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Review The
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This game
is available to order through
the Just Adventure + Independent
Developers section.
Introduction
Usually, I come away from a game with a clear idea of how much I
would recommend it, but this game tears me in both directions every
time I look at it. My overall conflict stems from it having been
made by an independent developer, which I greatly respect and want to promote, but the game is significantly flawed and not one which
I would normally recommend. It has some great ideas and concepts,
but falls flat where it counts
Let’s get specific.
Story
The story is actually
the best part of this game. In fact, it a very good story – much better than most of the “professional” drek
found on the store shelves.
The intro shows your bride-to-be finishing a conversation with a
mysterious stranger. Some arrangement has been made, but what? She
is not happy, but puts it behind her and goes forward with the wedding.
It is now five years later, your anniversary. You go to meet your
dearly beloved, but instead find a message from the mysterious stranger.
She is with him now and the only way you will ever see her again
is to follow his directions exactly. Has she been kidnapped or has
she left you? Is she in danger or are you being played the fool?
The story continuously unfolds throughout the game as you find clues
which first support one scenario and then the other. The addiction
level is wonderful as you just have to find out what is going on.
Then you come to the end of the game and the story, well, ends.
Abruptly. The ending is actually clever and allows for a sequel,
but you have been so hyped up by this time that this abrupt ending
just makes you want to scream.
I wanted to give this
story an “A,” but the ending drags
it down to a “B+.”
Navigation
The game was built using
Adventure Maker. It is your classic static slide show. Navigation
is accomplished
with the mouse, again classic cursor changing to different arrows,
magnifying glass, etc. to indicate hot spots.
No problem with the engine. Nothing special. Tried and true. But…
The graphics make navigation more difficult than it needed to be.
Unless you want to move straight ahead, you cannot see the thing
you want to move to.
Say you look across the room and want to go to the desk in the corner.
You must move straight forward until your nose is against the wall
and all you can see are paint chips. Only then can you turn to the
side and move towards the desk.
However, this is more
the fault the graphics then of the navigation engine, so I give
it a solid “B-.”
Puzzles
This was truly a mixed bag with great ideas but horrible implementations.
About half of the puzzles are inventory based. Some are clever and
can be solved if you think creatively. But the rest are just off
the wall. For example, you need a key to unlock the cabinet. Use
the piece of cheese you found in the chest and it actually works
as a key. Huh? I made this up so as not to give away a solution,
but the real puzzles are just as inane.
There are also some basic logic puzzles. Nothing special, your standard
find the combination, form the pattern. But Michael came up with
a very clever idea.
There are two common problems with logic puzzles: first, how do
you make them fit into the story and second, how do you make them
believable. I wish I had a dollar for every puzzle box I had to open
whose mechanism was well beyond any known technology. Michael cleverly
gets around both these plot holes by requiring the hero, you, to
enter a Virtual Reality system. Since your character is in a computer
game, anything is possible.
But then Michael apparently gets confused and breaks the wall between
Real Life and Virtual Reality. You must use inventory items you found
in RL on the puzzles in VR and leave them there. You sit in the chair,
don the goggles and enter VR in one building. You walk through the
VR world and exit through the door in the back and find yourself
in another building across town. How did you get there? Where is
your car?
So much for closing plot holes.
There was another aspect to the puzzles which I found most frustrating.
You have to play the game counter-intuitively which constantly destroys
any Suspension of Belief you may have acquired.
The Mysterious Stranger instructs you go somewhere or do something
and don’t you dare deviate or you will never see your Dearly Beloved
again. You get about halfway through his instructions and then get
stuck. You are then supposed to know that you must leave this critical
task and go back to the office, cabin or wherever to find a message
which was left for you. This is just off-the-wall.
Bottom line is that most
of the puzzles cannot be solved by logic alone. You will need a
walkthrough and will be left wondering “How
was I supposed to know to do that?” That leaves me giving the
puzzles a barely passable “C-.”
Graphics
“Mediocre” seems
to summarize it well.
The scenes appear to have been made with a simple 3-D ray-tracer
using stock models and textures. Everything is crisp and pristine;
no dirt, stains or wear. Nothing which you could describe as organic
or natural.
People are stiff and awkward looking, like they were all related
to Uncle Fester.
But the biggest problem I had with the graphics is that the perspective
is mathematically perfect. While that may sound nice, the result
is to give you tunnel vision. My natural eyes have peripheral vision.
This is completely removed and makes it difficult to get a feel for
your surroundings.
To be fair, Michael did do an effective job of creating an atmosphere
of dark loneliness. You can easily believe that it is late at night
and that you are all alone. Unfortunately, everything else feels
amateurish.
Not good, but I can give
graphics a passing grade of “C.”
Sound
The occasional music is appropriately spooky and the sound effects
are done well.
Nothing outstanding, but
a solid “B.”
Addictability
Did I lose sleep over this game? No. I really did want to find out
what was going on in the story, but whatever draw the story had was
canceled by the puzzles. I just couldn’t handle the puzzles for for
than a few minutes at a time.
Addictability get a “C.”
Conclusion
This game is OK. Not great,
but OK. It will pass the time until a better game becomes available.
That gives it an overall rating
of “C+.”
Final Grade: C+
(find out more about our
grading system)
This game
is available to order through
the Just Adventure + Independent
Developers section.
System Requirements:
Minimum System Requirements:
- IBM PC or compatible
- Pentium 300 MHz
- Windows 95/98/2000/ME/XP
- 32 MB RAM
- 900 MB Hard Drive space
- 640 x 480 resolution
- 24-Bit Color display
- 4X or faster CD-ROM
drive - Windows compatible
sound card - mouse
Preferred System
Requirements:
- IBM PC or compatible
- Pentium 733 MHz
- Windows XP
- 64 MB RAM
- 900 MB Hard Drive space
- 640 x 480 resolution
- 24-Bit Color display
- 4X or faster CD-ROM
drive - Windows compatible
sound card - mouse

