Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
4/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
3/ 5
Storyline
5/ 5
WHAT I LOVED The main game's storyline was well-developed. Characters had plenty of personality, and there were a couple unexpected plot twists.
The mini-games included difficult ones that took quite a bit of time.
The graphics were excellent, and I especially loved how the chess theme was integrated into buildings and decorative items.
WHAT I LIKED The HO scenes were done well. Most were multi-layered and interactive.
The music was pretty good. Not spectacular, but not repetitive and annoying. Voiceovers were mostly done well with appropriate affect.
The CE bling offered was worthy of a CE. In addition to the portfolio, you could replay HO scenes and mini-games. However, I'm totally over the "collect puzzle pieces and get another jigsaw" extra. Lastly, there were multiple levels of Match-3 or more to fill your meters before your opponent.
WHAT WAS "MEH" The bonus chapter's story was a bit thin on the ground, and parts of it were confusingly presented. I did like that it tied together Alice in Shadowland with this episode, though.
WHAT I DISLIKED Exploration included too many shaped keys, some with multiple pieces. There are any number of more creative obstacles than these stupid things.
There were some bugs. First, I was unable to defeat the Queen because the second game board appeared already filled in. I had to quit and restart the game to get it to work. Second, the boss level in the bonus chapter didn't work. When I correctly matched symbols, it didn't register as a success. This made it impossible to win. Third, the bonus jigsaw puzzle refused to match up pieces that were in the correct place. I don't know whether these bugs are only in the Mac version or in all versions.
THE LAST WORD Overall, it was an enjoyable game with a well-developed, interesting storyline and a variety of gameplay.
I'm a diehard horror fan, whether it's a game, a book, or a movie. Eipix did such a shudderingly good job with Mournful Loch's story, gameplay, and production that I expected brilliance in this episode.
What I got instead was a patchwork story with sparse gameplay, and gratuitous jump scares and gross outs that weren't relevant to the storyline. Horror doesn't mean "shoehorn in every single horror cliché you can think of." The best horror (think Hitchcock) turns the mundane into hair-raising, spine-tingling, skin-crawling fright. Real horror gives you nightmares; it doesn't make you roll your eyes.
Since when does hypnotic regression therapy induce hallucinatory insanity? I mean, were those sugar cubes soaked in lysergic acid and absinthe?
Many of us have asked repeatedly for more challenging gameplay. Perhaps we should have defined what we meant. Challenging doesn't mean connect-the-dots with no instructions; it means a puzzle that requires the gamer to actually think and strategize.
Some reviewers said this game gets better after the demo, and perhaps it does. If so, the demo should have been used to grab my attention and hold it, providing me with incentive to purchase it. The demo is your advertisement and the sole thing by which we can judge the game. It seems counterproductive to waste it.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
5/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Apparently, I demo'd this when it was first released and decided against it. I only had 17 minutes of demo remaining, but that was enough to make it a DD purchase for me.
I just ignored the timer—since you can continue playing after it runs out—in favor of strategizing the best spots. Ignoring the timer, it's a relaxing yet challenging game. One of these days, I'll go back and try for that third star, but for now, I still find it enjoyable.
Basically, you're provided with a number of Tetris-shaped pieces in various colors and you must fit them into the grid. You earn more points for placing like-colored pieces together. There is a scoring goal to reach, but I mostly ignored that too. Also, you begin each level with 5 hammers, each of which will destroy one square on the grid.
The production is fairly basic; the graphics don't have dimension and there's not much animation. However, I don't find that a detriment. Sometimes all those bells and whistles just distract you from what is otherwise a subpar game. The simplicity was refreshing, and the focus was on gameplay.
I do agree with another reviewer who wished for more colors and shapes as the game progressed. I recommend this game for puzzle lovers, whether you prefer a relaxing experience or a more frantic, timed one.
I quit 20 minutes in because I was bored to tears. This "game" includes all the same silly tasks as the last hundred games I demo'd. Broken glass and cobwebs I won't touch even though my life is in danger from a madman. A mouse who just sits there until I get him food…like that happens in real life.
At this point, it's impossible to distinguish one dev's games from the next, because they're all EXACTLY alike. Put out a fire that magically never spreads to nearby flammable materials. Use a thick gold coin as a screwdriver. Find a paperclip to function as a zipper pull. Dig up something from a garden or flowerpot. All. Exactly. The. Same.
