LunaNik's Profile
 
 
 
Stat Summary
 
  • Average Rating:
    2.8
  • Helpful Votes:
    12,435
 
  • Reviews Submitted:
    670
  • First Review:
    November 2, 2012
  • Most Recent Review:
    August 19, 2020
  • Featured reviews
    0
 
 
Status:
 
 
LunaNik's Review History
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Overall rating 
It was OK.
3 / 5
5 of 9 found this review helpful
Love the story. Game mechanics are clunky. Gameplay is too easy.
PostedJune 12, 2017
Customer avatar
LunaNik
fromMore stories like this one, please!
Skill Level:Expert
Fun Factor 
Poor
2 / 5
Visual/Sound Quality 
Good
4 / 5
Level of Challenge 
Poor
2 / 5
Storyline 
Good
4 / 5
Review based on: 45 minutes of demo
Overall rating: ✭✭✭
What my rating means: It needs some work, but the storyline is terrific.
SHORT & SWEET SUMMARY REVIEW
Promising sci-fi storyline with beautiful graphics weighed down by cumbersome game mechanics and simplistic gameplay.
More details on the specific elements of the game below the fold…
————————————————————
STORYLINE ANALYSIS
Hope Blue returns to the domed underwater city of Pearl to discover her scientist father, Michael Blue, has gone missing under suspicious circumstances related to his work. A message from her father instructs her to find and hide his documents, and begs her to not try and find him. Naturally, Hope ignores the latter. But how will she know who she can trust?
While the storyline involves yet another relative gone missing, its setting and choice of heroine differentiates it from the typical iteration of this theme. Hope Blue is an intelligent, resourceful, and determined young girl. And the fictional world of the story is a gloriously steampunk future where advanced technology intersects with Victorian aesthetics.
GAMEPLAY ANALYSIS
The adventure portion of the gameplay was fantastic, as the player was left free to explore the environment without excessive handholding. It surprised me how much we’ve come to rely on automatically closing zoom boxes and such, and how refreshing it was to have to rely instead on brainpower.
The HO scenes were few and far between and were all word lists with multiples, with or without interactions. One scene was in a darkened room using a flashlight. There were some quite bad translations that interfered with gameplay. For example, “pine” turned out to be a pinecone, and “micro” ended up being a microphone.
There were tons of puzzles. Sadly, most were the kind we’ve seen a million times: find the differences, Simon Says, the dreaded Towers of Hanoi, untangle the ropes, and matching pairs. One that was innovative, and my favorite, presented a selection of objets d’art and several screens of shelving. The idea was to place the items on the shelves based on the “footprints” the item would make, moving between shelves as necessary. Another interesting and original puzzle required moving objects aside to find the items necessary to make a cup of coffee, although shoddy game mechanics made this puzzle frustrating.
GAME DESIGN & MECHANICS
Here’s where this game was problematic. Allegedly, the cursor changed when mousing over areas of interest…but it didn’t always work. Nor did the black bar text always provide the correct information. At one point, out of frustration, I clicked on a chest of drawers only to be told, “These cabinets are empty.” Except they weren’t. One drawer contained a needed item.
I found it cumbersome having to click the “X” to close zoom boxes, since that hasn’t been the standard for years now. We’re all used to just clicking outside the zoom box. Lastly, while I wasn’t bothered by the lack of a jump map, navigation was not intuitive. You could navigate “back” to a brand new area you’d never visited, as I discovered purely by accident.
PRODUCTION
I thought the graphics, animation, and music were all well done, even though they weren’t the movie-quality production that some devs present. The palette was lovely, and the scenery was imaginative. Voiceovers were a little stiff, and this dev could use a good translator.
CONCLUSION
I hesitate to pan this game, because I think the storyline was interesting and engaging, and the production was decent. But this dev does need to work on better game mechanics and increasing the challenge level of gameplay. It’s not for me, but I do suggest you try the demo.
+1point
5of 9voted this as helpful.
 
This may be the Amazing Garibaldi Brothers’ final performance!
 
