fromMoving away from HOPA Land (because it lacks hidden objects, challenging puzzles, and adventure) and toward FPA Land (where functioning neurons are required).
Review based on: 51 minutes of demo Overall rating: ✭ What my rating means: It’s my real opinion, matching up to what my review says.
SHORT & SWEET SUMMARY REVIEW After the breathtaking and imaginative depiction of a post-apocalyptic Earth in which the realms of humans, faerie, and dwarfs intersect, this sequel is a heartbreaking disappointment. Daughter of Thunder is a fast food burger compared to the filet mignon that was Skyline Adventure…in every category.
More details on the specific elements of the game below the fold… ———————————————————— THE GOOD The Soundtrack — Ten varied, complex, and beautiful compositions accompany your exploration. Madhead never skimps on the music.
THE MEDIOCRE The Graphics — They weren’t up to Madhead’s usual excellent work. While there were some bright spots, items in the HO scenes lacked detail, sometimes to the point of being unrecognizable. Animation of characters was not lifelike, and their heads and bodies were drawn with unnatural proportions.
THE BAD Gameplay — The majority of it was stuff we’ve seen in nearly every Madhead game. The HO scene with the storybook narrative in which you must find and replace three items per page. The mini-game that involves matching angular symbols. The timing/aiming test where you need to click when the moving ball is in the target area. This isn’t fun, not when it’s the same in every game.
THE HORROR Collectibles — Once again, the collectible is the Madhead spiral. It’s easy to find, related to the developer rather than to the game theme, and, therefore, unimaginative.
Level of Challenge — Extremely low. Children and rank beginners might enjoy these easy puzzles and unHidden Object scenes. Experts will be bored.
The Infinite Banners — You found an inventory item! You earned an achievement! You completed a goal! You have a new goal! You clicked your left mouse button! STOP!!! Banners for everything, and until the banner’s animation was finished, you couldn’t play the game because your mouse was frozen.
Poor Translations — “Rudder” in the HO list turned out to be a ship’s wheel, which is manifestly not a rudder; it moves the rudder. “Apple” on the list turned out to be either a partially-deflated red rubber ball or a battered tomato. However, this might have been poor graphics rather than a bad translation. And no one says, “Look here, buddy!” except characters in pre-1960 movies.
Amulets & Repeating Puzzles — I’m so tired of amulets. Honestly, I’ve lost count of the ridiculously high number of games that rely on them under various names: amulet, medallion, magic mirror, what have you. Amulets are now my second least favorite game device, after shaped keys.
The Disappointment — I was looking forward to seeing more of the decrepit, yet somehow beautiful post-apocalyptic Earth, and seeing the imaginative ways in which its citizens had learned to manage the environment and not only survive, but thrive. Instead, I got a story that didn’t relate at all to Skyline Adventure, and really didn’t need to be set in this game universe. It was just another “relative in trouble” and “quest to save her” when “the odds are against me” but “I have an amulet.” It’s like eating toast for every meal. Without butter. Washed down with water. And Madhead can do much better than this.
BEST GAMES BY THIS DEV • Beyond: Light Advent • Cadenza: Music, Betrayal, and Death AND Havana Nights • Dark Realm: Queen of Flames AND Princess of Ice AND Lord of the Winds • Dawn of Hope: Skyline Adventure • Maze: Subject 360 AND The Broken Tower • Nevertales: The Beauty Within AND Shattered Image AND Hidden Doorway • Rite of Passage: Child of the Forest AND Hide and Seek AND Deck of Fates
Review based on: full demo Overall rating: ✭✭✭ for the CE but ✭✭✭✭ for the SE What my rating means: It’s just not CE-worthy, but I will get the SE.
SHORT & SWEET SUMMARY REVIEW Clichéd story elements get a fresh new life in this latest Madhead series, combining in an intriguing tale that leaves you wanting to know what happens next. Gameplay is heavy on the puzzles and light on the hidden objects, which is unfortunate, because the HO scenes are innovative, while the puzzles are mostly retreads and fairly easy. As usual, the package lacks a number of things that should be standard CE fare.
More details on the specific elements of the game below the fold… ———————————————————— STORYLINE As Donna Brave, you’re off to visit your uncle in Paris! Sadly, it’s no vaca, but a murder mystery. A monstrous strangler is offing the members of your uncles club one by one, and it’s only a matter of time until it’s dear uncle’s turn. Or is there a more complex mystery afoot? Knowing Madhead, you can bet on it.
