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Review
Trace
Memory
| Developer: |
Nintendo |
| Publisher: |
Nintendo |
| Genre: |
Adventure |
| Release
Date: |
September 2005 |
| Platform: |
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Review
by Ben Bowen
October 13, 2005 |
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I've always loved adventure.
When I was a kid I was a minor fan of Enid Blyton and Alan Garner,
two novelists with different approaches
to their writing style and themes, but always centered around children
getting into exciting tales of danger. The idea of a game based on
a book by either author, whether Blyton's The
Adventurous Four (I
preferred them to The Famous Five... far tougher and
not as "icky") or Garner's excellently spooky Moon of Gomrath, still
excites me to this very day. Naturally, I could be missing a few titles out,
or even overlooking examples of AG's that use these licenses (that'd be awesome
- let me know!), but until now I haven't played an adventure that has really
got me into the same giddy spirit of pluckiness these books imbued in me as an
impressionable young muppet...
Trace
Memory is a great break from the usual
PC adventure titles... and a surprisingly refreshing game
to boot. For one thing, it's not
on the PC. Oh, no, dear reader, this fun little title is on the Nintendo
DS. It's actually one of the reasons I bought it in the first place,
as I knew I had to try out an adventure made specifically for a handheld,
plus I'd read that it used the stylus and touchscreen to help solve
puzzles during your adventure. The idea of, well, physical interaction
with the gameworld gave me interest, plus the
presentation looked unique, but it was the games seemingly simple story that
initially caught my eye.
You play as a young Japanese/American
girl named Ashley, on her way with her sister
Jessica to meet her estranged father on the mysterious Blood Edward Island.
Ashley's mother died in mysterious circumstances when she was young, and Ashley's
memory has faded to block those events. As such, she's excited not just to
see her father, but to piece together what she remembers to see if she can
uncover the mystery of her past. From the off, the game has a strong character
with a solid back-story to get into, providing the player with enough drive
to see them through to the very end. After the pair dock at the Island, Jessica
goes missing and Ashley heads off to search for her and her father, on the
way bumping into a young boy ghost named D. Much like Ashley, D can't remember
much about his past, so together they agree to push on into the centre of the
island
and try to help each other regain their memories.
Trace Memory is not your average adventure - for one thing, it uses
both first and third person perspective to survey your surroundings.
The stylus controls the action from an overhead view on the touchscreen,
whilst the areas are displayed in first person in the top screen.
You can zoom in on these in order study a room closely, using the
pen as a mouse pointer to hover about, chat to people, look for hotspots
or get a good look at an interesting object. Fortunately, the games
crisp graphics and clean, effective presentation never gets in the
way of looking about your surroundings, and anything important has
a
wide margin for error to click on. The backgrounds are detailed and atmospheric,
the characters seemingly hand drawn in an ethereal anime style, with limited
animation but strong poses and gestures to effect emotion. Even better, the
translation is very well done and reads very well, each person in the game
being memorable and the script allowing for genuine feeling. In fact it's easy
to get involved in Ashley and D's search for the truth and when things start
being revealed, you're right there with them.
OK, so all good so far... but what's the game like? Well, it's intuitive
and logical. The more traditional puzzles are well made and, although
not taxing, always satisfying. There is a little bit of going back
and forwards between areas at one time which can be aggravating,
seeing as it's only needed to be done a couple of times as each section
generally solves itself. Having to revist a previous one sometimes
feels a little superfluous. Where Trace Memory does shine is in its
use of the stylus to interact with the environment... and the joy
discovery and physicality that goes with it. It's one thing clicking
something with a mouse, it's another actually affecting it - and
better yet for
those with poor reflexes, nothing requires too much flexibility. Chances are
if you can do it in real life, you can do it in this. It's a great way of getting
the player into the game and works to involve you with the onscreen action
to a great degree.
So, Trace Memory has all the elements of a great little adventure.
The only problem with it, really, is that it is a little adventure.
As in...really, really small. It took me a while to complete, but
that's only because I was playing it bit by bit at the end of the
evening before shipping myself off to sleep. Ultimately, any hardcore
adventurer - hell, any person with half a brain - could finish this
title in around 5 hours or less. The game and its world is teensy
and linear, not allowing for any deviation from the plot or any
reason, really, to go back to the game once you completed it... other than
if you really got into the story the first time around. Plus, DS games aren't
exactly cheap, so it doesn't offer much value for money in terms of completion
time.
What it does offer, though, is a game that takes advantage of the
full capabilities of the Nintendo wonder-machine. It couldn't exist
on anything else in anything other than a truncated form, unless
you want to fork out for a tablet PC with two monitors! So, if you're
looking for some old-school adventuring with a new twist, own a DS
(and there are more and more reasons to own one every week, it seems),
enjoy the idea of a Nancy Drew-esque story with a supernatural/sci-fi
twist and can put up with the short running time, head out to the
shops this weekend and pick it up. It's guaranteed fun for young
and old alike.
Final Grade: B+
(find out more about our
grading system)
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