Overall rating 
Hated it.
1 / 5
20 of 31 found this review helpful
The “sleight” is labeling this as a game.
PostedJune 10, 2017
Customer avatar
LunaNik
fromMy kingdom for a well-written storyline and challenging gameplay.
Skill Level:Expert
Fun Factor 
Awful
1 / 5
Visual/Sound Quality 
OK
3 / 5
Level of Challenge 
Awful
1 / 5
Storyline 
Awful
1 / 5
Review based on: 36 minutes of demo
Overall rating: ✭
What my rating means: This is an interactive story with minimal gameplay.
STORYLINE ANALYSIS
For a murder mystery, this moved at the pace comparable to continental drift. Fully half my time was spent watching cutscenes and navigating through conversations, yet nothing about the characters was memorable, and the plot was thin on the ground. The complete lack of affect in reaction to the murder in both voiceovers and facial expressions was unbelievable. It was impossible to become engaged in this storyline, because everything about it was one-dimensional.
GAMEPLAY ANALYSIS
Mostly, the gameplay seemed like an after thought, rather than the actual purpose of the whole thing. There was quite a lot of the typical running around the map finding and using shaped keys. Really, this device is outdated and not at all believable. When a key for Person A’s belongings is inexplicably locked inside Person B’s belongings, it makes no sense.
HO scenes included the Dead Reckoning clue-gathering type in which you’re given categories of clues to find, silhouette find-and-use, find capitalized words in the narrative, straight list, and more. But none of the objects are hidden, as usual. And the alternative is Bubble Shooter…yawn. Puzzles were presented creatively, but ridiculously easy.
• Stack three cubes in the correct order by moving them down the stepped levels.
• Loosen all the belts on the straight-jacket by clicking the buckles. You can click each buckle more than once, but can’t move between buckles if the belt there is already loose.
PRODUCTION
Not up to Eipix’s usual standards. The graphics had an unfinished, smooth appearance to them with none of the thoughtful details that usually characterize an Eipix game. Animation of NPCs was of the stop motion variety…each character stuttered across the screen from starting point to destination in a series of stills at a low frame rate.
EXTRAS
Bonus chapter, strategy guide, performance achievements. Replay HO scenes, puzzles, and bubble shooter. Collectible rabbits which are all exactly the same and exceedingly easy to spot. Revisit each game scene to collect a souvenir. And the dev’s portfolio of wallpapers, concept art, videos, and music.
CONCLUSION
Although I love a good murder mystery, I’ve not been a fan of this series. However, this episode doesn’t even qualify as a game, in my opinion. If you love both well-written mysteries and challenging games, play the Nancy Drew series.
I don't recommend this game.
+9points
20of 31voted this as helpful.
 
The flutist returns to Hamelin, but he’s back for revenge!
 
Overall rating 
Hated it.
1 / 5
30 of 42 found this review helpful
League of Shaped Keys & Casual Game Clichés
PostedJune 8, 2017
Customer avatar
LunaNik
fromWhat DON'T we want? Shaped keys. When DON'T we want them? NOW!
Skill Level:Expert
Fun Factor 
Awful
1 / 5
Visual/Sound Quality 
Excellent
5 / 5
Level of Challenge 
Awful
1 / 5
Storyline 
Awful
1 / 5
STORYLINE ANALYSIS
Edge of Justice is yet another “person wronged in life who returns from the dead for revenge” storyline, this time twisted from a well-known children’s fairy tale. This plot theme has been used in HOPAs time and time again, mostly in thinly developed storylines like this one where the set-up is contrived. This theme CAN be evoked effectively, and several devs have done so. (See my recommendations at the end of this review.)
GAMEPLAY ANALYSIS
A quick scan of the first scene told me that gameplay would be tedious, because I immediately saw no less than four shaped indentations waiting for matching medallions, amulets, bas reliefs, etc. Indeed, that first scene was an omen of things to come, since every subsequent scene followed suit, and most of my time was spent finding and using these shaped keys. No, no, no.
I found myself able to predict what obstacles I would encounter, and was correct about the cobwebs needing a broom, the fire needing a container of water, the items that had fallen into a drain or a crack in the floor, the nailed-on boards needing a crowbar, the items too high for me to reach, the broken ladder…all the standard clichés. No missing zipper pull, at least during the demo. That’ll probably show up later.
All the innovation in the HO scenes was used up in presenting them creatively, but none was used to actually hide the objects. Could someone please explain to ALL devs that the basic concept of a “hidden object scene” is that the objects are hidden from view? I’m not sure why that isn’t blatantly obvious.
The puzzles were all retreads we’ve seen infinite times, and all easy enough for children. Several involved merely copying the clue that was right in front of me. One had me solving obvious riddles, then restoring a 6-piece jigsaw. Another required me to choose the attributes of three mythical monsters. No challenge at all.
CONCLUSION
I can’t recommend a game when its only redeeming feature is the production. Sure, I love great graphics as much as the next gamer, but that’s not enough to save a game from sinking when its storyline is idiotic and its gameplay is childish and boring. And I’m disappointed, too, as this series started out so well. I still replay Dark Omens, Wicked Harvest, and Silent Mountain, and still recommend them.
If you like the “vengeance of the dead” plot theme, these games told a much better story:
• Chimaeras: Tune of Revenge
• Margrave: The Curse of the Severed Heart
• Fright
• Cadenza: Music, Betrayal, and Death
I don't recommend this game.
+18points
30of 42voted this as helpful.
 