EXPLORATION Wander the charming and chic streets of Montmartre, mere blocks from the decadent Moulin Rouge, examining the victims, searching for clues, questioning witnesses, tracking down your uncle’s club and its members, and using your observational and adaptive skills to solve the mystery.
HIDDEN OBJECT SCENES The HO scenes were, at least during the demo, all different in presentation. One began with replacing items in the scene, then switched to a find & replace; both segments were challenging and fun. Another started with moving objects within the scene to their proper places, then moving to another scene to find all of one object. Still another was finding the capitalized words in the narrative. And the repeating puzzle involved a mini-HO…using the medallion to reveal items.
PUZZLES No real creativity in the puzzles; all were retreads that had merely been put in a different graphic format: • JIGSAW - Swap the pieces to restore the image. EASY • SYMBOLS - Match the symbols on the victim with those on the scraps of paper. EASY • MIXTAPE - Watch the recording, then copy it by pressing play/pause to mimic the pattern where the recording played and paused. EASY • STARLIGHT - Swap the points of the star key to match the given clue. EASY • CHESS - Move the three knights to their matching goals. EASY • CHASE - Move Donna from the alley to the club, avoiding the taxi driver. MEDIUM • VICTIMS - Match the names to the victims’ photos, then match their occupations. MEDIUM • MONTE - The old cups-and-ball version of Three Card Monte. Three levels of increasing speed, but still EASY. • WHEELS - Find all hidden matching pairs on the three moving concentric circles. MEDIUM
PRODUCTION Madhead’s usual high quality presentation: stunning palette, glorious textures, beautifully-composed and rendered backgrounds, a wide variety of excellent music, and professional voiceovers.
EXTRAS Bonus chapter, performance achievements, collectible Madhead spirals. (I really wish Madhead would change up the collectibles and make them game-specific.) HO scenes each include a morphing object. Replay HO scenes, but not puzzles. There is a bonus ‘memory game.’ The portfolio includes wallpapers, concept art, a character gallery, and about a dozen downloadable soundtracks.
CONCLUSION As has been my verdict lately, I will purchase this game, but will wait for the SE version. I don’t think that Madhead offers enough to justify the CE price. If the collectibles were better and puzzles could be replayed, I would morph into a fangirl, because their games have been one of the rare bright spots this year. (Ok, I’m still a fangirl, just not of their CEs.) It does appear that the level of challenge increases as the game progresses, which definitely makes me happy.
Review based on: full demo Overall rating: ✭✭✭ What my rating means: It’s ok…the SE is worth getting on sale or with an expiring PCC.
SHORT & SWEET SUMMARY REVIEW Easy gameplay, but a beautifully dark storyline. Given that most fishies are adults, it would be nice to see more storylines with darker themes, not the faux villains we too frequently get who are merely naughty. More horror!
More details on the specific elements of the game below the fold… ———————————————————— STORYLINE Warning: This game actually does include disturbing themes and graphic depictions of violence. So, if that bothers you, you may want to refrain from playing. I wouldn’t recommend this one for anyone younger than well-adjusted teenagers.
Happy Birthday, Princess! We hope you enjoy your present…it’s a guided tour of your doom, written by H.R. Lovecraft and illustrated by Hieronymus Bosch! No, no…don’t thank us. There’s no time for that. Or for cake and ice cream either, sorry. You must get going immediately if you’re to save the innocent sacrifices from the jaws of…some tentacular horror and a bunch of badly-glued together demons.
We really should have prepared you, but here’s a quick summary. Every so often, our kingdom has troubles. Some of our citizens bear a mark and, on the night of the blood moon, the Resurgents take them away to be sacrificed. Apparently, you’re their only hope. So, here’s your amulet. Off you go!
EXPLORATION Still far too many shaped keys.
HIDDEN OBJECT SCENES The HO scenes were better than the more popular developers’, IMO. The interactions were not immediately obvious for the most part, and many of the objects were hidden by virtue of not being thoroughly described, if that makes sense. For example, in one case, one of the four birds was a bird skeleton. In other cases, objects were partially behind items in the scene, or required completion in some way. If the usual unHidden Objects scenes are one out of five stars, these would rate four stars.
