like them. I didn't care much for the dull puppets which appear also as achievements. Their animation is cute enough, however I'm not a fan of this coiled ropes style, has something macrame-ish, bourgeois. But except the repetitive time-expander puzzle with the magical amulet (runes in jarring colours) and the overuse of fogs and swirls in neon blue and toxic purple, the art and sights are fantastic.
HOPs are surprisingly creative and exciting, at least at the beginning. Later in the game, we encounter quite a few just slightly interactive junk piles. However, although piles, they are masterly arranged, layed out after colours, shapes, material. Some are indeed so artful that they could be shop window displays or a still life.
When I read reviews, I want to learn about bonus chapter and extras, because the main game I can try out. Thus I'll give you some details of the EXTRAS:
- 4 screen savers - 10 wallpapers - 12 concept art. They turn from sketch into painting when the cursor hovers over them. All these pictures are obscured by an unnecessary frame of neon blue crystals which overlap half of the screen. - 35 movie clips (who wants to view these again, I wonder) - 22 achievments, 13 of them game-related, 9 real rewards with bronze, silver, gold rank, in this case blue, yellow and red. - 16 HOPs to play again - 21 puzzles to play again, 5 of them the rune mini game from the amulet - 5 soundtracks Collectibles: - 25 paper dolls, one per scene in the main game. The complete collection opens a bonus HOP with paper dolls. - 37 (morphing) objects, one in each scene for an achievment. I'm not sure whether they actually morph, I didn't see them do it. This collecting continues in the bonus chapter.
The BONUS CHAPTER is a prequel and plays in 12 scenes, 10 of them are new. Play time about one hour. It contains 7 HOPs and 5 puzzles - if you don't count the mini mini games like "push five dots" or such.
Actually is the story a bit pointless, since we have already destroyed the cursed dolls. SPOILER --------------- We help a prince, in love with Rapunzel, to collect the dolls for her. -------- END SPOILER. So we know now how it all began. But I still wonder why Rapunzel didn't send the prince after a rope ladder instead ...
I wouldn't recommend this as CE. If you're deaf enough to survive the poor sound, you are well served with the SE.
fromI still ponder whether the unsightly monster with a breathing problem and the guardian of that monster in the bonus chapter are one and the same person.
What an exceptional and exiting game! It kept me on my toes until the end, and throughout the bonus chapter, too. When I eventually returned to the analogue world, I already heard the first blackbirds chirp their songs of dawn …
It starts out as a shockingly gross murder, but soon turns into a fantasy surprise bag and a supernatural witch hunt; it's the old tale of false accusation and murder in the name of a hypocritical rightousness. Actually, we hardly can lay the blame on the witches when they become vengeful. Because it's the hunters. Hunters chase the innocent, pursue minorities, bully the community: unpleasant fear mongers in dark leather coats who threaten with guns, swords and crossbows. Watch out for the treacherous, blood-thirsty glint in their eyes and beware! Those are dangerous ruffians, since they enjoy to kill. Their goal is the killing, not the saving of the world, the purge of evil, or what nonsense they ever will tell you. They shoot first and ask later, if they do ask at all. Now they are on the loose in Amsterdam ... and we have even to help this loudmouthed bloke who's name I already forgot. I was so disappointed that he was not eaten by the giant spider at the end.
Until now I didn't know that Amsterdam is inhabited by shapeshifters, too. Originally, they look a bit like an accidental mix of rabbits and elves with sickly red glowing eyes. Their hare-lip covers a pair of neatly pointed fangs - any vampire could become envious. Although an innocent, harmless folk, their appearance is not ordinary enough, and they naturally provide a perfect target for the hunters. We'll have to rescue them several times.
But frankly, it's not the story which drives this adventure, it's the gameflow and the pacing. We are constantly challenged with new twists, no time to relax, the next surprises wait already around the corner and thwart any ennui. It seems that Grandma Studios skipped none of the grisly clichees: hands shoot out from the floor, mirrors show grimaces, skeletons suddenly flinch, bats erupt from dark corners, bloody hands smear over window panes. But the effect is more likely funny, like a ride in the ghost train at the funfair. We can even chose to play “dark” or “light”. With more or less shocking details, I assume (since I couldn't yet bring myself to play light). But I noticed that in the first scene with the body, there is no difference. We see the poor girl skinned and twitching all the same, be it in dark or in light mode.
We play as Nathaniel who possesses supernatural abilities due a childhood accident and can “see the unseen”, which is indicated by a glowing mark on his wrist. He has something smug and looks to me a bit mousy and pallid, lukewarm like a student of theology. He also looks as if he could turn into a rodent any minute ... maybe he stays too much inside.
Puzzles and mini games are mostly not very challenging, but amusing to play. The best parts are the HOPs ... like e.g. a colourful boudoir with cosmetic things, ribbons and hats, a stone carving of a Roman battle, a Native Indian tribe in the museum, a police-office with evidence board ... HOPs are thematically arranged, greatly varied, mysteriously encrypted, inventive and entertaining, just as we like them. There is one with Ester de Vires, when she is assaulted by magical snakes at the masquerade. Everybody is aghast and frightened – but of course there is the one guy who brandishes in midst of the turmoil his smartphone and takes it all up for the social media. I just love this kind of subtle wit.
