It seems that Elephant couldn't decide about our little helper of which they had two different models. So they gave us both. A wooden dwarf is responsible for hints and the background story of Glanville. Secondly, we have a cutesy, little, self baked baby golem with ugly, electric blue war painting all over his body. He sits within the inventory and is used to climb walls, slip into small holes and the like. Except the war paint (like blue sores) he is quite droll, people will like him.
The graphics have the blurred effect of pastel crayons, except in close ups. Glanville is bathed in the warm glow of the setting sun - or rising sun? Whatever, there is a cosy golden hue everywhere, purple shadows, the sky is pink and yellow - which is also a bit unsettling whenever it looks like the sky over a conflagration. The golems … oh well. Not very golem-ish imho, at least not their animation. Golems made of clay, whose stiff, stony joints surely gnash and grit; would they move smooth, cat-like? Would they playfully mimic threatening gestures? And then not attack, but run away? Those coquettish golems are of course not in the least frightening, but it seems anyway that the game is aimed at children. Once, we feed a dog with sleeping pills and can read the remark: “No animals were harmed during the making of this game”. Made me smile.
Mini games are on the easy side. However I was thrilled about the HOPs. So much fun, such a variety! A HOP which I've never seen before, was played in a whole room: You must alternately find items or put items back, and click each time on a shining icon to trigger the next step. Interesting to play, like kind of a seesaw. Other HOPs are: - find misplaced items within a picture - word lists which unlock compartments with a fragmented item - silhouettes - uncover pairs - find the difference between mirrored sculptures In fact, there is no existing kind of HOP which is not implemented :)
The music runs all together not even 5 minutes and consists of five shortest loops. Although it is used sparingly, tedious repetitions in HOPs are unavoidable. Pity, since I found it quite well done … and looked up the composer. Are you up for a surprise? You'll find him under the name DenDerty at Soundcloud: a young, exciting, prolific industrial-hardcore-trash-metal prodigy, merciless genuine, with a refreshing humor on the verge of sarcasm. Although it's not quite my sound, I can recognize good music when I hear it. Listen to “Self-Annihilation” - but careful with the volume, lest he'll blow your brains out :D One would never assume that the same person was responsible for the neat, reputable game tracks. I wish DenDerty had been allowed to contribute more of his experimental sounds. Imagine: to defeat the golems with music! Let them dance themselves to rubble, lol.
To decide whether SE or CE, I'm always grateful to read about the bonus content. Thus, I will focus on that. The main game, which has already been thoroughly described by others, ends conclusively; it's not necessary to have the CE. But if you liked the main game, you will like the bonus chapter, too.
BONUS CONTENT Apart of the usual stuff like screensavers, wallpapers, music and concept art, we may re-play 13 HOPs and 12 mini games. The collectibles are no challenge: well visible, morphing objects and morphing figurines; the collecting continues in the bonus chapter. However, it's collecting for the sake of collecting; you merely gain an achievement if you find everything. Nothing else. So, collectibles are not a reason to buy the CE. We can win 20 achievements. One is for playing bad (finish a HOP in more than 10 minutes), the others are the usual lot: play a HOP without hints, play 5 HOPs without hints, finish a puzzle under one minute and so on. But to behold the achievements is a pain in the eyes. We have a random hotchpotch collection of animals, statues, balloons, goblets … and of course a golem. He is utterly super-ugly with a mohawk of blue crystals, strange boots and a loin cloth (to cover what?). Unfortunately he, too, is tattooed in those awful, cyan lines and spirals.
BONUS CHAPTER Erin's golems are now accepted, are useful members of the society, and they even seem to be legal persons. A golem murder is handled like a human murder; thus, when a golem is killed ... we (acting as Erin) start pursuing the perpetrator. The bonus plays in nine locations, five of them new. It contains four HOPs, eight puzzles and took me about 1 hour 20 minutes. I wasn't too satisfied with the story in general. Yes, of course we beat the villain, a hooded figure, ----- SPOILER ----- member of an obscure order which is relentlessly fighting against any kind of magic. But: we merely defeat one single member. If this order indeed is as powerful as hinted, the second and third foe will not be far away. It seemed to me somehow a fudged, random tale. Apart from the improbability to kill a golem with a spear through the “heart”. Do golems have hearts? According to the construction plans, they are fueled by magical scrolls which are placed into the mouths. To kill a golem would therefore require to smash his head and destroy the scroll, not?