PUZZLES I didn’t enjoy the puzzles as much as the HOs. The repeating puzzle, prompted by fighting a demon, was much too easy and, frankly, boring. It was a version of Three Card Monte in which you had to follow the flight of the one marked beetle out of six through three levels that didn’t increase in difficulty. Other puzzles included: • Probabilities: From a net of 15 lures, you may choose up to three when it’s your turn. Ensure that you are the one to choose the last lure in the net. EASY • Slingshot: Click when the moving arrows are in the green target zone. Two levels of increasing difficulty, but still EASY • Connect-the-Dots: Connect all the dots without using any line twice. Three levels of increasing difficulty, but still EASY • Barbie Girl: Select the dress, belt, shawl, and bracelet to match the outfit in the mirror. Four levels. EASY • Conveyor Belt: Click when the moving arrow crosses the target zone to grab the lever and free yourself from the conveyor belt. EASY • Rune Quest: From the available rune fragments, select the correct three that make up the complete rune shown: Several levels of EASY • Light Bright: There are four lights shining toward a multicolored central crystal, and three concentric circles that contain gems. Rotate the circles and swap the gems so that the lights are shining through matching colored gems. MEDIUM
PRODUCTION The palette was lots of dark blues and greys, with blood reds creeping in where the evil was taking over. Color was largely of the neon variety. Glowing neon. Voiceovers all sounded like they were speaking to children, and there were only four soundtracks.
EXTRAS Bonus chapter, performance achievements, strategy guide. Collectible figurines. Replay HO scenes and puzzles. Dev’s portfolio includes wallpapers, screensavers, concept art, movies, and the four downloadable soundtracks. Meh. I don’t feel this is worth double the price.
CONCLUSION It’s not for me, although I did like the attempt at a darker storyline. The sweetness and light becomes tiring. Gameplay was too easy for my taste, and I don’t find it CE-worthy. Give the demo a try if you like a dark story and less challenging gameplay.
Review based on: 22 minutes of demo Overall rating: ✭ to ✭✭✭ What my rating means: The ✭✭✭ is for children who don’t become easily bored. The ✭ is for adults…you will be bored.
SHORT & SWEET SUMMARY REVIEW Elephant writes a basic storyline, then digs into its bag of clichés for the gameplay. We’ve already played this one thousands of times, and it’s not any more fun this time around.
More details on the specific elements of the game below the fold… ———————————————————— STORYLINE The game blurb describes the storyline as both thrilling and riveting. I beg to differ. It’s the same relative-in-danger-and-we’re-the-only-hope theme we’ve seen in infinite variations. Yet despite our alleged competence, we’re woefully unprepared for, well, anything. And despite the alleged ticking clock, we dally here and there to take care of unnecessary details.
EXPLORATION Luckily, we manage to find broken glass, because we have no knife. Fortunately, we discover rust remover for the inevitable rusted metal item. Serendipitously, we stumble upon a caged wild animal only too willing to hang around and help us. As destiny would have it, every tool we require is found within mere steps of where we need it. Naturally, we chance upon the gazillion shaped keys necessary for the gazillion matching shaped indentations, an activity I feel certain Dante merely failed to mention in his description of the Ninth Circle.
HIDDEN OBJECT SCENES Unimaginatively presented and nothing is hidden. At all.
PUZZLES Basically, variations on the jigsaw. Rotate three circles to restore the image. Match fragments to create the central symbols. Swap pieces to restore the image. If these were sold in a toy store, they’d be labeled “Ages 8-10.”
DESIGN Tiny inventory that only shows five items at a time, and the arrows only move one item at a time, making finding things take forever. Poor design on the interface; they wasted space on ornate decoration.
PRODUCTION What happened to Elephant’s beautifully-detailed artwork? Apparently, they’re currently going with ERS-style painterly backgrounds, cartoon-like characters, and more realistic, but barely textured close-up art. Not to mention minimal music.
EXTRAS Bonus chapter, performance achievements, strategy guide. Collectible dragons, fragments, and morphing objects. NO ability to replay either HO scenes or puzzles, but there’s a ‘bonus fresco’ which I suspect is yet another jigsaw puzzle, and a ‘super puzzle challenge’ in the secret room. The portfolio includes wallpapers, concept art, and only four downloadable soundtracks. This isn’t remotely CE-worthy.