We twice must cut birds out of tangled ropes - a symbolic and slightly disturbing picture. We even have to help the bird in first place, before we can do anything for two men in life danger. Makes somehow sense ;) Birds are precious, much too many species on the brink of extinction - whereas humankind spreads in an overpopulation of seven billion … By the way: I liked the frightened stammer of de Vires' two body guards, after their rescue. Very credible voice overs.
Music was more than the usual shallow audio stream. Sometimes like suspenseful SFX, working with traffic and industrial noises, sirens, reverberations, ghostly choirs, sometimes like the soundtrack of an expressionistic black and white movie with dramatic tunes, it captured the mood of the game very well. The sound was wisely set, unobtrusive. I never turned it off, which says much about it's quality. In fact, I even downloaded the tracks - and you know what? Even without game they are surprisingly enthralling, never boring. Congrats, Yaroslav Shchogla!
What I liked best: we encounter several big spiders and creepy-crawly bug infestations - and I had not once to use pesticide! Finally a dev who is intelligent enough to know that our fingers don't fall off if we grab an item next to a spider, or if we brush away a spider's web by hand. This alone is worth a five star rating.
EXTRAS: - 10 Wallpapers - 10 Concept Art: nice, but rather bland sketches - 28 (!) Movies. Who wants to watch these, I wonder - 8 interesting soundtracks - 14 achievements, 6 game-related, 1 for slow-playing - 9 HOPs and 9 mini games to play again, and we can measure the time - 1 to 3 hidden symbols per scene, often hard to see and quite a challenge to find them all. But we can go back afterwards and pick up any missed ones. The complete symbol collection opens a bonus HOP “Murder in the Back Alley” which lasts around 7 minutes.
The BONUS CHAPTER plays in 9 scenes, 5 new, 4 old but refurbished. It contains 5 HOPs, 8 mini games and is rather short, less than one hour. We play as Sorell's wife Marjorlaine and break into the museum to gain an artifact which would allow them to become real humans. It contains some interesting HOPs and is the happy end story for shape shifters; endearing, but not really necessary. It has has nothing to do with the main story, but explains how the shapeshifters got the ability to shift their shapes.
An exitingly fresh game! It kept me on my toes until the end and throughout the bonus chapter. That is, when I finally opened my eyes again for the analogue world, I heard already the first blackbirds chirp their songs of dawn ...
What starts out as a shockingly gross murder, soon turns into a fantasy surprise bag and a supernatural witch hunt. Not so long ago, I've seen a similar story from another developer. It's the old tale of false accusation and murder in the name of a hypocritical rightousness. In truth we hardly can lay the blame on the witches when they become vengeful. We certainly must blame the hunters. Hunters chase the innocent, pursue minorities, bully the community: unpleasant fear mongers in dark leather coats who brandish guns, swords and crossbows. Watch out for the treacherous, blood-thirsty glint in their eyes and beware! Those are dangerous barbarians, because they enjoy to kill. Their goal is the killing, not the saving of the world, the purge of evil, or what nonsense they ever will tell you. They shoot first and ask later - if they ask at all. In a more sensible world, they would be urgend to see a doctor. But here they are, on the loose in Amsterdam – and we have even to help this loudmouthed type who's name I already forgot. I was so disappointed that he wasn't eaten by the giant spider at the end.
Until now I didn't know that Amsterdam is inhabited by shapeshifters, too. Originally, they look a bit like an accidental mix of rabbits and elves, and their eyes glow sickly red. Their hare-lip covers a pair of neatly pointed fangs; any vampire could become envious. Although an innocent, harmless folk, their appearance is not ordinary enough - and they naturally provide a perfect target for the hunters. We'll have to rescue them several times.
But frankly, it's not the story which drives this adventure, it's the gameflow and the pacing. We are constantly challenged with new twists, have never time to relax; the next surprises wait already around the corner and thwart any ennui. It seems Grandma Studio skipped none of the grisly clichees: hands shoot out from the floor, mirrors show grimaces, skeletons suddenly move, bats emerge in flocks out of dark places, bloody hands smear over window panes. But the effect is more likely funny, like a ride in the ghost train at the carneval. We can even chose whether to play it “dark” or “light”. With more or less shocking details, I assume; because I couldn't yet bring myself to play it light mode. But I noticed that in the first scene with the body, there is no difference. We see the poor girl skinned and twitching all the same, be it in dark or in light mode.
We play as Nathaniel, a guy who possesses supernatural abilities due a childhood accident and can “see the unseen” - indicated as usual by glowing runes on our wrist. He has something smug like a divinity student and looks to me a bit lukewarm, mousy and pallid. He also looks as if he could turn into a rodent any minute; maybe he stays too much inside.
The Amsterdam setting is attractive; we visit a house boat, the luxury mansion of a celebrity, a museum with unforeseen cellars, a witch's home, a floating lighthouse, literally gone to pieces. I adored the subtle way of handling animals. We free a mouse from a trap, and cut twice a bird out of tangled ropes - a symbolic and slightly disturbing picture. Once, we even must free the bird first, before we can do something for two men in life danger. LOL, makes somehow sense. Birds are precious, much too many species already on the brink of extinction - whereas humankind spreads in an overpopulation of seven billion … By the way: I liked the frightened stammering of de Vires' two body guards, after their rescue. Very credible voice overs.