Overall rating 
Disliked it.
2 / 5
22 of 28 found this review helpful
2½✭ Some improvement in offering more challenging puzzles. Otherwise, it's an Elephant game.
PostedJune 4, 2017
Customer avatar
LunaNik
fromWhat part of "hidden" do devs not understand?
Skill Level:Expert
Fun Factor 
Poor
2 / 5
Visual/Sound Quality 
Good
4 / 5
Level of Challenge 
OK
3 / 5
Storyline 
Poor
2 / 5
Review based on: full demo
Overall rating: ✭✭½
What my rating means: The puzzles were better, but the HO scenes had no hidden objects, gameplay had too many shaped keys, and the storyline didn’t engage.
The Surface series is neatly divided into two sections. The first four episodes have well-developed, compelling storylines that explore hidden worlds existing alongside what we consider “the real world.” The subsequent six episodes faltered, either failing to fit the theme of the series, or just not being well-written stories. Strings of Fate, unfortunately, belongs in the latter group.
The storyline mainly consisted of long periods of tedium which provided the player with no motivation to continue, punctuated infrequently with brief moments of excitement. The gratuitous jump scares made this feel even less like a Surface game, and more like last week’s Haunted Hotel episode. The idea that memories fade in this place should generate both visceral horror and a sense that time is of the essence, but the pace of the storyline and gameplay failed to evoke either. I honestly kept losing interest.
Other than the HO scenes and puzzles, gameplay was typical pachyderm fare: running back and forth finding and using a thousand amulets, medallions, and bas reliefs—all hidden in places that made no sense—and completing a bunch of nonsensical tasks involving randomly placed items. The demo had only three HO scenes; none included hidden objects.
• Straight list with no interactions, then unscrew six hex nuts, then two senseless tasks: randomly guessing the order in which to disable alarms and disconnect wires.
• Silhouette list.
• Find symbols to navigate the maze. Some are hidden behind rather obviously placed items in the scene.
The puzzles presented more variety in level of challenge than usual, but still skewed toward exceedingly easy.
• Constellation (difficult) - There’s an array of dots, four pairs of colored lights, and move/rotate controls for each pair of lights. Move/rotate the light pairs until you’ve successfully placed all of them on the array and they form a constellation. There are multiple places where each light pair fits, but only one solution.
• Guards (medium) - Select from three paths, then time your crossing to avoid the patrolling guards. Three levels of increasing difficulty.
• Ritual (medium) - Replicate the pattern by drawing lines between the dots without going over any line more than once.
• Many Card Monte (medium) - Keep your eye on the ice tile while multiple tiles move around the board. When they stop, correctly point out the ice tile. Three levels of increasing speed and complexity.
• Narrative (easy) - Return the items to the scene.
• Sudoku (easy) - Swap the figurines so that like figurines are not in the same row, column, or diagonal.
• Circles (easy) - Match the token halves in the center spot in the correct order.
• Jigsaw (easy) - Restore the image by rotating the three circles; one may affect others.
• Puppets (easy) - Move the posable figures to match the given clue.
Had the storyline been more engaging, I might consider the SE version with a PCC, but I felt it wasn’t going anywhere, and my attention kept wandering. I did appreciate the fact that the level of challenge was stepped up in the puzzles, but the HO scenes were still throwaways, and gameplay was still a lot of back and forth silliness. It’s an improvement, but not enough.
+16points
22of 28voted this as helpful.
 