All in all it's a merry, mediocre fantasy game, recommendable as family game, not so much if you search for something outstanding. I've seen better games, but also worse. Its a pleasant, entertaining adventure - although I fear it belongs to those games which you'll soon forget, after having played them. Not much to write home about, except the HOPs. But surely you won't forget DenDerty ;)
This is quite a mixed bag; I was delighted and disappointed within short intervals. What motivated me to buy it was actually Mrs Watson. Besides her acting, which is at least an attempt not to stand about stiff like a wooden mannequin, she is the first person in a game who doesn't drop dead after having drunk a sleeping potion. She just says "I feel so sleepy, I must lie down" and leaves the room. I was impressed. Unfortunately, this was an exception. All later applied sleeping-pills let their victims slump as if hit by a bullet, in the same old stereotypical way.
Through the whole game, except the bonus, we find heavy distortion and misinterpretation of history. The past has been changed, and how! Ancient Rome looks for some reason like Pompeii after the Vesuvius eruption. There was never an emperor Magnus Crassus - however Gnaeus Pompeius MAGNUS and Marcus Licinius CRASSUS built, together with Gaius Julius Caesar, the First Triumvirate. King Wilhelm, whom we meet in the Middle Ages, wears the haircut of a slave. No man of honor had short stubbles, back then. Those devs are a conundrum to me. They created the proper image of a king in the Middle Ages, that is, the king's statue right in front of the castle. But the king himself looks like a costumed grandad from nowadays. As if two completely different groups had worked on the game; excellence and absurdity go hand in hand.
The “Renaissance” happens on floating islands (nice-looking nonsense, didn't bother me) and seems to be Baroque, regarding the costumes. “Our ruler” Isabel, dressed as a man, appears like an accumulation of bad taste, a fashion victim of the early Seventies (20th century). Pity, there existed such marvelous women's clothes during the Baroque. Besides, not even a leading woman would have disguised herself in men's garb. No idea why she has to be a woman at all.
My guess: Domini wanted to counterbalance the fact that the player is male - and gave all the supporting roles to women :D Their execution however is again very different, from horrible to excellent. Andra, the rebel leader against Magnus Crassus, and the above mentioned Isabel are ludicrous and discrepant, from play-acting and voice over to outfit. The scientist and the hacker in the bonus chapter however are believable, interesting characters. I also was pleasantly surprised to encounter Audrey Hepburn who plays Magnus Crassus' daughter Augustine. She is enchanting; how she stumbles over the futuristic word gun powder. Too bad, she merely has one short appearance.
Apart of history pranks this game also provides a broad range of absurdity in details. Peter puts on a mask - and instantly turns into a laughable fire-breather. Miss Watsons asks for a glass of water - we give her a glass of (poisoned) lemonade. An Alsatian dog – bred not before the late 19th century – appears 2000 years before his time and gives us a fresh loaf of bread. A beggar juggles with glass balls in a way which would shatter them in seconds. You will be astonished quite often.
But it's nevertheless fun to play, it always held my attention. HOPs are wonderfully varied and quite a challenge. For example: detect 6 morphing objects which unlock silhouettes … of which we must find two or three items each. Not too easy, especially when we have to strain our eyes on a polished, intricately engraved silver armor or in sparsely lit corners. Sometimes HOPs are in whole scenes, and also interactive. In any case, one never gets bored. Except the the laser puzzle in the bonus chapter I found the mini games not very difficult. But I anyway don't like frustrating puzzles which are not solvable without a strategy guide.
I coincidently bought the Collector's Edition of this game - and detected that it has the best bonus chapter I ever played at BF. Whereas the main game is more or less just another rehashed fantasy tale in the same old same old pattern; the bonus tells a genuine story. Has a plot, makes sense. Acting, VO, even the music are improved.
The main game leaves us unsatisfied with an unsolved case at the end, since the thief escapes. The bonus, which is an immediate sequel, ties up lose ends and eventually delivers the (quite revolutionary) happy end. If you want to know more about the bonus content, read my review of the CE. I wouldn't recommend the SE of this game, except you have a coupon to waste.
This is quite a mixed bag; I was delighted and disappointed within short intervals. What motivated me to buy it was actually Mrs Watson. Besides her acting, which is at least an attempt not to stand about stiff like a wooden mannequin, she is the first person in a game who doesn't drop dead after having drunk a sleeping potion. She just says "I feel so sleepy, I must lie down" and leaves the room. I was impressed. Unfortunately, this was an exception. All later applied sleeping-pills let their victims slump as if hit by a bullet, in the same old stereotypical way.