Even the music was more than the usual shallow audio stream. Sometimes like suspenseful SFX, working with traffic and industrial noises, sirens, reverberations, ghostly choirs, at times like the soundtrack of an expressionistic black and white movie with dramatic tunes; it captured the mood of the game very well. The sound was wisely set, unobtrusive. I never turned it off, which says much about it's quality. In fact, I even downloaded the tracks - and you know what? Also without game they are surprisingly enthralling, never boring. Congrats, Yaroslav Shchogla :)
Puzzles and mini games are mostly not very challenging, but amusing to play. The best parts are the HOPs ... e.g. a colourful boudoir with cosmetic things, ribbons and hats, a stone carving of a Roman battle, a Native Indian tribe in the museum, attacked by the army, a police-office with evidence board ... HOPs are thematically arranged, greatly varied, mysteriously encrypted, inventive and entertaining, just as we like them. There is one with Ester de Vires, when she is assaulted by magical snakes at the masquerade ball. Everybody is aghast and frightened – but of course there is the one guy who brandishes in midst of the turmoil his smartphone and takes it all up for the social media. I just love this kind of subtle wit.
But what I liked best is the encounter with several big spiders and creepy-crawly bug infestations - and I'm never forced to use pesticide! Finally a dev who is intelligent enough to know that our fingers don't fall off if we grab an item next to a spider, or if we brush away a spider's web by hand. This alone is worth a five star rating.
Fledgling Keeper Alexandra Anderson looks like a nice girl scout, but has quite an imperious voice. Which we wouldn't expect. Neither would we give her the strength to tear apart a thick rope by sheer brachial force. Although, she lacks a bit driving skills, her precious "keeper's device" is stolen by the first available sub demon, and she has a tendency to trust the wrong people. But well ... to inherit a position at a far too young age has naturally its drawbacks ;)
The game starts out promising. We are immediately attacked by a manticore that crashes through the windows of the antique shop. Along with the beast comes a brilliant, dangerous soundtrack which crawls right up our spine. However the manticore must have fled from a pet shop, since it waits docile until we find the magical safety net.
We have a magical gimmick (of course to extend play time): the “keeper's device”. It indicates a powerful artifact, which allegedly can take its owner into an imaginary world, but also might cause space instability, whatever that means. Familiar with Elefun's vivid fantasy, I look forward to this imaginary world … and indeed, I tumble soon through the instable space into an outlandish ice desert. I see floating islands, encounter a very entertaining shaman and marvel at the poetic breath of a sleeping stone guardian.
But next up, I'm back in a dismal street under a gray cloud cover, where whirling leaves and graffity tags are the most magical things. Pretty disappointing. I expected a bit more imaginary places than merely three scenes out of 24. Ah, yes, there are a few miniature mantas circling through the air, no doubt escaped through the wurmhole of space instability. We must drive them back into imagination – well, that's our job actually. We must “neutralise” the magic.
Hm. The further I got into the game, the more often I asked myself: Do I really want to do this? Wouldn't I rather thwart the monotony of commonplace life? But here I am, fighting back imagination to rebuild normality: a hand of mediocrity and boredom. The longer I played, the more I had the impression of playing in the wrong direction.
The graphics are beautiful like old paintings, but alas have similarly dark and muted colours. Drab brown, gloomy dark blue, it's always night, always cloudy, it constantly storms and thunders. Not really cozy, more like in a strange limbo between melancholy and cluelessness. Compared to other Elefun games, the fun is a bit scarce or not very obvious. However we often are reminded of antiques. Almost every interior is packed with old furnitures, books, alchemistic tools, trinkets and other bric-a-brac. It surely is is a game for yard sale junkies and flea market addicts ... and it might become a bit dusty at times. HOPs are stuffed just the same, some are junk rooms with piles of old bottles, machine parts and broken furniture, some are more colorful, e.g. dressing rooms – but almost every HOP is very, very messy. Every surface is occupied by stuff, and we must tiptoe not to trod on things. No ugly junk piles, it's somehow a homely messiness. But we must find a lot of small items in dark corners. Three or four puzzles I found quite challenging, the rest is still so simplistic that it's almost a bit insulting.
It's not a bad game, although Elefun can do better. I'd give it 3.5, but I round up for the sensible way of not using biocides :) Don't miss the outro, it's one of the best soundtracks! Though we can find an even more dazzling version online if we look up: “arhipco, Back to Fun”. If you want to know what you miss with the SE version, read my review of the CE. The Collectors Edition has 70 collectibles and 33 morphing objects, thus it might be tempting for addicted collectors.
Imaginary World sounds like an exciting game, and it starts out promising, too. Playing as fledgling Keeper Alexandra Anderson, we are immediately attacked by a manticore that crashes through the windows of the antique shop. Along with the beast comes a brilliant, dangerous soundtrack which creeps right up our spine. However the manticore must have fled from a pet shop, since it waits docile until we find the magical safety net :D
Our magical time filling-gimmick is the keeper's device, now beeping: “A special artifact has been detected.” The “World Model Artifact” can take its owner into an imaginary world, but also might cause space instability, whatever that means. Familiar with Elefun's vivacious fantasy, I look forward to the imaginary … and I indeed dive soon through a portal into an outlandish ice desert, onto floating islands, I meet a very entertaining shaman and marvel at the poetic breath of a sleeping stone guardian. But next up, I'm back in a dismal street under a gray cloud cover, where whirling leaves and graffity tags are the most magical things. Pretty disappointing. I expected a bit more of the imaginary world than merely three scenes out of 24. Ah, yes, there are a few miniature mantas circling through the air, no doubt escaped through the wurmhole of space instability. We must drive them back into imagination – well, that's our job actually. We must “neutralise” the magic.