Overall rating 
Disliked it.
2 / 5
36 of 58 found this review helpful
That wasn't Oz, but escaping will be ridiculously easy.
PostedJune 1, 2017
Customer avatar
LunaNik
from...in a ficton where puzzles are challenging and objects are hidden.
Skill Level:Expert
Fun Factor 
Awful
1 / 5
Visual/Sound Quality 
Good
4 / 5
Level of Challenge 
Awful
1 / 5
Storyline 
Poor
2 / 5
Review based on: full demo
Overall rating: ✭✭
What my rating means: Children or beginners might like it.
STORYLINE ANALYSIS
This episode of the Bridge to Another World series follows in the footsteps of the last episode, Alice in Shadowland. Then, we had a “real world” Alice whisked off to a wonderfully twisted version of Wonderland to join the rebellion against the Queen of Hearts. Escape from Oz replicates that formula with a “real world” Dorothy whisked off, via tornado, to a twisted version of Oz. Unfortunately, the plot wasn’t nearly as engaging, mainly because its elements weren’t clearly defined and it deviated too far from canon, adding characters not in the L. Frank Baum original, and radically changing the roles of the characters that were.
GAMEPLAY ANALYSIS
Overall, gameplay was far too easy and fairly repetitive. In the HO scenes, all the objects were in plain view, except for the interactive ones, and there were only three types: interactive list, find all of one item, and find all in one category.
There were tons of puzzles, but none presented the least bit of challenge, and none were original.
• Repeating - find the differences to activate the magic glasses.
• Slider - slide the tiles around to situation the cracked ones over Toto, allowing him to escape.
• Compass - slide the directional tokens along the lines to restore the compass.
• Travel - use the number tokens to plan a journey that avoids the tornados.
• Jigsaw - fill the puzzle with its triangular pieces, matching the images on the edges.
• Diorama - use the pieces to restore the diorama, using the compass to switch among the four available scenes.
• Witness - recreate the scarecrow’s body and face by choosing from available options.
• Tracker - match the four footprints to their owners.
Other than that, there was quite a bit of running around within limited two to three scene areas, discovering the usual obstacles, finding their solutions, and implementing them. You know the drill: indentation awaiting shaped key, sewn up pillow needing a knife, haystack requiring a magnet, and so on. Yawn.
PRODUCTION
Graphics and animation were done well with quite a bit of attention to detail, and lots of inconsequential items with which you could interact. Personally, I find that rather annoying, but some people might like it, feeling it adds realism. I wish it had been more obvious that we were in Oz. Alice in Shadowland did a great job using story elements in the artwork, and that was missing here. I mean, if we’re in “West Oz,” that’s Winkie country; it should have been overwhelmingly yellow.
Music was varied and appropriate, though I think there should have been more than just six soundtracks. Voiceovers were ok, although Dorothy’s voice lacked appropriate affect. She showed more concern for Toto than for her own children.
EXTRAS
Bonus chapter, strategy guide, performance achievements. Collect coins so you can trick out Toto’s pad and buy him funny hats. I’m pretty sure we all agreed we hated this trend. Replay HO scenes and puzzles. Peruse the dev’s portfolio of wallpapers, screensavers, concept art, movies, and soundtracks.
CONCLUSION
Children and rank beginners to the genre might find this enjoyable, but expert gamers will be bored by the simplistic gameplay. The storyline didn’t really seem to be going anywhere definitive, and it failed to engage me. The previous episode did a much better job motivating and drawing in the player, as well as playing to the fictional theme, artistically-speaking.
+14points
36of 58voted this as helpful.
 