Through the whole game, except the bonus, we find heavy distortion and misinterpretation of history. The past has been changed, and how! Ancient Rome looks for some reason like Pompeii after the Vesuvius eruption. There was never an emperor Magnus Crassus - however Gnaeus Pompeius MAGNUS and Marcus Licinius CRASSUS built, together with Gaius Julius Caesar, the First Triumvirate. King Wilhelm, whom we meet in the Middle Ages, wears the haircut of a slave. No man of honor had short stubbles, back then. Those devs are a conundrum to me. They created the proper image of a king in the Middle Ages, that is, the king's statue right in front of the castle. But the king himself looks like a costumed grandad from nowadays. As if two completely different groups had worked on the game; excellence and absurdity go hand in hand. The “Renaissance” happens on floating islands (nice-looking nonsense, didn't bother me) and seems to be Baroque, regarding the costumes. “Our ruler” Isabel, dressed as a man, appears like an accumulation of bad taste, a fashion victim of the early Seventies (20th century). Pity, there existed such marvelous women's clothes during the Baroque. Besides, not even a leading woman would have disguised herself in men's garb. No idea why she has to be a woman at all.
My guess: Domini wanted to counterbalance the fact that the player is male - and gave all the supporting roles to women :D Their execution however is again very different, from horrible to excellent. Andra, the rebel leader against Magnus Crassus, and the above mentioned Isabel are ludicrous and discrepant, from play-acting and voice over to outfit. The scientist and the hacker in the bonus chapter however are believable, interesting characters. I also was pleasantly surprised to encounter Audrey Hepburn who plays Magnus Crassus' daughter Augustine. She is enchanting; how she stumbles over the futuristic word gun powder. Too bad, she merely has one short appearance.
Apart of history pranks this game also provides a broad range of absurdity in details. Peter puts on a mask - and instantly turns into a laughable fire-breather. Miss Watsons asks for a glass of water - we give her a glass of (poisoned) lemonade. An Alsatian dog – bred not before the late 19th century – appears 2000 years before his time and gives us a fresh loaf of bread. A beggar juggles with glass balls in a way which would shatter them in seconds. You will be astonished quite often.
But it's nevertheless fun to play, it always held my attention. HOPs are wonderfully varied and quite a challenge. For example: detect 6 morphing objects which unlock silhouettes … of which we must find two or three items each. Not too easy, especially when we have to strain our eyes on a polished, intricately engraved silver armor or in sparsely lit corners. Sometimes HOPs are in whole scenes, and also interactive. In any case, one never gets bored. Except the the laser puzzle in the bonus chapter I found the mini games not very difficult. But I anyway don't like frustrating puzzles which are not solvable without a strategy guide.
COLLECTIBLES Magical Artifacts are the most interesting. There are 18 of them, some rather well hidden, and we can read a short description for each. In a few I could find a grain of humor, but generally it's a bit a missed opportunity. Come on, DominiGames. We want some fun with our collectibles, not pseudo-scary stuff like life-draining rings and deadly flowers. We could do with a bit more irony. Like the “flustered wizard who couldn't keep up with his own thoughts”. That's a nice one. Further we collect 15 character statuettes. We can look at them in close up, but else they are boring, no background information, nothing, merely a shelf full of bric-a-brac. The 43 puzzle pieces are just here to pick up, they don't have any value. What's the point in collecting trash, when not even a puzzle or bonus HOP can be unlocked, once you found all pieces?
There are 39 achievements, some rather hard to earn. But most of them are game related and not real achievements, since it's unavoidable to get them. Again, what's the point in earning achievements by following merely the game play?
We also have a rather shallow personality quiz. I much appreciate the idea to add something special to a CE - however, like the magical Artifacts, these questions lacked humor. Nobody takes those quizzes seriously, so why not truly make it a joke? Now it's just like any mediocre quiz out of the yellow press.
BONUS CHAPTER The ingenious bonus chapter is unfortunately short; it took me not quite an hour. It is set in 10 new locations and contains 6 puzzles and 5 HOPs, if I didn't miscount. Alas no collectibles anymore. Is there a reason why not, dear devs?
However, it is the best bonus I ever played at BF. Whereas the main game is more or less just another rehashed fantasy tale in the same old same old pattern; the bonus is a genuine story. Has a plot, makes sense. Acting, VO, even the music are improved. Although the scenes (dilapidated subway tunnels, computer labs) are not too pleasant, although the HOs are full of technical stuff, microchips, plugs and surge protectors - I was completely thrilled by the storyline.
SPOILER The sequel unveils the true baddie behind Debbie's erratic behavior in the main game. Debbie is an agent from the future, where they have, how could it be else, an energy crisis. However it is a faked crisis. Scientists have developed a cheap way to create alternative energy; but the big monopolist does everything in his power to suppress those developments. Cheap energy would greatly decrease his profit from selling … well, let's call it fossil fuels. Doesn't that ring a bell?