Hm. The further I got into the game, the more often I asked myself: Do I really want to do this? Wouldn't I rather thwart the monotony of commonplace life? But here I am, fighting back imagination to rebuild normality: a hand of mediocrity and boredom. The longer I played, the more I had the impression of playing in the wrong direction.
The graphics are beautiful like old paintings, but alas have similarly dark and muted colours. Drab brown, gloomy dark blue, it's always night, always cloudy, it constantly storms and thunders. Not really cozy, more like in a strange limbo between melancholy and cluelessness. Compared to other Elefun games, the fun is a bit scarce or not very obvious. However we often are reminded of the antiques. Almost every interior is packed with old furnitures, books and alchemistic tools. It surely is is a game for yard sale junkies and flea market addicts ... and it might get a bit dusty at times ;) HOPs are stuffed just the same, some are junk rooms with piles of old bottles, machine parts and broken furniture, some are more colorful, like dressing rooms – but almost every HOP is very, very messy. Every surface is occupied by stuff, and we must tiptoe not to trod on things. No ugly junk piles, it's somehow a homely messiness. But we must find a lot of small items in dark corners. Three or four puzzles I found quite challenging, the rest is still so simplistic that it's almost a bit insulting.
It's not a bad game, although Elefun can do better. I'd give it 3.5, but I round up for the sensible way of not using biocides :) Don't miss the outro, it's one of the best soundtracks! Though we can find an even more dazzling version online if we look up: “arhipco, Back to Fun”.
EXTRAS: 9 wall papers, 3 screen savers and the Art Gallery with 11 black and white sketches. 11 soundtracks which are as always the best value of the CE. 18 achievements, five of them real for finding all collectibles etc., the rest is game-related. I wonder why Elefun doesn't bother to revise their boring achievements a bit. How about a reward for playing a HOP without misclicks? For solving a puzzle in less than 20 seconds?
Collectibles are pretty abundant, three kind of them; magpies will have a feast day: - 36 Puzzle pieces, often well hidden. We must pick them up timely, cannot go back afterwards. The four puzzle pictures give some information about the position of the Keeper of Antiques, about Gregory Williams and the alchemist from the bonus chapter. The third puzzle should describe Bob, but has a wrong text, - 33 morphing objects, one in each scene. - 34 collectibles: 8 Elementals' Vessels, 6 Keepers' Figurines, 9 Portal into the Imaginary World, 6 Bob's Drawings, 5 Illusionist's Tools; and at the end we can a bit play with everything. Watch out: two of the collectibles disappear together with the close-up window if we don't grab them in time (tree-house in Garden and stair in Undergound Shelter).
We still can not play again HOPs and puzzles, and I still wonder why this is so impossible for Elefun. I also still wait until we may somehow halt the fast scrolling credits. What's the point in having credits at all when we cannot read them?
The BONUS CHAPTER plays in 9 scenes, five new created, four from the main story, but refurbished. Playtime is about one hour. As usual, the artifact was not completely neutralized (sloppy work, Alexandra!), and we must set out to save Gregory a second time. Marquis de Laplace helps us out again, again we use growth booster to grow a plant within seconds, again it's nighttime. But we learn a bit more about my favorite character, the mysterious shaman. Frankly, I would have been happier with the shaman tale as main chapter, instead of dealing with a selfish physicist who is not even a tenth as funny. The bonus game is a nice addition and takes the story a bit further.
But the last words of the shaman nearly swept me off my feet. “Please, don't live in your fantasies”, he lectures, “try to translate them into reality.” And this from a developer who LIVES from fantasy :o
fromIn my school, the headmistress didn't walk around like a maneater, wearing feathers, fur stoles and blood-red lipstick. But she was as well neither a witch, unfortunately.
As a little girl, I always opted to play the witch. Princesses are so boring, just wear uncomfortable clothes, sit around and do nothing. Whereas, witches have a real life, with all those magic wands, enchanted brooms and such. Hence, this whole story falls a bit flat for me. Some rare girls are chosen to become witch apprentices - so what? In the bonus chapter, they even rave about the “kind and clever Miss Delora”. But since Delora is an EVIL witch, the girls must be saved from her. Who says so? The Witch Hunters ... men, of course.
Thus we have this unpleasant picture of men who pursue a woman. Delora appears through the whole story surrounded by flames. 1925 she was burned - but she survived and became a fire witch. The blazing Delora brings to mind medieval pyres and religious torture. In earlier WL games, we had the good witch versus evil witch, somehow balanced. Now we have male Witch Hunters who actually set fire on a woman and are not far away from Ku Klux Klan. It's all the more odd, since Elefun presented not so long ago an excellent game about the topic witch hunt and lynch justice: The House on Black River.
But aside of these dark recollections from history it is not a dark game. Quite the contrary: I haven't played a game lately which made me laugh as often as this. It's the small, unexpected details: a skeleton, jumping from its grave like a jack-in-the-box, a gay scarecrow, naughty, spitting flowers, a one-eyed sand beetle. Even Pratchett's notorious Luggage gallops hither for a HOP!
