OVERVIEW Based on the screenshots, I had a sneaking suspicion that Jane was back for another adventure, after having saved both Mike and the world in the Invasion series (Lost in Time and Doomed). And I was delighted to see my suspicion confirmed, knowing I was in for a long game full of original puzzles.
STORYLINE (8/10✭) Jane’s Aunt Miranda has begun disappearing from family photos, so she takes Mike along to Miranda’s house, even though he already doesn’t even remember that Jane has an aunt. Sure enough, Aunt Miranda has gone missing, having unwisely toyed with a time portal. Fortunately, she left behind spare technology allowing Jane and Mike, time-traveling pros, to follow her.
Unfortunately, they overshoot their destination and end up in 15th Century Italy where they mistakenly leave a physics textbook in the hands of Leonardo Davinci. When they return to the present, it is unrecognizable. Now, their task is twofold: Rescue Aunt Miranda, whenever and wherever she is, and restore the continuum. Good thing neither one of them accidentally killed their great-to-the-nth-power-grandfather!
GAMEPLAY (12/15✭) Wave of Time is a fairly standard, if puzzle-heavy, HOPA. Adventure mode finds you MacGyvering your way through and around obstacles, problem solving, and working through the story. HOPAs come in three flavors: • Find the “keys” to the three list panels, then find the items on the interactive list. Most of these include a puzzle of some kind. • Find all items in a particular category. • Find the items that don’t belong in the image.
Puzzles and mini-games abound and most are original. They vary in difficulty from fairly simple to quite complex. I encountered 15 during the demo! I’ll just describe a few of them: • Clear the board by matching pairs of cards that are adjacent horizontally, vertically, or diagonally. Some of the cards on the board shuffle after every move, and you have three shuffles to use if you run out of matches. Plan well! • Swap the numbers to make all five equations true. The sums and mathematical signs cannot be swapped. • Clear the pool table of all balls except one. You can shoot any ball at any other ball that is in the same row horizontally or vertically. Plan carefully so you don’t run out of moves. • On a grid of red and green squares, click between two squares to flip both. Make all the squares green.
INTERFACE (4/5✭) The interface is minimalist, but functional. I actually liked that it wasn’t crowded with a bazillion different clickable spots. The map indicates available actions and transports, and there’s a journal. My only complaint is that, on some screens, the “go back” hotspot was a bit twitchy.
LOGIC (5/5✭) Refreshingly, all the usual deviations from logic were nowhere to be found.
PRODUCTION (7/10✭) The graphics had ups and downs. For the most part, the background scenery was lovely, although the greenery was unnaturally oversaturated. Items in closeup were beautifully rendered. NPCs were drawn well, but not animated. For the most part, animation was confined to the puzzles. Even in the cutscenes, it was of the stop-motion variety.
I found the music somewhat repetitive and, at least in 15th Century Italy, inappropriate. Voiceovers were done well, but environmental sounds were just ok.
EXTRAS (no rating) If Wave of Time is like this dev’s other games, there will be extras even though it’s a Standard Edition. (I got so caught up playing that I forgot to look, but I do remember seeing a “mini-games” button on the main menu.)
CONCLUSION Overall Rating = 36✭ ÷ 9 = ✭✭✭✭ This is a definite purchase for me. Yes, I know there were some awkward translations, but none affected gameplay, so I’m not bothered by them. Wave of Time is chock full of gameplay; you literally run into something to do every step of the way. This one’s all thriller, no filler. I also recommend Invasion: Lost in Time and Invasion: Doomed by this same dev. Happy gaming!
This game includes such an epically huge failure, the one star I’m forced to give it is a naked singularity in the hopes that this game will be inexorably pulled in, never to be heard from again.