It wouldn't even have been necessary to set the story into the future. Those things happen here and now. 86 percent of our energy stems from fossil fuels. We all know that these are limited. But instead of focussing on energy sources like sun or wind, the industrial states support the search after new oil sources every year with 80 billion Dollars. The energy problem is a red-hot issue and something I never would have expected in a HO game. Bravo, DominiGames! I wish, you had told the story the other way round. The energy scam deserves to be the main story. For the silly fire suit – whose purpose or relation to energy remained anyway a mystery – the bonus part would have been enough.
This was an instant purchase: the first Witches Legacy without the clumsy imp! We have now a ferret which constantly sighs, but else is endearing and skittishly playful. It even knows how to skate on ice - with a snowboard! That ferret is clearly an upgrade.
We play as scientist Jack Sanders - which felt a bit odd. Not because I'm a woman, but because I think that a man would be less keen (and maybe less apt) to stroll through a fairy-tale world to tinker with mushrooms, delicate flowers and children's toys. Also, Jack is 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 loved how you can click on everything - at least in the first scenes. The little violets wink coquettishly when you do so, strange plants trickle their glassy pollen, 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 so highly entertaining, so full of little surprises and lovingly created details: A branch displays all four seasons together, one twig in blossom, one with fruit, one is covered in ice. A little mouse eats Hypericum and falls asleep - but not before having quite adorably yawned. We slip into flowers, walk over clouds, dive into the mind of an old turtle, row in a magically enlarged leaf, encounter animated things and plants from every fairy tale we ever heard, and we discover whole new universes everywhere. Once, we are even downsized to the size of an gnome and find ourself on a breakfast table beside a giant fork. This game is like a goodie bag of pixies' dreams and Alice's wonderland, spiced with all sorts of exotic fruits and crops, thistles, dragon fruits, 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. In English it's only listed by its Latin name Allium Cepa var. Proliferum. EleFun has really the knack with plants.
WL 7 is also seasoned with humor. I had a good laugh about that lanky, unhelpful watchmaker. Watch him when he smokes the pipe of truth and rolls his eyes ... as if he just had inhaled of those illicit Indian medical herbs, lol. I was less impressed by the three witches. A missed opportunity, imho (think of Macbeth's eerie witches or those hilarious examples from the Disc World novels). Here, they are mostly puppets and silhouettes; however they look like any fashion model, or, in photographs, like actresses from a bad B-movie. They wear identical, black pointed hats of the kind a retired Hogwarts' teacher would wear. Far too young to know anything, they have no personality and go by the names Bella, Hella and Della, *titter* ... those names were the last straw. The responsible devs must have ingested one too many of pipes of truth, whilst they created the three witches :D
Challenge is non-existent. Ok., there is a certain challenge in remembering where to fit this key or that puzzle piece, or in finding the last item in a HO without using hints. But generally the puzzles are easy. This does not make the playing uninteresting. You encounter the same old puzzles, yes, but they come in a completely new design, are witty and fun to play again.
HOPs are a sheer joy, stunningly beautiful still lifes, and most of them multilayered. That is, you find for instance 8 birds and 8 flowers, before a list opens. Or you insert 4 shapes which open the items list, then 4 compartments unlock with the final item to assemble. Varied in everything, but also theme-related and well integrated into the game flow. And not least supported by gorgeous, mesmerizing music --- which puts a spell on you. Or at least on me; I caught myself at dawdling to find the last items, only to prolong the listening.
Forget Cassandra - Alexey Arkhipov is the true wizard in this game. His tunes are pure magic: imaginative, mysterious … and the best remedy against a bad temper. From one track I always get shivers on my eardrums. This composer is not even afraid to play with electronic beats. When did you feel the last time the urge to leap up from your chair and dance to game-music? As you can guess I'm addicted to this sound and own the Collector's Edition. If you want to know what you miss with the SE, check my review of the CE. Not too much, imho, except of course the music download. The main game ends conclusive.
I recommend this game!
+14points
14of14voted this as helpful.
Redemption Cemetery: Clock of Fate
Can you undo the past and set the trapped souls free?
When I wrote this review some time ago, I couldn't get it past the automated censorship. But since I've written it already, I'll publish it anyway :)
Again we set out to save souls from an etheral limbo between crime and punishment. As a special tool we get a clock to reverse time, to undo bad things which happened. There are three different stories, or rather three occasions to rescue souls.