Overall rating 
Hated it.
1 / 5
29 of 38 found this review helpful
It’s a beautifully-wrapped present, but there’s nothing inside.
PostedMay 30, 2017
Customer avatar
LunaNik
fromWishing for Nancy Drew CEs so I could replay puzzles that are actually challenging.
Skill Level:Expert
Fun Factor 
Awful
1 / 5
Visual/Sound Quality 
Excellent
5 / 5
Level of Challenge 
Awful
1 / 5
Storyline 
Awful
1 / 5
Review based on: full demo
I don’t think I played the same game. Mine had spectacular graphics and animation, but no scenes in which the objects were hidden, no puzzles that would challenge anyone over the age of ten, and a storyline filled with characters who had no idea how to adult.
If your mother and sister had gone missing two decades earlier, and you received a letter from your mom that included the location, would you head off to play hero by yourself, knowing the kidnapper was smart and resourceful enough to have held two people captive for twenty years? Even if you did, when the concierge insisted you sign the contract, given its terms, would you have been gullible enough to sign?
So, I’m supposed to believe that my character is stupid enough to do the above, yet somehow smart enough to outwit the villain. Yeah, ok.
Even if I’d been able to suspend my disbelief to go along with the storyline, gameplay was insipid too. I collected legions of shaped keys for matching indentations, criss-crossed the map back and forth completing a laundry list of silly tasks, solved puzzles that would bore a child, and completed HO scenes where all the objects were in plain view. Sure, the graphics and animation were spectacular. But this is a game. It's supposed to be challenging and fun, not simplistic and boring.
Jump scares can be an effective tactic, but not when they occur every other minute. Besides, the real creepiness was the oddness in the background: the child peeking through the keyhole that served as the hint button, the ent-like creature casually sauntering through the woods, the giant spider crawling up the side of the scene. That's where the goosebumps were, not in the calculated, gratuitous ghosts and skulls popping out at you.
I truly wish Elephant would put as much time and attention into the storyline and gameplay as they do into the graphics and animation. As it is, this game offers the exact same gameplay as every other Elephant game in the last few years.
I don't recommend this game.
+20points
29of 38voted this as helpful.
 
What will you do when a fairy tale curse shows up on your doorstep?
 
Overall rating 
It was OK.
3 / 5
5 of 11 found this review helpful
Rating: both ✭ and ✭✭✭✭ — please see my review.
PostedMay 28, 2017
Customer avatar
LunaNik
fromLazing on a Sunday afternoon.
Skill Level:Expert
Fun Factor 
Awful
1 / 5
Visual/Sound Quality 
Excellent
5 / 5
Level of Challenge 
Awful
1 / 5
Storyline 
OK
3 / 5
Review based on: 45 minutes of demo
Overall rating: ✭ from an adult’s perspective
What my rating means: Neither storyline nor gameplay are targeted to adults.
However…
Overall rating: ✭✭✭✭ from the perspective of an 8-10yo child
What my rating means: Could have been a five-star children’s game if the player character was a child, and the player was allowed to choose boy or girl.
SHORT & SWEET SUMMARY REVIEW
Saccharine fairy tale intersects with the real world when a folklore professor must become Spectra’s guardian to save both worlds from a corrupted queen. Complete with mythical creatures, both adorable and mildly frightening. All gameplay is extremely easy (but not appreciably easier than games that get five stars). This is perfect for children, but adults will be bored…even adults, like me, who love fantasy.
More details on the specific elements of the game below the fold…
————————————————————
STORYLINE
Your grandmother told you stories about the world of Spectra when you were a child. Now you’re an adult with a family and a career as a professor of folklore. Though you respect legends, you don’t believe them…until you suddenly become part of one. It turns out that Spectra is real, and you must be its next Guardian. Something has corrupted Spectra’s queen, Bella, and you must stop her before she irrevocably damages both Spectra and the real world.
GAMEPLAY
Interact with the denizens of Spectra, solving their problems and getting information from them. Find and read journals, books, and letters. Overcome Bella’s corruption of the land via the eye orbs. Pass the Guardian initiation test.
HO scenes were all unhidden object scenes in various presentations, including interactive list followed by a simple puzzle, highlighted words in the narrative, and find and return storybook style. Alternately, you can solve a jigsaw puzzle. Puzzles were extremely easy, including several versions of copying the given clue, Simon Says, basic color mixing, and storyline trivia.
DESIGN
The “go back” hotspot is a tad small. Children might be overwhelmed with too many extras between the various types of collectibles and the crystals for the history tower, on top of the general gameplay.
PRODUCTION
Lovely graphics and animation that were crisp and clear on my widescreen monitor. The palette was not overly saturated, but fairly realistic. Textures were beautiful in close-up. With 28 different soundtracks, the music never becomes repetitive. And voiceovers are done well.
EXTRAS
Bonus chapter, performance achievements, and strategy guide. Collectible crystals to rid the history tower of eye orbs. Collectible mythical beasts and feathers. And the developer’s portfolio which includes wallpapers, screensavers, movies, concept art, and soundtracks. You cannot replay HO scenes or puzzles, which should be standard for all CEs.
CONCLUSION
The gameplay, like most HOPAs these days, is for children. This time, the storyline is also for children. So as a game for adults, I can’t recommend it. But I would rate it as a 4-star game for the 8-10 age group.
-1point
5of 11voted this as helpful.
 