The repeating puzzle involving the Healing Kit? It requires you to correctly place 5 ingredients into 5 locations on the brewing station by randomly guessing. Here’s the problem:
THERE ARE 120 DIFFERENT COMBINATIONS. (5x4x3x2x1)
Let’s say it takes 2 seconds to place each item, and 5 seconds to press “play” and wait for the results, for a total of 15 seconds for each random guess. At minimum, it would take 30 minutes to make 120 random guesses…if you didn’t lose your sanity first. Oh, and how will you keep track of which combinations you’ve already guessed? That 30 minutes doesn’t allow for making a list, grid, or other organizational device. (Let’s see…did I try “mandrake root, snake poison, dead flower, weird berries, honey” yet?)
And even if you have a clue for the location of one item—let’s say it’s obvious that an item needs to be ground up—there are STILL 24 possible combinations for the remaining 4 items (4x3x2x1), which will take you 6 minutes to randomly guess (not counting making a list).
A “puzzle,” according to the OED, is “a game, toy, or problem designed to test ingenuity or knowledge.” Random guessing is not a puzzle; it is not a task that belongs in gaming, casual or otherwise. It tests nothing except your patience, and your speed and dexterity in finding the “uninstall” button.
After that, I feel it’s hardly worth noting that I encountered TWO cobweb-obscured items within a couple of minutes, and THREE places where I needed fire. Unfortunately, I had cavalierly discarded a feather duster, a box of matches, and a lighted torch and couldn’t retrieve them. It’s bad enough we see these same contrivances in each and every game, but it’s the height of laziness of the part of the dev to repeat the same obstacles not only within ONE game, but during the hour-long demo.
Lastly, Domini’s art team should stop basing their palette off a bag of Skittles. “Purple mountain majesties” isn’t meant to be taken literally. Nor is “Blue Moon.” And it’s not made of green cheese either. Step away from the computer and go outside, because that first screen shot is a Lisa Frank nightmare.
I’m not sure where to begin, and I certainly don’t understand the five-star ratings. This game was an all-around disaster.
The storyline was thinly developed and the plot twist, which showed up 32 minutes in, might as well have been advertised in neon, it was so obvious. Character development was lacking. The “heroine” was amazingly schooled in physics for someone so ridiculously gullible, and the “maestro” was an arrogant jerk.
Gameplay included quite a lot of shaped keys and irrational use of inventory items (I’m sure if I spin this top under that pallet, it’ll knock that piece of flint where I can reach it. And it’s too bad bird cages don’t have large, gaping holes in between the bars so I could just pull those pieces of paper out, instead of having to laboriously copy them onto a special device which was locked up.)
I hit two HO scenes. The first one’s “list” was made up of sketches so poorly drawn that half the items were unidentifiable. The second was two-level: find five of two different items, then use those to unlock the lists. If you have any difficulty with your eyesight, I strongly suggest you turn up your monitor’s brightness before playing, because there’s no gamma correction. I usually do, but forgot this time, and most scenes were too dark with not enough contrast.
Puzzles ranged from pressing four tiles in the correct order by randomly guessing to a quite clever, original one requiring musical notes to be swapped so they matched the notes on the staves both above and below them. There was also a “family tree” configuration with coats of arms that needed to be placed in the correct order, which was fairly obvious.
Eipix’s graphics seem to have gone downhill lately. Items in close-up were not as detailed as they used to be, and they’ve joined the repulsive fad of depicting light in eye-searing, unnatural colors. Given the era in which the game is set, those street lamps would have been gas lamps…and they range in color from highlighter yellow to an irradiated salmon pink. And everything else outside is blue.
Bottom line: If you’re going to develop story-driven games, learn how to write a story.
Evil Orbs is an adorable and well-designed physics-based arcade game. The orbs have deployed over the world’s cities and must be destroyed. Each multi-screen level represents one city which you must defend by popping all the orbs.
Your Weapon A simple paddle which is locked in one place, but can be rotated.