We travel through the subway station (and back in time) into an underground construction site where a grave accident happened. Six workers died, one is still missing, as the newspaper, dated 10.9.1948, writes. In the next scene a loudspeaker voice says: „Today is the 20th October of 1946“, then we stand before a bombed train station, in midst the aftermath of WW 2. The first chapter is the story of hapless Rupert Lee who - in order to save other people - lost his daughter Ivy in a train accident. But, according to diary entries, this accident happened in October 1922! Why does a story from 1922 play in 1946? To make the bedlam complete: Rupert and Ivy wear clothes from the Sixties. I felt completely bewildered. As if the abundant anachronisms were not already distracting enough, lol. But well, maybe I'm too fussy. In any case I liked this part best, apart from the execution (chiefly VO) of Ivy. It is an interesting, enthralling plot with a happy end, as we like it.
The second tale plays in the 18th century. August wormed his way into prince Ludwig Angelt-Ketensky's confidence and is now his counselor. However he hatches a sinister plan: secretly marry Ludwig's daughter Sofia, then kill her and pin the murder on her brother ... So far the story which wouldn't be bad at all. But August is an elderly, grey boor with a bald patch and a potato nose. Why would a prince trust this ugly bumpkin who lacks charm as well as manners? How could disgusting August have the slightest chance with beautiful Sofia who is 40 years his junior? In other words: the portrayal of August made the whole story implausible. To narrate it properly, August should be a winsome but phony prince charming and a scheming trickster.
The third story (19th century, in a theatre) is a jealousy contest between two actresses, ends in murder and mayhem, and I asked myself again a lot of "whys"? Why an Egyptian sarcophagus? Why the snow blizzard? Why Greek letters? Just to make us chase after snow shoes and to vary the puzzles of course, I know :) By the way: this puzzle in which we must spell the word theatre in Greek letters made me giggle. The solution reads „thxatro“, instead of "theatro". Why not spend one minute to look up the Greek alphabet, dear devs? Albeit unintentional jokes were often the only things in this otherwise rather gloomy game to laugh about. Humor is a bit scarce.
Also the graphics are on the dark and muted side, of a sinister beauty. ERS has a knack for scenery, architecture, interior, details. Not so much for humans, angels and the like. They range from stiff and cartoonish to laughable and unlikely. Death for example. DEATH! It's an interesting idea to let him speak through a blind child-angel; but why must he suffer under a pinhead? This is a serious congenital defect, called Microcephaly. Terry Pratchett would turn in his grave if he'd learn that DEATH is mentally disabled ;)
VO are, with few exceptions, mostly horrible. Death-girl speaks like a promoter for nail polish. And Ivy, the brat on the bridge ... like a bad actress. Is it such a big thing to let a real child speak the part of a child? The music, first off appealing, is alas a constant repetition. Only four tracks which are a mere minute short and in fact more loops than tracks. I had to mute it.
HOs are fun to play and well varied: silhouettes, pairs, word conundrums. No boring lists. Some HOs are actually stories; you must find items which fit high-lighted words. I found the assignment sometimes a bit far fetched, but it might be a mere language thing. For example is a „lantern“ a torch, a „broom“ is a paint brush.
This game could have been superb. If only ERS had kept the stories close to railways, had done without castle and theatre. They could have followed the thread with the missing worker, or even with the escaped asylum patients. The first story is good, the second and third are at best mediocre.
I own the CE of this game (regrettably). If you want to know what you miss with the SE (nothing, I guess), check my review of the CE.
I recommend this game!
+11points
13of15voted this as helpful.
Redemption Cemetery: Clock of Fate Collector's Edition
Can you undo the past and set the trapped souls free?
I wrote this review long ago when the game came out, but it was constantly rejected for no apparent reason. If you can read it now, it means that I finally could outsmart the automated censorship system ;)
Again we set out to save souls from an etheral limbo between crime and punishment. As a special tool we get a clock to turn back time and undo bad things which happened. There are three chapters and a bonus story.
The first chapter is about hapless Rupert Lee who - in order to save other people - lost his daughter in a train accident. We travel through the subway station (and back in time) into an underground construction site where a grave accident happened. Six workers died, one is still missing, as the newspaper, dated 10.9.1948, writes. In the next scene a loudspeaker voice says: „Today is the 20th October of 1946“, then we stand before a bombed train station, inmidst the aftermath of WW 2. But, according to diary entries, the accident of Rupert's daughter Ivy happened October 1922! Why does a story from 1922 play in 1946? To make the bedlam complete: Rupert and Ivy wear clothes from the Sixties. I felt completely bewildered. As if the abundant anachronisms were not already distracting enough, lol. But well, maybe I'm too fussy. In any case I liked this part best, except the implementation (chiefly VO) of Ivy. It is an interesting, enthralling plot with a happy end, as we like it.