We have gorgeous sights and bold clashing of fancy colours: blazing magma orange, ink blue, violet night clouds, psychedelic-green mushrooms, salmon-coloured sunsets. We behold a medieval ghost town with talking dolls, a hut, crammed with six different ovens, an air whale with turrets and oriels like barnacles. And we have all the little extra effects like pollen blowing mushrooms, sparkish lava crevices, edible fruit, blinking flowers ... which have no other purpose than to exhilarate the player's heart.
And then, there's this card trick. Had me flabbergasted completely. A deck of cards displays six cards and sings: “Chose one of us – but do not touch any.” I chose the queen of hearts. The cards fan out again: “We have removed your card.” And, believe me or not, the queen of hearts was gone. Could of course be chance. I played a second time and chose the king of spades. The king of spades was removed! When they guessed it a third and even a fourth time, I was ready to believe anything. Particularly I don't doubt anymore of Elefun's augmented, magical skills ;)
I was also impressed by the sound effects, all this bird song, creaking, wind and rustling. These are loops of course, but here they are so long, varied and subtly arranged that one does not perceive them as loops anymore. They really create atmosphere.
Our loyal ferret Bertha hops in the first scene into our inventory ... and stays docile and mute. Not one single sigh. Probably too many complained about her constant chatter; poor Bertha must have gotten a serious reprimand. At least nobody can say that Elefun doesn't listen to customers. But she's a good sport as usual, plays even living canon ball to hit a button at the ceiling. Look at her her, in the makeshift helmet or in her hazmat suit! Isn't she our little darling prankster? A pity she didn't jump in action when we encountered her feral cousin. I saw her already dancing in front of his nose.
Other developers have Super Puzzles - Elefun has Super HOPs. Varied, multi-layered and wonderfully entertaining, for example: find 6 cursed items (like snarling boots with bared teeth) through a magic lens / find 8 runes / find things from an interactive list with hilarious details, such as a running nose, literally running ... and even hiding! / open the last compartment with 4 keys. In some of them we can switch to match 3; for unfathomable reasons not in every HOP.
Although I would have liked to play as Delora, I am Jack with the chemistry box, and it still feels a bit strange. Probably because he is such a sleeping pill with his emotionless voice. But Delora isn't much better either. Disappointingly two-dimensional, starting with facial expressions. As far as I know, Botox was not used back then; but she looks as if she just had an overdose and wouldn't even be able to wink an eye lid. Her poise is equally stiff. I'd also be curious how she managed to regain her flawless skin, after the big fire had allegedly destroyed her beauty. She probably will be remembered as the witch with the cynical laugh; it's her major feature.
The end is alas somewhat underwhelming. No dramatic intensification, no final puzzle or grand finale, just ends somehow randomly. But it truly is the end of the story. The bonus chapter adds nothing new and actually is completely unnecessary. If you want to know more details, read my review of the CE. The only reason to buy the CE would be the soundtrack which is as always top notch. 23 titles, from romantic tunes on the verge of kitsch to Sixties dance hall, ghostly, melancholic ballads and mesmerizing film noir music. But also it's always possible to look online for arhipco's sound :)
This was an instant purchase for me: the first Witches Legacy without the ugly imp! We have a ferret instead which constantly moans and sighs, but else is droll and skittishly playful. It even knows how one skates on ice - with a snowboard! That ferret is clearly an upgrade.
We play as scientist Jack Sanders - and at first it feels a bit odd. Not because I'm a woman, but because I think that a man would be less eager and probably also less gifted to stroll through a fairy-tale world and tinker with mushrooms, delicate flowers and children's toys. Jack is also a bit vain and gazes often into mirrors. But the lucky guy has two capable, female companions: Lynn's daughter Annabel and the bewitched girl Bertha, currently a ferret, help him with the magical bits and parts.
I love how we can click on everything - at least in the first scenes. The little violets wink coquettishly, glassy pollen trickle from strange plants, lotus flowers croak like frogs. Be sure to tickle the fish in the aquarium BEFORE you put the cage into the water ... and don't forget to try the hellish sweets on the table ;) The whole environment is ever so entertaining, so full of little surprises and lovingly created details: A tree branch displays all four seasons together, one twig in blossom, one bears fruit, another is covered in ice. A little mouse eats Hypericum and falls asleep, but only after it yawned quite adorably. We slip into flowers, walk over clouds, dive into the subconscious mind of an old turtle, embark in a magically enlarged leaf; we encounter animated things and memories from countless fairy tales. Once, we are even downsized to the size of a gnome and find ourself on a breakfast table beside a giant fork. This game is like a lucky bag, replete with pixies' dreams and Alice's Wonderland, spiced with all sorts of bizarre fruits and flowers, thistles, dragonfruits, lychees, physalis, every single one true to detail. I was thrilled to recognize a rare kind of wild onion which I happen to cultivate in my garden. EleFun really has the knack with plants.