CONCLUSION I honestly can’t think of anything positive to say, except that I did like the one composition that played over the menu screen. Other than that, gameplay was repetitive and the same stuff Elephant has used for years. Since they’re not putting any effort in, I see no reason to give them money. Better games they’ve developed: • Grim Tales: Bloody Mary (2013) • Mystery Case Files: Fate’s Carnival (2013) • Mystery Trackers: Four Aces (2012) • Royal Detective: Lord of Statues (2012) • Surface: Mystery of Another World (2012), The Noise She Couldn’t Make (2012), The Soaring City (2013), The Pantheon (2013) • Unfinished Tales: Illicit Love (2012) Apparently, Elephant should return to what they were doing in 2012 and 2013. Those were banner years for them.
Review based on: full demo Overall rating: ✭✭✭✭✭ What my rating means: Quel bon jeu!
SHORT & SWEET SUMMARY REVIEW …and now, for something completely different! This is a real murder mystery, where you examine the scenes for clues, question suspects, and put the clues together to answer pertinent questions. Along the way, you’ll encounter puzzles which you’re left completely alone to solve. It’s brilliant!
More details on the specific elements of the game below the fold… ———————————————————— STORYLINE The great Hercule Poirot has received a letter from a wannabe serial killer informing him as to the date and place of the first murder. So, off we go to Andover with Hastings at our side to solve the murder of Alice Ascher, owner of a tobacco shop. Presumably, this will be followed by the murder of someone with the initials B.B. in a location beginning with B, and so on. But for now, let’s put our little grey cells to work!
EXPLORATION Examine the murder scene and its surroundings for clues, which will be recorded in Poirot’s notebook. Question suspects and witnesses, which may go well or horribly awry, depending on your choices. Observe the suspects and witnesses to determine whether they’re telling the truth. Solve puzzles to gain access to cabinets, boxes, and the like. And connect the gathered clues to answer questions about the case.
HIDDEN OBJECT SCENES None. This is not a Hidden Object game.
PUZZLES I encountered three during the demo: • Unlock the cash register, then open the hidden cache by finding and using the code. • Unlock the box by finding and activating the hidden buttons. • Unlock the credenza by solving the maze, then correctly positioning the decorations.
DESIGN Your mouse controls everything. Click in the scene where you wish Detective Poirot to move. When an area can be examined in close-up, the pointer will change to a spectacles icon. When you have a choice of actions, the pointer will change to a rounded down arrow; holding the mouse button down will show you available actions. (This occurs when you hover over a person, and the choices are usually “speak to” or “observe.”) A grasping hand means you can interact with an item. You can also click/drag items to rotate them for examination.
PRODUCTION The graphics are bold comic book style, and done well. Animation is smooth, with cutscenes having an “action movie” style. Music is evocative of a murder mystery and accents the theme nicely. And the voiceovers are perfect!
EXTRAS There are loads of performance achievements and some scenes you can watch over again.
CONCLUSION I found this game to be unique in style and gameplay with an immersive storyline, and I recommend it! It’s rare to see a game like this that’s so different. Maintenant, excusez-moi, s’il vous plait…j’ai un mystère à résoudre.
Review based on: full demo Overall rating: ✭✭✭✭ for the CE, ✭✭✭✭✭ for the SE What my rating means: Not CE-worthy, but grab it if there’s a good sale. Otherwise, get the SE.
SHORT & SWEET SUMMARY REVIEW I love this series, and wish there were more series of this nature. This episode doesn’t disappoint, except that the gameplay is a bit easy. But the story grabs you and doesn’t let go, and every scene keeps you immersed, wanting to know what happens next.
More details on the specific elements of the game below the fold… ———————————————————— STORYLINE ANALYSIS Madhead has maintained the psychologically thrilling intensity of the Maze series in the third episode, Nightmare Realm. Once again, we’re presented with an immersive story-driven game that defies predictability and will, I imagine, include surprising plot twists.
Your nephew, Timmy, has fallen into a sleep from which he cannot be awakened, and his father is frantic. Fortunately, you have some expertise in this area…enter the dreamscapes of others. Timmy’s subconscious has created a surreal, monster-infested version of his reality, which he refuses to leave until he completes a quest. But a mysterious entity is trying to stop Timmy…and stop you from helping him.