When you're faced with the same situations in every game, there's no challenge. You already know the solution. Devs load up the same subroutines they've already programmed, slap on a fresh coat of paint, and call it a new game. It's a ripoff.
And this cookie cutter isn't remotely CE-worthy. The only extra gameplay is the bonus chapter. No replayable HO scenes and puzzles, which should be standard for ALL CEs. What's the incentive to pay double the price when you're not getting double the value? Another ripoff.
If you happen to like the idea of fog monsters, I recommend you play the Twisted Lands trilogy instead. The plot is a million times better and so is the gameplay.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Word
Fun Factor
1/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
There's not an ounce of creativity in this game. The storyline is Elephant's usual insipid garbage, including a vehicle crash, a kidnapped relative, and a magical world domination plot. AGAIN.
I played 22 minutes, and visited 3 game scenes. There were 24 shaped keys, mostly in groups of 3 or more. That means this game includes hundreds of the stupid things. This doesn't constitute gameplay in any sense of the word. Oh, and when I unlocked the whatever, I was rewarded with either yet another shaped key or with a mundane item no sane person would lock up.
There were 2 child-level jigsaws and 2 "move the tokens to their goals." Both zoom box and full-screen HO scenes lacked hidden objects. This is not gameplay for thinking adults.
All the tasks that are present in every game nowadays were present: animals to bribe, nails to pull out, multiple things to cut with different sharp objects, rusty latch to make magically brand new with oil, metal to dissolve with acid, cobwebs to sweep, etc. One reviewer hit the nail on the head in saying that every game nowadays has the exact same inventory.
The visual and sound quality was atrocious. Everything was drenched in neon colors and the NPCs spoke as if they were speaking to toddlers. The morphing objects were obvious.
Lastly, the user interface is poorly designed with the inventory showing only 5 items at a time, and many of the extras are locked up tighter than Fort Knox. Who's going to buy something when you don't even know what you're getting?
THE LAST WORD I wouldn't let this game take up space on my hard drive if you paid me. My recommendation is to play an Elephant game from 2012 or earlier, and to try the demo so you can see for yourself how dreadful this abomination is.
WHAT I LOVED The voiceovers were excellent. Jane's voice had appropriate affect, while the villain's voice was super creepy.
The shaped keys were minimal, except for mini-games, which always seemed to be missing parts.
WHAT I LIKED The storyline had amazing potential. Unfortunately, it became predictable fairly early on in the game.
I always enjoy the node-connecting puzzle where each node is labeled with the number of connections it should have. Puzzles that require strategizing are awesome.
WHAT WAS "MEH" While I didn't mind the dark palette, given the game theme, more contrast would have made the game more enjoyable for older eyes.
The HO scenes showed some improvement, in that some attempt to actually hide the objects was made. However, this was nearly always accomplished by obscuring 90% of the object behind something else. The zoom box scenes were much too easy. Lastly, I dislike silhouette lists because the silhouettes are usually unrecognizable blobs.
There were too many variations on "move the tokens to their correct spots," and the disc-rotating one had horribly awkward mechanics. The finicky controls were unnecessary; it would have been better to just click the disc you wanted to rotate instead of having separate arrows. Also, why not just slide the tokens where you want them instead of having pop-up directional arrows? It's silly to complicate the user interface for no reason.
WHAT I DISLIKED The plethora of logic fails. If the asylum is abandoned, why pay someone to mow the lawn? There's no rational reason why the jackknife worked to get a spark, but the equally metal screwdriver didn't. If you live in an area with no fruit trees, why would you buy a fruit picker? Vermin repellent? So, it works for all of them? Must be a chemical nightmare.
The laundry list. Glass shard as knife. Fire that never spreads. Bees that need to be smoked. Animals that have to be bribed.
Picking up items for which I had no immediate use. If I had a raft, it would be logical to grab the air pump, then look for something to use as a handle. But it made no sense to pick up the pump handle (when I had no pump), then get the pump (when I had nothing inflatable), then finally find the raft. This is not serendipitous; it's contrived and illogical.
I'm not a fan of the "click really fast" mini-games. It's fairly common knowledge that the largest target market for HOPAs is middle-aged women, of which I am one. Why include mini-games many of us can't do because of arthritis or carpal tunnel?