The adventure is also well seasoned with humor. I had quite a laughing fit about that lanky, unhelpful watchmaker. Look at him, when he smokes the pipe of truth and rolls his eyes ... as if he had just inhaled the biggest spliff of his life. I was less impressed by the three witches. They wear identical, black pointed hats of the kind that are sold for Halloween. Represented by puppets or silhouettes, they look like spineless fashion mannequins, far too young to know anything. They have no personality and go by the names Bella, Hella and Della. Good gracious! The names did it. Somebody must have puffed one pipe of truth too many :D
Challenge is alas non-existent, mini games are child's play. Well, not actually boring. We encounter the same old puzzles, ok., but they come in new guises and are witty to play again. At the same time, the hidden object scenes are a sheer joy: stunningly beautiful still lifes of glamorous luminosity, most of them multi-step. That is, we find for instance eight birds and eight flowers before a list opens. Or we insert four shapes which open the items list, then four compartments with parts for the final object unlock. HOPs are varied in everything, also theme-related and well integrated into the game flow. And not least supported by gorgeous music --- which puts a spell on you. Or at any rate on me, since I tend to dawdle with the last item, just to prolong the listening.e listening.
Forget Cassandra - Alexey Arkhipov is the true wizard of this game. His tracks are pure magic: imaginative, mysterious, and the best remedy against a bad temper. One tune gives me at times goosebumps on my eardrums. This composer is not even afraid to play with beats and rhythm. When did you feel the last time the urge to leap up from your chair and to dance to game music?
EXTRAS: The usual wall papers, pseudo achievements and four simple puzzles which are unlocked when you collected all 36 puzzle pieces. The HOPs and mini games can not be played again; although I think this feature should be standard by now. Hence, the CE is not quite the best bargain you can get for your money. It might be worth it though for the 11 soundtracks.
The BONUS CHAPTER plays in 10 scenes and lasted for me one hour and 15 minutes. It's a sequel, not necessary for a concluding end and actually just another story with the same people involved. But there are 6 new locations to discover, and I even had the impression, that one or two music tracks are exclusively heard in the bonus. I counted 9 HOPs and 9 puzzles; the collecting of collectibles continues.
We play again as Jack, and again little sister Nikki is in trouble. She and Annabel are at a music festival and have been attacked by raging instruments and loudspeakers. Bertha, the girl from the 18. century, hangs still around, still wears her antique gown, however is now in possession of a cell phone. How convenient!
It turns out that Cassandra's feral cat escaped and wreaks magical havoc, thus we must send the frenzied beast back to the other world. The task leads us through three magical portals and is enlivened with further variegated, enchanted things and characters; we even meet the Ghost of Oblivion from the main chapter again. An neat sequel, prolongs the fun for an hour. I was not so convinced of the cartoonish cat. As a cat lover also a trifle insulted by its vilification - but at least I had not to hurt it.
fromThe free run of fantasy leads at times to strange technologies like a “ferret-copter”. Best leave all logic at the door when you dive into this game.
Which little girl wouldn't dream of learning witchcraft? Princesses have such a boring life, nothing but uncomfortable clothes and golden spoons. Whereas, witches are the real thing, with all those magic wands, enchanted brooms and such. As a girl I always opted to play the witch. Thus, this whole story falls a bit flat for me. Some rare girls are chosen to become witch apprentices - so what? In the bonus chapter, they even rave about the “kind and clever Miss Delora”. But since Delora is an EVIL witch, the girls must be saved from her. Who says so? The Witch Hunters ... men, of course. Hence we have this unpleasant picture of men who pursue a woman. Delora appears through the whole story surrounded by flames. 1925 she was burned - but she survived and became a fire witch. The blazing Delora brings to mind medieval pyres and religious torture. In earlier WL games, we had the good witch versus evil witch, somehow balanced. Now we have male Witch Hunters who actually set fire on a woman and are not far away from Ku Klux Klan. It's all the more odd, since Elefun presented not so long ago an excellent game about the topic witch hunt and lynch justice: The House on Black River.
But aside of these dark recollections from history, it is not a dark game. Quite the contrary: I haven't played a game lately which made me laugh as often as this. It's the small, unexpected details: a skeleton, jumping from its grave like a jack-in-the-box, a gay scarecrow, naughty spitting flowers, a one-eyed sand beetle. Even Pratchett's notorious Luggage comes galloping for a HOP! We have gorgeous sights and bold clashing of fancy colours: blazing magma orange, dark blue, violet night clouds, psychedelic-green mushrooms, salmon-coloured sunsets. We behold a medieval ghost town with talking dolls, a hut with six different ovens, an air whale with turrets and oriels like barnacles. And we have all the little extra effects like pollen blowing mushrooms, sparkish lava crevices, edible fruit, blinking flowers ... which have no other purpose than to exhilarate us players.
As always we also hear first class soundtracks. A very mixed surprise bag with 23 titles; from romantic tunes on the verge of kitsch to Sixties dance hall, ghostly, melancholic ballads and mesmerizing film noir music. One track even merely whispers. I found the minimal soundscapes like You Can't Hide or In the Cave the most intriguing ones. And I was especially impressed by the sound effects in the scenes, all the bird song, creaking, wind and rustling. These are loops of course, but here they are so long, varied and subtly arranged that one does not perceive them as loops anymore. They really create atmosphere.
