Diamonds in the Rough comes from Atropos Studios (“nothing adventured, nothing gained” is their motto-very clever!), the developer of the popular freeware title, Other Worlds. This time, Alkis Polyrakis has ventured into the commercial game arena. Has he succeeded in developing a game that is worth playing and worth buying using the AGS engine? The answer is a resounding “YES”!, for Diamonds in the Rough is a high quality inventory and conversation driven adventure. The game features a very traditional point-and-click interface. Anyone familiar with “classic” point-and-click games will favourably recall the Dark Seed games and Harvester partially because of male protagonists that frankly walk as though they have a permanent wedgie, but mostly because of the small-town suburbia surrealism of the storyline. Clicking on items to look at them elicits a lot of description, something that has been absent in recent adventures in favour of briefer spoken description. There is never too much description, however. Descriptions are easy to read and add to the experience. The backgrounds are lovingly crafted in old-fashioned 2D. No 3D to upset puritans here! The 2D rendering will likely bring a lump to the throat of a seasoned adventure gamer, recalling the classic era of the mid-1990s. The voice acting is above-average for adventure games. One female character sounded as though she had English as a second language (I’m told she’s French Canadian) but most characters spoke very clearly and with natural inflection. Subtitles closely matched what was said and were surprisingly free of spelling errors. Alkis is to be commended for the quality of the English voice-acting, especially as he is based in Greece. One thing that lessened the immersion in the game was the extraneous movement of the characters’ mouths, particularly Jason’s – if our mouths moved as much as these characters, we’d all have dislocated jaws at the end of the day! Perhaps less movement might have still achieved the result (I know that there have been complaints when there has been no mouth movement in games too – designers must think adventure gamers a fickle bunch!). One more thing: in the tradition of games of days long past, Diamonds in the Rough has copy protection built in. HANG ON TO THE LETTER THAT ACCOMPANIES THE GAME as it is needed early to access a password that allows access into the Diamonds in the Rough headquarters. It’s quite a clever way of ensuring the game is paid for but still allows a player to get a good feel for the game without being able to complete it. On the subject of paperwork accompanying the game, there is a highly detailed manual that is installed with the game-it contains everything a newbie would need to get started in the game. Experienced players are recommended to read it also to get an understanding of how thoughts are used in the game. The game is available both from Atropos Studios and, for a limited time, from the JA Online Store. While playing the game, I contacted Alkis for some assistance. As is often the case with independent developers, this game is a labor of love for which he is only too happy to provide support (again, are you taking notice, commercial adventure game developers?). By the way, Alkis also has his own website (where you can download Other Worlds) that has a number of interesting game-related things including a very funny interview that outlines his opinion about using walkthroughs! This game is great and thoroughly deserves an A. There is a little room for improvement in Alkis’ and Atropos Studios’ future ventures, but this is a solid game that can readily compete with the “big boys” of commercial adventures. I look forward to Atropos’ future projects.
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