The toddler-level jigsaws, "moving one thing affects others," and repeating "click when the targets cross" mini-games are tedious and tiresome.
The music was torturously repetitive, made worse if you wear earbuds to play.
WHAT DIDN'T AFFECT MY RATING Based on the file size, it's not a long game. It's less than half the size of Subject 360.
THE LAST WORD Personally, I can't complain about multiple elements of a game, then give it five stars. To me, five stars means the storyline was riveting, the gameplay was challenging and fun, the game mechanics were spot on, and the production was super. This game isn't terrible, but it's not great either. I do recommend the first three episodes of this series: Subject 360, The Broken Tower, and Nightmare Realm, but I won't be purchasing this episode.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Word
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
4/ 5
Storyline
5/ 5
Since there was a fantastic sale today, I decided to pick up the CE of this game, having been intrigued by the storyline. I retract nearly everything I said in my CE review after completing both main and bonus games.
WHAT I LOVED STORYLINE — Excellent with a nicely paced exposition and a fully-developed backstory. Wandering around an abandoned, crumbling castle waiting for truly creepy ghosts to appear reminded me a bit of the movie 13 Ghosts. But just a bit; this is an original plot.
CHARACTERS — I really appreciated the creativity that went into developing the ghost characters. Each one was suitably horrifying in a different way. When the queen appeared, I actually OMG'd out loud, she was so creepy. Really well done.
GRAPHICS — Beautifully detailed with lots of texture and lighting effects. Every environment was immersive as if I was really there. The chambers in the castle struck the perfect balance between majesty and decrepitude. Animation was thoughtful and the jump scare was NOT overused, IMO.
SOUND — To fully experience the impact of the music and sound effects, I recommend using earbuds or headphones. I heard TONS of things I missed without earbuds, and the environmental sounds and music really added to immersion. From now on, I'll be playing all games with headphones, and I recommend that you do too. It's a totally different experience.
MINI-GAMES — Yes, the few in the demo are fairly easy. They become harder as the game progresses, for the most part. Here's a sample: • Move the rows and columns to arrange the tokens as shown. MEDIUM • Use the four sliders to move differently colored blockers around until the correct three symbols are revealed DIFFICULT • Rotate the central spoked wheel and slide two concentric rows of pieces into place correctly to restore the image. MEDIUM • Move the transparency around to match its sketches to the blank spots on the background image. MEDIUM • Place tokens with images in the correct spots on the globe, then move the ship from port to port, traveling each path only once. MEDIUM • Decipher the riddle to correctly place the Logan family members on the game board. MEDIUM • Swap and rotate several gears until a single path is formed across the device. DIFFICULT
WHAT I LIKED HO SCENES — Definitely an improvement over the usual, with many items not in plain view. Presentations included all morphing objects (which I love), find and replace storybook, silhouettes, patterns to match, related pairs, matching pairs, and all of one type.
WHAT WAS "MEH" PORTFOLIO — I would have liked a better choice of wallpapers and more music, personally.
WHAT I DISLIKED BONUS CHAPTER — Really short and basic. I think it took me about 30 minutes to complete. That's not sufficient for a bonus chapter; it should be at least an hour. The plot was rushed and pretty shallow, and there were only a couple new scenes.
THE LAST WORD My apologies to anyone who relied on my CE review, because I do now recommend this game for intermediate to expert players who love spine-tingling horror stories. No, it's not like the original Phantasmat. Just ignore that and consider it on its own. I really enjoyed playing it. Thanks, Eipix!
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Word
Fun Factor
5/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
4/ 5
Storyline
5/ 5
I consistently consider the Ravenhearst story arc (and MCF in general) as the ultimately perfect HOPA, so I was excited to see a new episode involving the Dalimars. At the same time, I was nervous. Other developers have either knocked it out of the ballpark or screwed it up horribly. I'm ecstatic to say that Eipix has not only knocked it out of the ballpark, but right into orbit.
WHAT I LIKED The Storyline - Eipix has done a fantastic job tying together the elements of the Ravenhearst story arc. Every scene includes objects that are recognizably from the various episodes, and the characterization is spot on, including the voiceovers. I can't wait to see how it all ends…if, indeed, it will actually end this time. (No! This story arc should continue forever!)