And then, there's this card trick ... which dumbfounded me completely. A deck of cards displays six cards and sings: “Chose one of us – but do not touch.” I chose the queen of hearts. The cards fan out again: “We have removed your card.” And, believe me or not, the queen of hearts was gone. Could of course be chance. I played a second time and chose the king of spades. The king of spades was removed! When they were right a third and a fourth time, I was ready to believe anything. I particularly don't doubt anymore of Elefun's augmented magical skills ;)
Our loyal ferret Bertha hops in the first scene into our inventory, waits until her skills are needed ... and makes no sound. Not one single sigh. Probably too many complained about her constant chatter, poor Bertha must have gotten a serious reprimanding. At least nobody can say that Elefun doesn't listen to customers. But she's a good sport as usual, plays even living canon ball to hit a button at the ceiling. Behold her in the makeshift helmet or in her hazmat suit! Isn't she our little darling prankster? A pity she didn't jump in action when we encountered her feral cousin. I saw her already dancing before his nose.
Although I would have liked to play as Delora, I am Jack with the chemistry box, and it still feels a bit strange. Probably because he is such a sleeping pill with his emotionless voice. But Delora isn't much better either. Disappointingly two-dimensional, starting with facial expressions. As far as I know, Botox was not used back then; but she looks as if she just had an overdose and wouldn't even be able to wink an eye lid. Her poise is equally stiff. I've no clue why a headmistress must walk around like a maneater, wearing feathers, fur stoles and blood-red lipstick. She will be remembered as the witch with the cynical laugh, it's her major feature.
Other developers have Super Puzzles - Elefun has Super HOPs, varied, multi-layered and wonderfully entertaining. For example: find 6 cursed items like teeth baring, snarling boots through a magic lens / find 8 runes / find things from an interactive list with hilarious details, such as a running nose, literally running ... and even hiding! / open the last compartment with 4 keys. Although, I miss a bit their former luminosity. They are more fun than ever, but somehow lost their breathtaking optics ... but well, one cannot have everything. In some HOPs we can switch to match 3; for unfathomable reasons not in every HOP.
The end is alas somewhat underwhelming. We wave with the magic glove, and – poof! - the witch is defeated. No dramatic intensification, no final puzzle, no grand finale, just ends somehow randomly. There was also this other scene with the indicators which looked like an unfinished mini game. Are these again traces of a hastily finished game due impending deadlines? But Elefun, we gladly wait a bit longer for a carefully polished masterpiece. We also patiently wait for readable credits, that is, for the button to stop the scrolling ;)
EXTRAS: 9 Wallpapers, 12 black and white pictures at the Art Gallery, 3 screen savers. 11 achievements, 4 of them for finding all collectibles and using no hints in HOPs, 7 fake rewards for playing the game. Collecting 36 puzzle pieces results in 4 pictures with a bit of information about Julie Sanders (Jack's mother), Beatrice Burroughs (Julie's mother), Hector Burroughs (Beatrice's father) and Delores. The puzzle pieces are not always easy to spot, at times merged into dark corners. 34 morphing objects, one in each scene. The cursor changes when we hover over it, even in hard mode. 23 music tracks, which are the only reason to opt for the CE; some tracks are not used in the main story. I would recommend to wait for the SE, since this is a pretty meagre offer as a CE. HOPs or mini games are still not playable again. Why not? Usually Elefun jumps on every bandwagon.
The BONUS CHAPTER is a prequel and plays in 9 scenes, 5 new, 4 old ones, but refurbished. It contains 7 HOPs (two nice ones on a horse), 6 mini games and lasts around one hour. Unfortunately, this chapter is completely redundant, since it tells the same story again which we already know from the main game. We play as Hector Burroughs and have to pretend that we don't know yet that Delora is a witch. The story adds no new information, even though it could have been a chance to give Delora a bit more background. E.g., I'd be curious how she managed to regain her flawless skin, after the big fire had allegedly destroyed her beauty. Hector B. is backed up by Wolfgang, another Witch Hunter. What a pair! One a shady type with unkempt hair and a filthy hat, whom you would not trust an inch, the other one looks like an accountant who collects stamps as his hobby. Quite embarrassing, having to succumb to a stamp collector - we can't really blame Delora for her rage.
I could have done without the unpleasant fish killing at the well. What is the point of hooking a fish of an endangered species, throw it away and eventually fish the skull which we actually need? Why couldn't we simply take the skull and leave the baby shark alone? Is this a symbol of how we treat our oceans? How we fish them empty and then throw away 90% of the catch? In the last game it was biocides, now overfishing and food waste. I've had enough already with the HOP where we have to watch a fish, fighting for its life. To display animal cruelty is just not funny.
Concerning the CE edition, some complained that the title is misleading and the game does not relate to virtual reality. But that's not the case. Virtual reality is the main topic of this excellent game which held my interest until the end. The storyline might be a bit complex, but it's all the same comprehensible and makes sense. Of course there are scenes with graveyards, medieval churches or fiery deserts; they are all part of the VR, are different sceneries in which VR-players may chase monsters or whatever they do in cyberspace. The game leads us through these simulated fantasy worlds and back again to reality, where we climb out of our Nexus capsule. There is just the right amount of sci-fi stuff, to not annoy people who are less keen on tinkering with high tech. For my part I was happy that I didn't have to assemble motherboards all the time.