Your Ammo A red ball which you initially shoot then deflect from the paddle. As the levels progress, you also get a series of power-ups like: • Target - shows a line which the ball will follow when you shoot it • Double - gives you two balls instead of one • Grow - makes the ball increase in size every time it hits something • Lasers - lets you shoot lasers from the ball one time during its flight • Walls - adds a second layer of walls around the edges of the screen
The Obstacles As the levels become more difficult, the orbs will don armor of various types to protect them. They’ll construct walls you’ll have to knock down. And I’m sure it’ll get to a point where they will be able to shoot your ammo out of the sky.
The Controls In the Options Menu, you’ll find customizable controls for your mouse. There are five settings for speed. I played using “normal” (because I have tracking speed set two-thirds of the way to “fast” and it was perfect. There are multiple options for how you wish to control the rotation of the paddle: up/down, left/right, circles, etc. And you can switch to keyboard control as well.
Overall, I found Evil Orbs to be a good game with a humorous backstory, a well-balanced learning curve, and sufficient variety to make it not feel repetitive. Plus, those orbs may look evil, but they’re too cute for words.
Tangled Up! seems relatively simple and somewhat repetitive for adults, but might be perfect for children as a fun way to learn and apply the principles of magnetism. If you're playing this with your child, I strongly suggest turning off the music; it's on an extremely short loop and is likely to drive you insane rather quickly.
Each level presents Mr. Negative (blue) and Ms. Positive (red) who are attached by "charge" of their attraction, but separated from each other. Bring them together at the light bulb by clicking the blue and red batteries around the edge of the grid, collecting all three golden stars and any other special items on the way. Be careful not to move them too far apart from each other, or the charge between them will break. (You'll hear the charge sizzling and see it sparking when it's beginning to be stretched too far.)
The levels start out easy—the first two are tutorials—and gradually become more and more complex and additional obstacles and goals are added. Periodically, you can spin the wheel and win extra hints and other helpful things. Lastly, there's apparently a (shudder) dress-up area you can check out, once you win clothing for Mr. Negative and Ms. Positive.
So, my 3-star rating is from my perspective as an adult. Gameplay was ok, but I think the game sounds would drive me nuts as they're geared toward children. If you do have kids who are in grade school, I recommend letting them give the demo a try, as they might love it.
In the midst of a battle for the Academy of Alchemy, a young promising student, Eliana, is sent on a dangerous mission of retrieving three powerful artifacts, the Dragon Crystals.
This is only the third episode in the Queen’s Quest series, but it’s already been hit or miss. The first episode, Tower of Darkness, had a one-dimensional storyline that moved slowly, and rather repetitive gameplay. The second episode, Stories of Forgotten Past, was groundbreaking and nearly a 5-star game. Its storyline was original and its gameplay was innovative.
I’m disappointed that End of Dawn devolved back to the style of Tower of Darkness. I quit with 22 minutes left, when faced with a “puzzle” that involved random guessing, made even more time-consuming with unnecessary animation. There were several matching puzzles, one predictive maze, and a simple “follow the instructions” potion creation.
The HO scenes were either interactive list or interactive silhouette and included one morphing object. Adventure mode consisted mostly of finding and placing shaped keys one after the other.
As if that wasn’t annoying enough, I got stuck with a miniature flying fairy helper, complete with ear-splitting, high-pitched voice. This was doubly disappointing after the last episode when I got to transform myself into my own helper.
Five stars for the presentation, though. The graphics are stunning in every aspect from the glorious palette to the intricate details and textures to the superb animation. The music is perfectly appropriate, and the voiceovers are movie-worthy. Unfortunately, these elements don’t make a game great.
I truly wish the storyline and gameplay had been up to the standards set in Stories of Forgotten Past, which I highly recommend. And I do hope that this dev starts off fresh with a new series that includes the kind of innovation and unique approach they showed themselves capable of in this series’ second episode.
Even though every last Dalimar has been erased from existence, Mystery Case Files can’t seem to escape evil villains concocting new and better methods of achieving immortality, usually at the expense of the local residents. I’m not saying that The Black Veil isn’t done well; quite the contrary. But this is the second MCF game since the Ravenhearst story arc ended and it’s another game about seeking immortality. Just like “The Broken Hour.” And just like the entire Ravenhearst series. Time to move on to a new theme.