The Game Design - REWIND is designed with a format similar to the original RAVENHEARST. You travel to the various rooms in the Victory Hotel by using the map, and each room presents a HO scene with an interactive list, usually including mini-games and puzzles. The crime computer restores the keys to locked rooms via varying mini-games, and helps you discover which timeline each character belongs in with a complex jigsaw puzzle. And, of course, you have the beautifully-written journal/scrapbook.
The HO Scenes - Many of the objects are actually hidden in quite clever ways. These are not scenes that will be completed in 30 seconds. And why would you want to when you can take take a trip down Memory Lane by spotting objects from previous episodes?
The Super Puzzles - While not as well-designed as BFG's, most were just as bizarre and fun to solve. Eipix really exceeded expectations here.
The Graphics - I experienced a great deal of nostalgia playing this demo, as Eipix carefully integrated familiar locations, objects, and plot elements into each scene. I found myself repeatedly exclaiming, "Hey! There's the (object name) from (episode name)." Really cool.
The Music - Lots of wonderfully mood-setting ambient soundscapes, periodically intertwined with the MCF theme melody.
WHAT WAS "MEH" The Character Depiction - I would have preferred a more realistic depiction of the various characters, rather than the comic book style, which didn't really fit the rest of the game's visuals. That having been said, each character was instantly recognizable, so the caricatures were actually done well.
WHAT I DISLIKED That Cutscene - The exact same cutscene was played each time I chose a new room. This became a tedious time waster, especially since I had to wait to skip it. There should have been an option to skip watching the same video over and over again.
The Dysfunctional Hint Button - I only used it twice, both times when there was only one object left on the list, but it failed to point to the correct area. If you rely on the hint button frequently, you may have a problem with this game.
THE LAST WORD This is absolutely a purchase for me. I recommend it for fishies who are nostalgic for how HOPAs used to be, who love well-designed HO scenes, who thrill to the challenge of figuring out a super puzzle, and who look forward to hours of revisiting the Ravenhearst story arc. Now, if you'll excuse me, I have a case to solve.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Word
Fun Factor
3/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
4/ 5
WHAT I LIKED • The storyline, while being another good versus evil plot, approached it in a way that was rather unique. • The HO scenes which were 8,562,149 times better than most offered today.
WHAT WAS 'MEH' • I'm not a huge fan of animated helpers. • The few mini-games were lackluster and simple.
WHAT I DISLIKED • Lots of back and forth to find keys, tools, medallions, spare part, and the like. At the same time, every type of esoteric device/tool was right where I needed it, albeit broken. I found this a bit contrived. • The hint button didn't offer hints; it provided solutions, basically pointing me to exactly what I needed to do next. • The game was too quiet. I had all the volumes to 11, but the game persisted in being mostly silent. No music. Very few sound effects and ambient noises.
WHAT DIDN'T AFFECT MY RATING • I wasn't bothered by the lack of voiceovers since I generally skip through conversations as fast as I can read them. • The graphics, which were characteristic of an older game. • The lack of a customizable difficulty level based on the age of the game.
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Word
Fun Factor
2/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
3/ 5
Storyline
3/ 5
Similar to other games of this type, you play mini-games to earn enough money to decorate. Mini-games I played during the demo included: • Jigsaw - traditional, rotate the pieces • Match-3 - standard, get specific items to the bottom of the grid • Hidden Object - word list, picture list, silhouette list, spot the differences, one item at a time, dark room (with flashlight), memorized list, and more • Others - find matching pairs, mahjongg match, and more
WHAT I LIKED • Each category has lots of items in varying styles from which to choose. • The mini-games offer tons of variety in varying challenge levels. (I played in "normal" difficulty mode, but should have changed to "hard.") • Every time you complete a level, an interesting fact about interior design is presented.
WHAT WAS OK • The storyline was fairly thin on the ground, but I guess this type of game doesn't really need a complex plot.
WHAT I DIDN'T LIKE • The tutorial. It tended to teach you things you already knew, but leave out others. And there was no way to turn it off. • You spent very little time actually decorating the room. Mostly, you play mini-games to earn money rather slowly.
CONCLUSION It's not a bad game either in design or gameplay, but it's not my cup of tea, so I recommend you try the demo to see if it floats your boat.