Overall rating 
It was OK.
3 / 5
16 of 17 found this review helpful
The main game is great, but I wish I waited for the SE.
PostedMay 28, 2017
Customer avatar
LunaNik
fromLazing on a Sunday afternoon.
Skill Level:Expert
Fun Factor 
Good
4 / 5
Visual/Sound Quality 
Good
4 / 5
Level of Challenge 
Good
4 / 5
Storyline 
Good
4 / 5
Review based on: completed game + bonus chapter + extras
Overall rating: ✭✭✭✭ for the main game only. My ✭✭✭ rating is specifically for the CE version, because:
• the bonus game was short,
• you couldn't replay the HO scenes, and,
• all 8 soundtracks were exactly the same as the 8 soundtracks from the first episode, Born of Fire.
SHORT & SWEET SUMMARY REVIEW
I’m always happy to see a new game from Five-BN. Their storylines are always engaging, and they consistently offer a terrific variety of gameplay. The post-apocalyptic setting of Darkness and Flame offers nearly infinite possibilities, especially with Alice’s firebird. And this dev has presented both world and story quite imaginatively. I only wish they had offered new music with this episode, and made more effort in the bonus chapter.
More details on the specific elements of the game below the fold…
————————————————————
STORYLINE
Alice and her Uncle Colin have arrived safely in the Forbidden City and been granted sanctuary by the Sacuum, the tribe that lives there. But Colin has begun having nightmares, and begins to realize that his past is a blank. So he and Alice set off for a temple hidden in the mountains, chasing a legendary stone that will heal all ailments. Along the way, they meet new allies and face new enemies, including the Dark Knight, who hasn’t given up on subjugating the people to the Darkness.
EXPLORATION
Since it’s a post-apocalyptic world, most of it’s abandoned and decayed, so you’ll need to forage and MacGyver tools and supplies. Fortunately, most of the denizens are friendly, helpful, and more than happy to share what they have. Initially, you find a box with a complicated lock, the pieces for which you’ll find periodically; each initiates a brief puzzle.
HIDDEN OBJECT SCENES
These are mostly silhouette lists that require you to find and use objects in the scene sequentially, and they take considerably longer than any other type. There are also a few where you find 15 of the same object, a couple where you must find all pictured items within 60 seconds, and one find and replace.
PUZZLES
These range from “not really a puzzle” to quite challenging, and many are original. My favorites ones:
• Choose from the directions available to direct light through every chip on the grid. Periodically, crystals of varying lengths will move into the grid, blocking your path, so it’ll take a few tries, as well as remembering which moves trigger the crystals.
• Rotate the fragments to create a continuous chain lighting up all the mushrooms.
• A Match-3 that required moving three keys amongst the gems to three chests.
• Choose from the directions available to move the token and fill all cells in the honeycomb.
I would have preferred fewer jigsaw puzzles, copying the given clue, and random guessing.
DESIGN
Well-designed inventory panel; the arrows moved to the beginning and end of your items, rather than one item at a time. The map was divided into sections, and the section titles also showed available actions, collectibles, and morphing objects.
PRODUCTION
Stunning cutscene animation and excellent poser work, right down to the facial expressions and blinking of eyes. Backgrounds had beautiful depth of field and lovely natural light. Items close-up were intricately detailed.
The music consists of the same eight soundtracks as the first episode, so I have to subtract for reusing an entire soundtrack in a “new” game. Voiceovers are about half extremely well-done, and half woodenly read off the script by untalented amateurs with no affect whatsoever.
EXTRAS
In the bonus chapter, take the role of Steve and help a nearby community fight a deadly monster. Replay puzzles, but not HO scenes. Earn performance achievements and use the strategy guide. Collect six categories of collectibles to earn extra puzzles, and morphing objects to earn a bunch of brand new puzzles. Check out the developer’s portfolio including wallpapers, concept art, movies, and downloadable soundtracks.
CONCLUSION
To be honest, unless you absolutely love collectibles, I’d wait for the SE. The bonus chapter wasn’t really that long, and the soundtracks are repeats from the first episode, so I don’t feel it’s worth double the price. But the main game is good, with a compelling storyline and enjoyable gameplay.
+15points
16of 17voted this as helpful.
 