Richard Galloway was destined to die in France in 1916 during the Battle of the Somme, one of the bloodiest offensives of World War I. But when Ankou, the faceless handmaiden of Death, came for him, he managed to pull a feather from her cloak…and it healed him. Galloway kept the feather with him, but cheating Death is never a wise proposition.
Now, a hundred years later, the Queen—Yes, really!—tasks you, the experienced Master Detective, with investigating the Scottish town of Dreadmond, a walled town once inhabited by Druids. It was built on an area with an abnormal magnetic field which is now out of control, causing the residents to age rapidly. Most have fled, but you recognize one person. Alison Stirling, who connected myth and fact in Dire Grove, is in Dreadmond reporting on the anomalies. You realize rather quickly that Galloway is connected, but how?
The HO scenes I encountered were mostly interactive lists that included at least one puzzle of some type. My favorite had me interacting amongst three display cases, finding a silhouette in one case and using it in another, then solving a related puzzle. This one took quite a long time to solve, and I’d love to see more like it.
Puzzles included several rather easy ones like balancing weights, a sliding jigsaw, and a modified Tetris-shaped pieces jigsaw. There was one signature MCF super puzzle during the demo, so I’m certain there will be more.
Production was up to Eipix’s usual high standards with two things to note. First, the opening animation was not at all pixellated on my large screen HD monitor. Second, there was much too much “blurple” light, which is uncharacteristic for this dev and should stop immediately. The music ranged from thematic pieces to soundscapes, and bits and pieces of the MCF theme were cleverly woven in here and there.
I wish the inventory had been larger than five items, and that the arrows functioned as “page up” and “page down” rather than just moving one item at a time. (Mariaglorum has the best inventory design, bar none. You just mouse over it near the ends and it slides to show the offscreen items. *hint, hint*) Also, the map indicators were a bit hard to parse; you had to look closely at the circle to see which bar was highlighted, then refer back to the key. It just wasn’t a user-friendly design.
In conclusion, the storyline was intriguing and I am eager to know what happens after the demo. Gameplay averaged out to medium difficulty, and offered some originality. So this is a purchase for me and I do recommend it. Happy gaming, fishies!
My initial excitement at seeing the title of this series—Myths of the World—transformed into disappointment after the first few episodes when I realized that the title was mere clickbait. We've yet to see much of the world, as eight of the eleven episodes have been set in Europe. And the myths have been given short shrift, being used only as a framework on which to hang a cookie cutter storyline: a revenge scheme with some supernatural element having nothing to do with whichever myth graces the title.
The Black Sun ignores the rich history of solar eclipse mythology, using the event only as the harbinger of the return of the basilisk, a lizard-headed humanoid with fully-functioning vocal chords and a thirst for vengeance. (Apparently, THIS basilisk was not hatched by a cockerel from a serpent's egg, since I didn't see gigantic pieces of eggshell, a huge serpent, or an enormous cockerel anywhere. Just as well; this town has enough trouble.)
Based on the Baron's accent, the clothing and armor, and the over-the-ear glasses, we're in 17th century Germany...and our character is a female commander-at-arms. (It may have been called "the Modern Era," but it wasn't THAT modern.) Also, the only total solar eclipse in the 17th century wasn't visible in Europe except in the Pyrenees. I may be nitpicking, but writing requires research; you can't just toss plot elements together and expect a coherent story.
Lastly, the plot twist is blatantly obvious about 20 minutes into the demo. It's not much fun when you already know who the bad guy is, and the game still has hours left to play.
The gameplay does offer variety and some original puzzles. My favorite was a complex lock requiring three crowns to be raised. I had to slide several segmented snakes along tracks to open gates which allowed other snakes to move, kind of a back-and-fill process requiring strategy. My next fave was a musical instrument requiring me to move a wheel from one end to the other. Some keys were already labeled with an arrow/number representing the direction/number of spaces those keys would move the wheel. Other keys had only an arrow, but had controls for me to designate the number of spaces. More strategic planning.