The second tale plays in the 18th century. August wormed his way into prince Ludwig Angelt-Ketensky's confidence and is now his counselor. However he hatches a sinister plan: secretly marry Ludwig's daughter Sofia, then kill her and pin the murder on her brother ... So far the story which wouldn't be bad at all. But August is an elderly, grey boor with a bald patch and a potato nose. Why would a prince trust this ugly bumpkin who lacks charm as well as manners? How could disgusting August have the slightest chance with beautiful Sofia who is 40 years his junior? In other words: the portrayal of August made the whole story implausible. August should be at least pleasing. To narrate this story properly, he should be a winsome, but phony prince charming and a scheming trickster.
The third story (19th century, in a theatre) is a jealousy contest between two actresses, ends in murder and mayhem, and I asked myself again a lot of "whys"? Why an Egyptian sarcophagus? Why the snow blizzard? Why Greek letters? Just to make us chase after snow shoes and to vary the puzzles of course, I know. By the way: this puzzle in which we must spell the word theatre in Greek letters made me giggle. The solution reads „thxatro“, instead of "theatro". Why not spend one minute to look up the Greek alphabet, dear devs?
Albeit unintentional jokes were often the only things in this otherwise rather gloomy game to laugh about. Humor is a bit scarce; that is, if you don't count the achievements ... which sophisticatedly contain even a Nietzsche quote :)
VISUALS, SOUND Also the graphics are on the dark and muted side, but gorgeous. I was happy to find equisetum, nettle and milfoil truthfully depicted; however nard looked more like marigold. ERS has a knack for scenery, architecture, interior, details. Not so much for humans, angels and the like. They range from stiff and cartoonish to laughable and unlikely. Death for example. DEATH! It's an interesting idea to let him speak through a blind child-angel, but why must he suffer under a pinhead? This is a serious congenital defect, called Microcephaly. Terry Pratchett would turn in his grave if he'd learn that DEATH is mentally disabled ;)
VO are, with few exceptions, mostly horrible. Death-girl speaks like a promoter for nail polish. And Ivy, the brat on the bridge ... like a bad actress. Is it such a big thing to let a real child speak the part of a child? The music is first off appealing, but alas a constant repetition. Merely four tracks which are also short, had to mute it after the second pass.
HOs are fun to play and well varied: silhouettes, pairs, word conundrums. No boring lists. Some HOs are actually stories; you must find items which fit high-lighted words. I found the assignment sometimes a bit far fetched, but it might be a mere language thing. For example is a „lantern“ a torch, a „broom“ is a paint brush.
EXTRAS From time to time we get pelted with a cobblestone. It splits and gives birth to a demonic gargoyle: our achievement! There are 20 gargoyles to earn. But note: This is the game of the cryptic achievements. I strongly recommend to look up every achievement BEFORE you earn it. Afterwards, you can hardly allocate them. My favorite: „Logic is a lost art.“ It is somehow an epigram for the whole game :D
Collectibles are silver, blue, green and red skulls. They lie around rather strikingly - but watch out, there is no going back to pick up skulls. If you miss out even one, you will lose the one or other achievement. But I anyway could not get all the gargoyle, since I had technical issues. For example was the T and H puzzle not playable in hard mode. Or one skull was not there where it should have been; it simply lacked when I played for the second time with a new profile.
BONUS The bonus chapter is fairly long; it took me around two hours in hard mode, without rushing. It started promisingly: We arrive back in 1946, at the ruined subway station where the six workers died, and meet the son of the missing worker. He claims to have seen his father roam the tunnels and smash up everything in a rage, as if something evil has befallen him. When we attempt to pursue this obsessed father, we get ... a funny surprise *laugh* Unfortunately that was already the highlight. The rest of the chapter we stumble around in the Lost Valley, a whimsical place in an indistinct Asia. Trying to figure out a muddled story, which looks as it was haphazardly assembled from waste material of other games. Not really worth playing.
The game could have been superb. If only ERS had followed the thread with the six dead workers. Or even with the escaped asylum patients. If only they had kept the stories close to railways, had done without castle, theatre and especially without the lost bonus valley. The missing worker was a great idea – and a missed opportunity. Why is this character in the game at all when he has to vanish, hardly that he appeared?
I think with all the glitches and the rather poorly executed stories, this game has not really CE quality. However I would recommend the SE.