Overall rating 
It was OK.
3 / 5
18 of 25 found this review helpful
A step forward for Eipix, but they need to take a few more steps.
PostedMay 28, 2017
Customer avatar
LunaNik
fromLazing on a Sunday afternoon.
Skill Level:Expert
Fun Factor 
OK
3 / 5
Visual/Sound Quality 
Excellent
5 / 5
Level of Challenge 
Poor
2 / 5
Storyline 
OK
3 / 5
Review based on: full demo
Overall rating: ✭✭✭
What my rating means: I’m on the fence.
The demo of “Saga of the Nine Worlds: The Gathering” showed Eipix paying more attention to gameplay quality than previous releases, which mostly offered the same puzzles over and over again and HO scenes with objects in plain sight. The level of challenge still skews overwhelming toward “easy enough for a child,” but there’s improvement in several areas.
STORYLINE ANALYSIS
The story began with several action sequences in quick succession—the dragon attacking Midgard, sailing to battle, defending the princess, meeting the gods—then fizzled out into a series of mini-quests that lacked emotional motivation, mainly because several story threads were cut loose without explanation, while several more were introduced without affect or realism.
In the first instance, the dragon disappears, failing to further menace us on our quest for companions. We don’t learn what happened to the princess or the people of Midgard. In the second instance, our quest for companions is alleged to be fraught with danger, yet we’re barely threatened. The Seer’s spirits ignore us, even when we walk through them. The Huntress’ boar just stands there and looks menacing. And it’s unclear what the danger was in the Skald’s location; perhaps it left due to boredom. And no explanation is given for why the village was (obviously recently) abandoned, yet we’re not alarmed by the population’s disappearance. (Frankly, I’m guessing it had more to do with not wanting to animate a dozen relatively unimportant NPCs than with the story.)
Some reviewers say the pace increases after the demo. If so, the demo should have been configured to end subsequent to an action sequence, because this demo left the impression of a slow-paced game with a poorly-developed storyline, and no real motivation to continue the quest.
GAMEPLAY ANALYSIS
Eipix offered a number of new and innovative additions to gameplay, including the following:
• The ability to try using inventory items that might work in a given situation, even if the choice was wrong. Instead of hearing that “nope!” game sound and getting a black bar reading, “That won’t work,” there was an animation of me attempting to use the item and being unsuccessful. I don’t believe any dev has ever done this, and it’s excellent! Much more true to life.
• Two HO scenes that were actually hidden object scenes. In the first, I had to navigate a ship through a scene obliterated by fog to find the words in the narrative. All objects were constantly hidden unless I sailed near them. In the second, I was presented with a triptych mosaic, an interactive list, and a lyre. Plucking the lyre’s three strings changed out the panels of the triptych. Quite creative, and the objects were well-integrated.
• A clue-gathering puzzle that required me to be observant to find all its relevant symbols. The slate in my inventory that noted the symbols did NOT automatically pop up when a symbol was onscreen, but only AFTER I’d found and clicked on the symbol. More, please! Make me pay attention to the world you’ve created! Don’t force my attention to the clues; let me find them!
• A logic puzzle where I had to plan a strategy to defeat the boar by choosing from available images to complete a series of rebuses. Initially, the set up for this puzzle was a bit confusing, but then it became obvious that I was scanning the environment for things I could use in my plan. I loved this, because it actually resembled something you might do in real life.
• A puzzle requiring spatial perception; its elements included an outline on a wall, hooks hanging here and there, and a number of crystals. I had to choose where to hang each crystal so the light streaming through them filled in the outline. Very Indiana Jones, and a quite lovely puzzle all around.
Had all gameplay been of this quality, I’d recommend it, hoping the pace of the storyline would pick up. Unfortunately, Eipix did rely on a lot of its tired game devices: the multiple indentations awaiting shaped keys, HO scenes with all objects in plain sight, and puzzles a child could solve. Many of the puzzles were variations on simple pattern matching. One required just swapping tokens until all were in their correct places, but there were no real obstacles to surmount. Another merely required the ability to count to six, while yet another had you memorizing three simple images.
DESIGN AND PRODUCTION
I loved the option to turn off the banners, but wish it had worked for ALL banners. There were still huge, slow banners every time I found an inventory item. Also, I felt that the slide-in conversation panels, while graphically-impressive, only served to slow the game down further. Storyline should be conveyed via gameplay as much as possible, rather than making a game cutscene and conversation heavy.
Also, I think some backstory should have been included at the beginning for folks who are unfamiliar with Norse mythology. If I hadn't known that "All Father" referred to Odin, mightiest of Norse gods, and wasn't familiar with his myths, the drowning and boat scenes would have made no sense to me. Knowing the symbolism gives me a heads up.
Huge props for the graphics, animation, and music. Take the time to look around whenever you zoom in anywhere, because you'll see Eipix's amazing attention to detail in both textures and the inclusion of tiny creatures and particulate matter. Honestly, no one tops them for "creating worlds." The music was quite beautiful, included plenty of variation, and perfectly set the tone for the game theme. Voiceovers were professional.
CONCLUSION
I'm really on the fence. On the one hand, it's obvious that Eipix has moved past its usual, formulaic, cookie cutter game with this series. There's a lot that innovative. On the other hand, storyline and gameplay are what make a game; the storyline got a bit sidetracked and the majority of the gameplay was simplistic. Yes, there are a lot of five-star reviews...but every game gets those, so that's not helpful. I guess my recommendation is to try the demo, but I think I'll wait to see a more detailed review from someone who's completed the game.
+11points
18of 25voted this as helpful.
 