EXPLORATION Travel through Timmy’s dreamscape, gathering items to help you, solving puzzles, and making careful choices about how to move forward. The entity will attempt to stop you at every turn, including sending his “pets” to attack you and manipulating the dream environment against you.
HIDDEN OBJECT SCENES There weren’t too many in the demo, but each included a morphing object, and the presentations were varied. One presented a silhouette list in the form of Rorschach ink blots in a book. There were a couple of short backstory scenes that required finding and replacing objects in each scene. Another simply required finding all the dogs in a dog-filled scene. Still another was set in one of those carnival crane/claw machines, and another inside a fridge. The objects weren’t too difficult to find, though, for the most part.
PUZZLES The puzzles ran the gamut from familiar to original, and from easy to medium difficulty. In the demo, they included: • Sliders - Slide the tokens around the board, using the empty spaces, until all are in their proper rows. EASY • Game Controller - Enter the given code into the game controller. THROWAWAY • Nonogrid - A variation of a nonogrid in which the grid is filled with numbered tokens, and you must click to light up the ones that equal the numbers along the edges. MEDIUM • Bell Jigsaws - Swap and rotate the hexagonal pieces to restore the three images. EASY • Simon Says - Click the animal heads, copying the pattern of lights that flashes. EASY • Hi-Q - A star-shaped board…jump the coins over each other until only one is left. EASY. • Gauges - Set the switches so that the four gauges are filled according to their labels. Each switch applies to more than one gauge, so a bit of math is required. MEDIUM
PRODUCTION Perhaps “beautiful” is not the word I’m looking for to describe the graphics, but Madhead has depicted wonderfully dilapidated environments, frighteningly hybrid monsters, and a creepy villain with those horror movie stuttering movements. The music accents the game themes perfectly, creeping up your spine and seeping into your mind to keep you on the edge of your seat.
EXTRAS Bonus game (allegedly involving an “old foe”), performance achievements, and strategy guide. Collectable spirals that are sometimes easy to see and sometimes blended well into the scene. Replay HO scenes (but not puzzles! This should be a given for CEs!) and play an “ultimate” HO scene and a (yawn) jigsaw puzzle. The dev’s portfolio includes wallpapers and downloadable soundtracks…not much, really.
CONCLUSION I have to say that I don’t find this to be CE-worthy, and would recommend waiting for the SE. Since there’s a fantastic sale today during which I can get the CE for $7.99, I’m getting it. But that sale is the only reason. Without it, I’d wait for the SE. Madhead really needs to step up its CE offerings.
Review based on: 30 minutes of demo Overall rating: ✭✭ What my rating means: Needs work on game play and mechanics.
SHORT & SWEET SUMMARY REVIEW Cumbersome mechanics, monotonous music, outdated graphics, slow-moving cutscenes, simplistic gameplay, and overly-talkative heroine made immersion in the storyline impossible.
More details on the specific elements of the game below the fold… ———————————————————— STORYLINE Big city detective Alicia Griffith is taking a much-needed vacation in the countryside, when the local sheriff requests her help with a ritualistic murder.
EXPLORATION Mostly finding keys to unlock chests, cabinets, and rooms. Also, finding tools (which you use once, discard, then need again several minutes later) for various repairs, assemblies, and dismantling of items.
HIDDEN OBJECT SCENES None. This is not a HOPA.
PUZZLES Extremely simple. • Lockpick - Use the up/down arrows to move the four bolts until they line up. Moving one affects others. • UV Light - Basically matching pairs, except you’re matching triplets that match in color. • Jigsaw - Rotate the four colored concentric circles to restore the image. • Buried Treasure - Place the four items correctly on the chest, then rotate the concentric circles until their icons match the appropriate figurines. Rotating one circle affects others.
DESIGN The game mechanics are extremely cumbersome. For example, when you encounter an item with four screws needing to be unscrewed, you unscrew one and the screwdriver snaps back into your inventory, requiring you to go get it again. When any animation is occurring, including zooming in or out, the mouse goes dead until it finishes. There are a plethora of unnecessary banners and black box information. For example, if you happen to click on a screwdriver, a black box will pop up and Alicia will say, “It’s a screwdriver.” While that’s happening, the mouse is dead.