We play again as Laura James who has changed neither her undulated hair nor her outfit since the last NYM adventure. According to the story the year is 1964, and you wonder why the heroine isn't dressed like it was common in the early sixties. No woman wore trousers back then, except maybe capri pants in leisure time. But it surely is more convenient for climbing up ropes, hauling ladders and machine parts. Because that's exactly what Laura will have to do during the next hours: operate blowtorches, weld pipes, climb into a hazmat suit, drain a flooded tunnel, decipher diagrams, repair oscillators and control panels ... nothing but rough and technical men's work. I wonder why she must be a woman at all. I liked Laura's employer, Lucas Bishop, even less than in „Secrets of the Mafia“. He's such a boaster, still sits around like an arrogant pasha, twirls his thumbs and lets the lady do all the work.
The first scene in the Central Park is a bit misleading. Enjoy those autumnal colours as long as they last! Soon it will be nothing than subway tunnels, factories, a prison, abandoned houses, all kind of murky, bleak indoor scenery. Don't get me wrong, the artwork is impressive and terrific, but it's not a cheerful game and there is no humour in it. If you don't count anachronisms or preposterous things, like obtaining nails from a jukebox, fever medicine from a flower shop or pulling insulating tape out of the water. Imagine the adhesive quality of the latter when it's all soaked, lol.
HOs are the actual challenge in this game. They are silhouetted, interactive and set in whole rooms: dusty workshops with workbenches and switchboards, boxrooms with dirty rags and buckets or in dreary garages. The silhouettes are black on black and quite hard to see. I would have appreciated a bit more variety, the ever similar HO procedure became slightly jaded as the game progressed. The puzzles I found feasible but still creative. I hate insanely hard puzzles.
Compared to Secrets of the Mafia the whole game is a bit disappointing. The first NYM had a half decent, comprehensible story. Whereas here we are mostly left clueless. Why became Hugo Brodie a murderer at all? Because his father neglected him, since he had, like most fathers, to work the whole day? Where was the mother? You don't get a very clear picture of this Hugo. He is a deceitful kid and hates his father, obviously also the girls whom he meets. Why is he, in his ghostly incarnation, packed with muscles like Mr. Clean? In real life he was just a limp layabout. To me, this story appears rather flimsy.
But of course you want to catch the evildoer, and you continue to traipse through this mirthless, lackluster industrial setting. It's a man's, a man's, a man's game and Laura is the only woman around, except Hugo's dead victims. Admittedly her painted lips stand glamorously out against the austere background ;) 3.6 stars.
I bought this game for nostalgic reasons, because I have all the other Final Cut episodes except the first. But I'm slightly bewildered: Eipix took this sequel away from the Wolf family and Wolf studios - a big incision. Though the story still follows the movie world and is set at a film festival (at least in the first chapter). According to the women's fashion, it plays in the late Fifties, early Sixties - however the hairdos are from 1946 ;) The famous invention of Morton Wolf which could feign whole environments was seemingly developed further. It's now a „projector necklace“ and can transform the appearance of its bearer in an instant.
The story is confusing and complex. I had to play it twice to comprehend what actually happened. Some people simply transform with this necklace and look exactly like other persons, down to voice and outfit. The characters are not well introduced, thus I often had to guess who is in relation to whom, and why. Heavens, what have they done to Final Cut? I mean, firstly Eipix rips the player out of the familiar surroundings, secondly they even tossed out the notorious film projector which was always a key part of the series. A bit much change all at once. Also, I don't know whether this necklace is such a good development. What's next? Magical glasses to read and overwrite other people's minds? Meh. To me, this is a quite absurd and muddled sequel.
Since it is an Eipix game it still is fun to play if we leave aside the weak story. The artwork is gorgeous and attractive, especially in the HOs. They are enjoyably varied, often terrible junk piles, beautifully arranged colour explosions, veiled with light effects; the items sometimes so cleverly put that they are virtually „invisible“ in full view. The music however is the unimpressive and uninspired piano/guitar plonking as usual; nice enough at the beginning, but soon repetitive and boring. I also wonder why cut scenes in Eipix games became so pixelly and grainy. The challenge clearly lies in the HOs. Puzzles, except two or three, are rather on the easy side, that is, entertaining without being frustrating.
There are rare traces of humour, for example: „Not bad, I managed to light all the candles in the first attempt“, after some candles have been automatically ignited. Or: „That's right, I'm the puzzle master!“, after a successfully completed (very simple) puzzle. More of that, dear devs! I know that somebody somewhere at Eipix must have rescued his subversive wit. Let him make more use of it. Sometimes one could think that even life itself is not as grave as Eipix games lately have become ...
In the final scene, the ominous necklace is recovered (by the military?) and shipped out, and the last sentence is: „The operation is about to begin.“ Really? With the shape shifter-necklace and a bunch of other transformed people? Please not. Let the Final Cut series die in dignity.