 Ruby Maze Adventure 2
Ruby Maze Adventure 2
Help Ruby to navigate ancient mazes and discover lost treasure
 
Overall rating 
Liked it!
4 / 5
13 of 15 found this review helpful
I Thoth it was adorable & fun!
PostedMay 22, 2017
Customer avatar
LunaNik
fromI'm glad we're seeing a variety of new games. It gives me hope.
Skill Level:Expert
Favorite Genre(s):Adventure, Brain Teaser, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor 
Good
4 / 5
Visual/Sound Quality 
Good
4 / 5
Level of Challenge 
Good
4 / 5
Review based on: full demo
Overall rating: ✭✭✭✭
What my rating means: This game is totally worth the Game Club price.
SHORT & SWEET SUMMARY REVIEW
This isometric arcade game is cute as a button, yet well-designed with levels that increase in difficulty gradually enough to be enjoyable for children and beginners to the genre. Wind your way through complex mazes, collecting goodies and avoiding pitfalls, toward the ultimate goal for each chapter.
More details on the specific elements of the game below the fold…
————————————————————
GAMEPLAY
Goal of each chapter…to unlock the pyramid’s treasure. The first chapter’s treasure is the Book of Thoth, and its lock requires a number of diamonds which are hidden throughout the pyramid.
Items to collect…gold coins and gemstones. Both are floating in the maze passages, stacked on pillars, and in the elevator shafts. Further on, there will be other things to find and collect to assemble and open locks.
Items to avoid…trap doors. The golden ones open and close automatically at a set rate. The brown ones open just after you travel over them. If you fall, you’ll lose some coins.
Special items…elevators and question marks. Elevators are either blue or yellow. Blue ones lead to other levels; yellow ones lead to the level’s goal. Question marks cause changes to occur in the maze. Walls might spring up or disappear. New areas might become available. You never know what might happen.
DESIGN
Controls - Arrow keys or WASD to move, mouse to interact with puzzles and collect coins and gems in the elevator shafts. Information icons keep track of your progress. You can choose graphics resolution and quality, and whether to have the sound on or off.
PRODUCTION
Crisp, dimensional graphics are pleasing to the eye without being distracting. There’s a short cutscene each time you achieve a minor or major goal. Music is subtle and mainly during each chapter’s introductory scene. Game sounds are arcade-like, although I did find that the footsteps became a bit annoying.
CONCLUSION
Ruby Maze is a fun game that would be terrific for kids, families, arcade game fans, and anyone who fondly remembers Nintendo. The gradually increasing difficulty makes it less repetitive than it initially seems to be. I recommend it!
I recommend this game!
+11points
13of 15voted this as helpful.
 
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