The whole virtual reality was (only in this game) invented by Professor Victor Stein, to enable his paralyzed daughter Naya to play like other children, simply in a virtual world. When Naya died, her consciousness survived within her virtual avatar. But this isn't even as fantastic as it sounds; I've heard of the idea before. Ever since it had been invented by Sci-Fi authors like Stanislaw Lem or William Gibson, the uploading of someone's brain onto a computer became the goal of scientists. By now, it's a topic of serious research and is called Whole Brain Emulation (WBE) or mind transfer.
I found Virtual Detective an enjoyable and highly entertaining game, because it provides such a variety of scenery and mini games. Of truly challenging mini games! I needed several attempts to guide that nanobot through the blood vessel and to jump all obstacles. But I prefer these kind of witty arcade games any time to dull slider puzzles - of which, by the way, not a single one was found in the whole adventure, if I'm not mistaken. The puzzles' descriptions are at times not very clear - but we always can peep into the walkthrough, can't we?
The characters seem a tad cartoon-like, especially the cute, pretty sugar-sweet Naya and the Xenos monsters. Those weird creatures have six eyes, pointy teeth and claws, poisonous tentacles and are somewhat undecided whether to be funny critters or dangerous vermin. But they mean anyway not much more than targets for a shooter game. I also marveled about Jean's bra, a stiff hard shell construct which could contain either deadly weapons or fluid reservoirs. Above all, it simply looks very uncomfortable to wear ;) All in all the figures are congenial and winsome enough, even the evil ones. Even Aion has a rudimentary story and is not just a black shadow out of the blue.
It is a long game which lasted for me over seven hours. Although I believe that I had the one or other coffee break, now and then. It certainly is suitable for kids and even may count as a Christmas game: it ends in a decorated living room, under a big, sparkly Christmas tree.
The standard edition has a conclusive ending. However, in the bonus chapter we can revive Naya; hence if you want to have an even happier end, I'd recommend the CE. Read my CE review for further details.
Ghost and crime reporter Emma Roberts gets an emergency call from … Hillary Clinton? Not quite, her name is Veronica Johnson - but she certainly could qualify as a lookalike. Her brother Edward disappeared 40 years ago, together with his girl-friend Helen Larson. Now Veronica claims to have seen Helen through the window of her old house – and she even took a picture. Disturbingly, Helen looks not a day older than in 1977 ...
When we (as Emma) arrive at the site of ghostly sighting, the scenery glows in the last sun rays of dusk. The game must have been named after its conditions of illumination. All outdoor scenes are set in different states of dusk: from golden hour to sunset and into the night. We see lots of browns, ochre, brick-red, olive, golden, autumnal colours, later violet and blue. Neat concept - although there is nowhere a wanderer.
The plot, though nothing new or surprising, wouldn't be bad: an old jealousy, a mistake which eventually drives three restless spirits to haunt the Larsen's house and the Carmer estate. However, its execution rather bewilderes me. I described at length why and what in my review of the Collector's Edition, hence kindly read my CE contribution if you want to know more details. I find it not Elefun's best game, it isn't really polished. Through the whole adventure, I occasionally stumbled over nonsense, contradictions and flaws, over logical blunder. It should have been granted a bit more time to finish and smooth out. Such a pity if Elefun now would join those devs which were once brilliant, but unfortunately started to produce rehash and cookie-cutter games. Of course the Big Sharks prefer the quantity over the quality. We don't.
The first few HOPs and puzzles are a good example of how great this game could have been. Background information is cleverly integrated. E. g. in the very first HOP, Helen's father tells us over a tape recorder about the police investigation and his opinion about Edgar. Next is a puzzle, with three figures for Edgar, Helen and Ben. When it's solved - pouf – Helen and Edgar vanish, like they disappeared 40 years ago. At first, the whole story is told through HO scenes and mini games, with here and there perfectly scattered notes, photographs, diaries. We have nice details and surprises, like the eagle sculpture which screeches if you click it. Or the fiendish smile we get from the kiosk seller - indicating probably: “Ha! I just sold this stupid bat a single hairpin for two bucks”, or: "just wait, until you get into that house yonder ..." But in the second part the game seems to lose momentum. HOPs somehow become unappealing, cluttered with hard to see-items in the kind of dark bags in black corners. Ok., to be fair, they do look more cluttered than they actually are, probably due the illumination. HOPs have warm, earthy colours, are mainly arranged under homely candle light, as if we'd secretly peep into cozy, dimly lit corners. Hence they are also a bit a challenge. I also found for the first time three or four puzzles which were NOT solved within 30 seconds! Glad to see the attempt, Elefun :)
I was not disappointed with the music. A dozen of the 16 tracks are more or less interesting minimal-soundscapes; very intriguing, incredibly subtle constructs, some eerie, some sad, some created from merely statics and spooky sighs. You certainly never hear soundtracks as exciting as these somewhere else at BF. However, I can't recall to have greatly noticed them within the game; for HOPs, Arkhipov particularly used music from previous games.
The end tasted for me rather bitter-sweet. In course of the game we discover quite a bit of background about the figures, and we get the most information concerning Ben. At the end I had more sympathy for Ben and Adam than for the tedious, ghostly love couple. So why should there not be a happy end for everybody? It's just not fair. But well ... when has life ever been fair?
The SE ends conclusively. The bonus chapter is just a flaring up again of the same story, since there is still a ghost on the loose ...
Note to Elefun developers: Now that we have these nice credits which mention all voice actors, we very much would also like to read them. Unfortunately, there is still no button to stop the too fast text scrolling ;_;