HO scenes were creatively presented, each one different from the next. My favorite was an interactive bestiary in which I had to find the characteristics of the creature while being questioned by the healer. My next fave was matching up two objects in the scene which, together, created a word on the list.
There was some quality original gameplay here, which I would really like to encourage, but I can’t get past the ridiculous storyline and shoddy exposition. The series is called “Myths of the World,” and this one is about solar eclipses; most myths about eclipses explain them with stories of gods or beasts either hiding or eating the sun. This could have been an epic tale of Fimbulwinter, perhaps deviating from canon to create a quest to get the sun back from Skoll, the wolf who ate it. THAT is myth. This isn’t.
OVERVIEW When I began reading the game blurb, I thought, “Yes! Creepy murder mystery.” Then I read “a world of dark magic and creatures,” and my excitement quickly dimmed. Frankly, the supernatural storylines are getting old. And this one was completely inane, cobbling together a supernatural investigator raised by some sort of paranormal creature, the Wesen from NBC’s “Grimm,” a group of genocidal racists trying to off them, and an ancient evil witch committing ritual murders toward an unknown purpose, I’m guessing immortality.
STORYLINE (2/10✭) Your police detective friend asks for your help investigating a series of ritual murders in which the victims have been flayed while their clothes remained intact, sort of a sociopathic version of yanking off the tablecloth without upsetting the wine glasses. Your mythical powers reveal all sorts of dark magic shenanigans, so you collect all the clues while your friend tends to his headache, keeping your cool even when a crossbow is aimed at your face point blank.
GAMEPLAY (4/15✭) Gameplay is extremely puzzle-heavy, with only two HO scenes during the demo versus ten puzzles. HOs are multi-layered but all objects are in plain sight. • Collect the glowing symbols, then find the silhouette list (easy since the objects in the scene are surrounded by neon auras), then find the straight list. • Find the snakes, then use the given fragments to assemble the giant snake.
Puzzles are mostly simple and familiar, including matching pairs, untangle the ropes, connect matching tokens without crossing paths, rotate the circles to the correct position where one affects others, assemble the mosaic by copying the clue, shoot when the moving balls are in the target zone, and use the wires to turn on the lights without having more than one jack per column. Two were original: • Find similarities among the six crime scenes, then match the victims to the crime scenes, and finally, sort the clues to their appropriate folders. • Chase the supernatural girl, dealing with obstacles that get in your path with what’s available.
Adventure and exploration were mostly what we’re used to: shaped keys, broken things that needed fixing or McGuyvering, NPCs who needed help.
INTERFACE (2/5✭) Game mechanics were a nightmare, as hotspots were too small. It was difficult to find the “go back” sweet spot without grabbing an inventory item, and you had to be exactly on point when placing an item in the scene. The map wasn’t necessary, since each section only consisted of a couple areas. And I’m not sure why the “mystical eye” was needed; why not just leave the mystical powers “on” all the time?
LOGIC (1/5✭) I don’t recall much that was logical, to be honest. The second I saw the backpack, I knew the zipper would be broken. I’m certain that a glob of pitch on a dish brush would never glue together a glass pitcher sufficient to be able to use it as a scoop for ice cubes. Nor would a dozen ice cubes put out a fire I couldn’t reach across. I feel certain that two people standing a hundred feet away would notice me stealing their SUV, especially when the keys made the alarm beep. Who thinks up this nonsense?
PRODUCTION (5/10✭) Graphics varied from impeccable to horrible. NPCs were drawn incredibly well, but animated so badly that it was laughable. The textures, realism, proportions, and perspective were amazing, but the palette was garish to the point of eye-searing.
The music started and stopped randomly, leaving large areas of silence where there wasn’t much ambient sound. Voiceovers were done fairly well.
EXTRAS (5/5✭) There are two bonus games, the strategy guide, and performance achievements. Find 77 hidden signs, and they are well-hidden for the most part. Replay HOs and puzzles. Check out the dev’s portfolio of wallpapers, screensavers, concept art, movies, and soundtracks.