Jane Angel has mysteriously vanished and it's up to her sister to untangle the sophisticated conspiracy and uncover the truth about the family's ancient past.
If it weren't for „Daily Deal“, I would have missed this ingenious, independent game. I was elated to see that it is the work of only two people: Eugene Duranin and Maksym Rodionov. As the saying goes: Too many chefs spoil the broth. Which is surely not the case with this little Haute Cuisine creation. If there exists a genre „Game Noir“ (not to be confused with "dark and gloomy games"), Jane Angel 2 certainly would be included.
Ancient, evil forces are at work, the son of Samael threatens the world - or at least your sister. For those not well-versed in holy matters: Samael is one of the rebellious archangels, the angel of death and the lord of darkness. He has many names and is not only described in the Bible, but also known from the Kabbalah, the Gnosis, the Sibylline Books, from Jewish mythology and other prophetic scriptures. There is quite some background to discover. You'll find mildewed treasures like „Nova totius Terrarum Orbis Tabula“, an early map of the world. Through the game you collect pages from the (fictional) „Book of Witches“ which is artfully assembled for the player's eye out of real historical material. The crusader Sir William Sinclair is a historical figure, as well as the Indian Chief Comcomly. Nobody knows why the latter suddenly appears in the game, but the sight of his skull garden is worth it.
Don't seek for plausibility in this adventure. This is a surreal dream, a feast for eyes and ears, enigmatic pictures which will invade your soul's retina. Duranin's art is remarkable. You won't find anachronisms on his medieval ship - except maybe the chef hat ;) The music is wonderful and catchy, soothing, sometimes dramatic, voice overs mostly great with credible accents. Merely Chief Comcomly's voice didn't quite hit the mark. The tutorial is seamlessly included, and I've never seen such cleverly integrated HOGs. Once I had a conversation midst of it. Nothing in this game is run-of-the-mill. It also has a somewhat ironic sense of humour, shown e.g. with a scissor that shoots like a dart out of a nuclear spin tomograph.
In their note of thanks, the devs mention their wives and ... um, friends? A snooker player, a politician, an actor and ... DAVID LYNCH. Now everything is clear to me :D
It was supposed to be a routine mission. But when a dragon attacks your plane, crash-landing in a lush valley, you're drawn into the adventure of a lifetime!
So we survive the umpteenth plane crash. By the way: I wonder why we (the player) always stretch our arms OUT against the imminent crash/explosion/monster/arrow. Personally I'd protect my HEAD with my arms - but maybe it's just me ;)
Anyway, we land smack in Eipix Land which wears now a Chinese decoration. Wait, Chinese? You never can be sure. Some people wear Chinese clothes, others Japanese or Tibetan, all a bit mixed up. As well are the characters: they oscillate from Japanese Kanji to Chinese Pinyin and back again. You'd do well to leave your common sense in the plane wreck, since it would only hinder the smooth game play, lol. You'd start to ponder why Mu must be a child and speak in this whiny, sugary voice; you'd be puzzled about a lot of things in this game.
It's nevertheless fun to play, mainly because of the mini games and HOGs - which are on the easy side, but a pleasant sight, varied and riddled with riddles. Some of them however rehashed: I'm positive, to have answered „I sit in the corner and travel around the world“ already in the last „Hidden Expedition“ ;) The Muzak is uninspired as usual. It attempts to appear Asian but doesn't quite success and quickly gets monotonous. I sometimes really wonder about Eipix' musical taste.
Also the Terracotta army is a missed opportunity. In reality, this army consists of over 8000 soldiers, 130 chariots with 520 horses and 150 cavalry horses. The whole army was buried in 210–209 BCE with the first emperor of China to protect him in his afterlife. These figurines impress through their sheer legion. Installing this army into the game could have been awesome, but was rather poorly transposed. A clay statue moves stiffly, with crunching joints, if it moves at all. It surely doesn't jump cat-like into your face with outstreched arms.
The dragons are disappointing. The only time dragons look like dragons is during the short cuts, when they fly. In close ups they appear rather silly. Why must the dragon king have the look of a meerkat with antlers? Do the Pixies ever study animals' physiognomy? or evolution? why some animals have antlers, others not? why small species sometimes grow skin flaps and warts to blend into the environment and become invisible? why mighty dragons don't need to hide and become invisible, and thus don't grow skin flaps? I doubt it. Eipix just happily throws all kind of animal attributes hotch-potch together into the most unbelievable menagerie :D
But it's still a good and cheerful game if you don't fret too much about a questionable story, absent logic or absurd graphics. Not quite 3.5 stars.