PRODUCTION Exceedingly old school graphics with static NPCs, stop motion animation, and really slow cutscenes. The music was so repetitive that I turned it off. Voiceovers were mediocre.
CONCLUSION The storyline may be interesting, but there were too many issues for me to be able to immerse myself in it. And the gameplay was childishly easy. About the best thing I can say is that there were no unHidden Object scenes thrown in as fillers.
Review based on: completed game Overall rating: ✭✭ What my rating means: Enough with the endless series already!
SHORT & SWEET SUMMARY REVIEW A rather slow-moving story with lots of extremely easy gameplay. Many of the puzzles lack decent instructions, and the HO scenes contain no hidden objects.
More details on the specific elements of the game below the fold… ———————————————————— STORYLINE Missing children this time, and the Crows League is causing trouble in Goldstone. So we’re off with Dupin to solve the mystery.
EXPLORATION Shaped objects. Millions of them. And each box, cabinet, or drawer generally required more than one. *sigh*
HIDDEN OBJECT SCENES These come in limited flavors, and there are a multitude of zoom box scenes where you find 4-6 of the same object…throwaway scenes, really. The full-sized scenes include a few interactive lists, tons of multiples, lots of find words in the narrative, and even more find three of each while listening to the backstory. All of the items are in plain sight.
PUZZLES The puzzles are either ridiculously easy, monotonously time-consuming, or lacked comprehensible instructions. There were any number of simple jigsaws in varying styles, lots of copying the clue, tons of swapping pieces into their correct places, a few timing/hand-eye coordination games, a couple versions of Three Card Monte, several mazes, loads of matching pairs and patterns, a number of untangle the ropes, and, oddly, a few places where catching moving creatures was the goal.
Of the one-off puzzles, most lacked instructions that were in any way helpful. • A guitar-like instrument with multiple necks that played differently colored notes. The idea was to click on the sound hole that corresponded to the correct neck when the note matching the musical clue passed over it. I tried this one several different ways, but was always told I’d chosen the wrong sound hole, regardless of which one I chose for a particular color of note. • Facing an elevator, the clue informs you that each floor has a certain number of traps. There are three dials, each showing three kinds of traps, with arrows pointing to a ring of floor numbers. The goal is to set the dials to avoid the traps, but the instructions were completely unclear. After a couple of tries, I skipped it. • My favorite one (actually, the only one I really found enjoyable) was a maze of trolley tracks. The goal was to beat the bad guy’s trolley to the finish line by using the directional arrows to move one spot at a time. Each time I moved, barricades raised or lowered to open or close off paths, and fire obstacles were lighted or quenched, either allowing me through or blocking me. It was really challenging to find the correct path, and I wish more of the puzzles had been like this one.
PRODUCTION I thought the graphics were quite good, though they were in a more painterly style than we’re used to seeing lately. The palette was fairly dark and not overly colorful, but there were some jewel tones used appropriately. It was definitely much more realistic than the neon nastiness some devs use.
The voiceovers were ok, although everyone talked incredibly slowly. The music was mostly in the background. There were only five tracks, and it was a pretty long game.
EXTRAS Bonus adventure, strategy guide, performance achievements. Collect feathers (which all look alike) and morphing bird outlines. Replay some HO scenes and mini-games. The dev’s portfolio includes wallpapers, screensavers, concept art, movies, and downloadable soundtracks.
CONCLUSION If you don’t mind overly easy gameplay, you might like it. There is a ton of gameplay. Literally, you barely take two steps before you run into another puzzle or HO scene. It’s not for me; I prefer more of a challenge. But the storyline wasn’t bad, although it moved a bit slowly.
Review based on: full demo Overall rating: ✭✭✭✭✭ What my rating means: This game is totally worth the Game Club price.
GAMEPLAY QuantZ is a three-dimensional, physics-based variation of bubble shooter, which is really understating the incredible design and challenging nature of the game.
The game “board” begins as a 3D cube, while the game “pieces” are quantZ, spheres in various colors. As you move through the game, the rounds become progressively more challenging by adding quantZ in additional colors, increasing the number of quantZ, configuring the quantZ in different ways, changing the configuration of the cube to add additional facets, and providing new power-ups.