CONCLUSION Overall Rating = 19✭ ÷ 10 = 1.9✭ (rounded to ✭✭) For me, convoluted and inane story, too easy gameplay, and massive departures from logic equal no purchase. I’m with LogieBaby; I see nothing that warrants a five-star rating here. Better games by this dev: • Reflections of Life: Equilibrium CE • Whispered Secrets: Everburning Candle CE
OVERVIEW Today’s offering really brightened up a frigid New England winter day, being from one of my favorite developers. These devs always manage to bring together a well-developed storyline that’s engaging, a variety of gameplay in a range of difficulty, and topnotch production.
STORYLINE (10/10✭) Diana was working late at the museum when she heard a noise from the darkness. When she went to investigate, she inadvertently activated an ancient Mayan portal that transported her to a parallel universe. Fortunately, the alter-Mayans are quite a bit friendlier and a lot less bloodthirsty than the ones in our history books. Shaash, the local shaman, agrees to accompany Diana to another portal so she can return home. Unfortunately, there are others in this alternate world who have less hospitable goals.
GAMEPLAY (12/15✭) Gameplay is weighted about 50% adventure, 35% puzzle, and 15% HO scene. Adventure includes lots of problem-solving, overcoming obstacles, repairing broken mechanisms, exchanging favors with the locals, and the like. HO scenes are all silhouette find and use in the scene. Personally, this is my favorite variety of HO, because it requires not only finding the objects, but also determining where they can be used.
Puzzles range from quite easy to strategically challenging, and include: • Rotate the maze to move the blue ball to the button while ensuring the two red balls don’t block the path. • Restore the images on the four pylons. Use the tumblers to rotate sections of a pylon, and the buttons to switch between pylons. • Rotate the three interlocking circles to arrange the green crystals on the center circle. • Arrange the silver balls to match the given clue by rotating the concentric disks and sliding the horizontal bar. • Click on the four scarab beetles to copy the sequence in which they open and close their wings. • Slide four tokens along their paths until all four are in their designated goals. Sliding one affects others. • Place the gears correctly to activate the mechanism. • Press the eight blocks in the correct order by randomly guessing.
INTERFACE (4/5✭) The interface is compact but not crowded, although I wish the inventory panel had been wider. I did like the “go back” arrow on the inventory panel. The journal actually has a use; it stores codes you’ll need to refer to.
LOGIC (5/5✭) No things that made me go, “Hmmm.”
PRODUCTION (8/10✭) Stunning animation that wasn’t the least bit pixellated on my large HD monitor. Beautifully textured graphics with a lovely palette, except perhaps for the odd skintone of the alter-Mayans; they appeared to have been using self-tanner. I’m also wondering why they all had brilliant turquoise eyes, and hope there’s a storyline element to explain it.
Music was perfectly appropriate to the game theme, not at all intrusive, and actually aided immersion. Voiceovers weren’t bad. Environmental sounds were excellent.
EXTRAS (4/5✭) In the bonus chapter, you play as a different character. There are tons of collectibles and morphing objects, some of which earn you bonus puzzles. Earn performance achievements and use the strategy guide. Replay puzzles (but not HO scenes). Peruse the dev’s portfolio, which includes wallpapers, concept art, videos, and soundtracks.
CONCLUSION Overall Rating = 43✭ ÷ 50✭ = 4.3✭ (rounded to ✭✭✭✭½) This time, I’m rounding UP, because the storyline pulled me in, gameplay was enjoyable, and the production was awesome. I definitely recommend it, and I bought it as soon as my demo time was up. If you liked this, check out this dev’s other games… • Darkness and Flame: Born of Fire CE • Lost Lands: Dark Overlord CE, The Four Horsemen CE, The Golden Curse CE, The Wanderer CE • New York Mysteries: Secrets of the Mafia CE, High Voltage CE, The Lantern of Souls CE