The basic idea is to match up four like-colored quantZ, whereupon they will disappear from the cube. The round ends when the cube has been cleared. There are several things that provide variety to the gameplay: • If you move the mouse, you can rotate the cube in three dimensions, thereby seeing all facets of it. • The quantZ that automatically shoot toward the cube may appear from any direction. • If your group of four is enclosing a quantZ of a different color, the entire group will explode instead of merely disappearing. Additionally, the differently colored quantZ will generate a fireball shooting toward the cube, as well as a group of matching quantZ on the cube connected by static. If you manage to explode the static group with the fireball, you’ll create a chain reaction for more points and, possibly, another fireball. • If you move the mouse rapidly, you’ll “shake” the quantZ right off the cube. Combine this move with the “slow motion” function, and you can regroup the flying quantZ to your liking.
PRODUCTION All-around lovely graphics, animation, and music. My only complaint is that there was an excess of sudden bright flashes that prompted me to turn down my monitor’s brightness. The contrast between the dark screen and the sudden bright flash was nearly blinding.
CONCLUSION Fantastic puzzle game that I really enjoyed. Give the demo a try. This one is different. Oh! Also, for the Mac, the system requirements specified OS 10.4, but it worked perfectly with 10.11.6. It filled my large screen 16:9 ratio monitor with no black bars, and all game functions worked properly.
Review based on: 30 minutes of demo Overall rating: ✭ What my rating means: You should play an Elephant game from five years ago instead.
SHORT & SWEET SUMMARY REVIEW There’s an indentation. Find the shaped key that fits it. Open the drawer/cabinet/box. Read the note there and take the item. Repeat. Just for variety, every so often play an unHidden Object scene or puzzle suitable for children. Swear at the endless banners that pop up for literally everything.
More details on the specific elements of the game below the fold… ———————————————————— STORYLINE Yet another member of the inept Gray family has gotten himself into trouble. Naturally, it’s left to Anna Gray, the only family member with a brain, to save the day. Her ability to travel to the past is a huge help, as is the ghostly skull of her father, since he can manifest needed objects and unneeded advice. Anna’s nephew, apparently, chased off after the lady in white, an apparition haunting his boarding school. I’m sure Anna will find him, as well as lay to rest the troubled spirit. After that, she should put in for an extended vacation…without Richard.
GAMEPLAY Most of the gameplay involved finding those dreaded shaped keys to fit their matching indentations. Other gameplay included finding normal keys for locks, clues for combination locks, tools for fixing or dismantling items, and reading endless notes. Boring.
In the half hour I played, I encountered six puzzles, but only three HO scenes. The HO scenes were extremely basic presentations—interactive list, silhouettes, and replace objects in the storybook—and were today’s unHidden Object scenes.
The puzzles were all much too easy for a game marketed to adults. • Jigsaw - Restore the drawing, torn into 5-6 pieces. THROWAWAY • Slide Lock - Slide all the interlocking dowels into their corresponding holes. EASY • Combo Lock - Turn the dial to the correct numbers, copying the clue. THROWAWAY • Match Game - Move the tokens clockwise along the paths to their matching spots. EASY • Crossbow - Click to aim when the horizontal and vertical lines are in the green target zones. THROWAWAY • Symbol Match - Light up all circles around the rim by rotating the concentric circles to line up matching symbols. EASY
DESIGN Banners. Banners everywhere. You finished a task. You have a new task. You found a morphing object. You found an emblem. You found an inventory item. Are you sure you want to quit? OMG…yes!
PRODUCTION The graphics and animation were not of Elephant’s usual high quality, but a mish-mash of beautifully-rendered objects and scenes in close-up, featureless painterly backgrounds, and cartoon-like characters that were poorly animated. The odd combination lent a jarring note to the presentation. What voiceovers there were were mediocre, and each of the five soundtracks was quite repetitive.
EXTRAS Bonus chapter, performance achievements, strategy guide. Collectible morphing objects were done well, but collectible emblems were easy to spot. Replay HO scenes and puzzles, and explore the “secret room” and the “archives.” The portfolio includes wallpapers, screensavers, concept art, and downloadable soundtracks.
CONCLUSION No. Obviously. This is the thirteenth iteration of this storyline, and the gameplay is the same as every other game from this dev in the past three years. Their older games are much better.