Favorite Genre(s):Adventure, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
2/ 5
Occultus: Mediterranean Cabal Review based on 40 minutes of demo
PROLOGUE... While I’m always up for something new and different in casual games, my eagerness to step off the beaten path doesn’t include: • badly designed game mechanics, • no story development and a plot that goes nowhere fast, • HO scenes that zoom into pixellated graphics, • navigation and gameplay that lack intuition, • characters that speak slowly with dialogue I cannot click through, • absolutely no motivation for any task I’m given.
ONCE UPON A TIME... You receive a letter from your grandfather—who owns an antique store in Palermo, Italy—asking you to visit him. The letter includes a key, which he direct you to bring. You arrive in time to witness a bizarre black mist disappearing into a mirror in the antique store, and discover your grandfather has gone missing.
From that point, you appear to possess almost supernatural intuition, as you embark on a series of seemingly fruitless tasks that turn out to be useful. For example, for no reason at all, when you discover your grandfather’s broken pocket watch, you decide it’s crucial to find all the pieces and get it repaired. Surprisingly, it turns out to be more than a mere watch, but you didn’t know that when you initially found it broken. This irrationality continues, at least throughout the demo.
PLAY THE GAME... The HO scenes require you to zoom in to find quite small objects. The problem with this is that the graphics for the HO scenes were created in standard resolution. When you zoom in, everything is pixellated. Epic fail for what could have been interesting. Additionally, there are interactive items on the list, but not all are indicated. Minor interactions, like uncovering an item, are listed like regular objects; only complex objects are indicated as interactions on the list. And you can’t be zoomed in for them, as the two items required for the interaction are generally in different parts of the scene.
The mini-games are torturous because of their game mechanics. One, which could have been good since it involved matching up clues from three different locations, was ruined by the mind-numbing task of manually tracing all three parts of a triptych with a skinny pencil. This was about as fun as cleaning a toilet with a cotton swab.
For the minimal number of locations, there was a lot of running around. And the map was utterly horrible. See “toolbox.”
SIGHTSEEING... Overall, I really liked the graphics style with its charming, hand-painted backgrounds and NPCs. Each scene was styled to evoke a mood, and it did that well. The NPCs really had character. But it fell apart in the HO scenes, as I said above.
SOUNDBOARD... The music was lovely, orchestral and majestic. I thought it complemented the theme of the game well. Voiceovers were hit or miss with the watchmaker’s being done well, but the priest’s pretty bad. Environmental sounds were lacking…scenes were too silent.
TOOLBOX... The inventory bar locked open and contained plus items which were combined by using a small area just above the bar. The map is a jump map, but it takes four clicks to transport! First click opens the map, second opens the area, third selects the room, fourth transports. Might as well walk there for all that trouble. Your grandfather’s watch, once repaired, changes the world from day to night and back again.
OH BOTHER! No technical difficulties on my iMac running OS 10.11.3.
I do need to speak to the game mechanics here, though. Navigation was not at all intuitive. In the scene with the antique shop, the church you need to visit is a tiny blur on the horizon. No gamer, whether novice or experienced, would ever consider it might be a valid place to navigate to. Especially when there was a church in the foreground, right down the street.
In several places, it’s easy to miss things of interest because they’re so close together. For example, the marionettes in the antique shop are easy to miss because they’re poorly rendered and small compared to the stained glass window right next to them. They just look like random pieces of cloth hanging there, not like anything you should look at.
It’s almost as if the graphics team and the game development team didn’t work together.
EPILOGUE... I can’t speak to whether this game improved subsequent to the demo; a few reviewers seemed to really enjoy it. Personally, I was unable to become immersed. In the HO scenes, I felt like I was searching for things without my reading glasses…everything in close up was pixellated and blurry. And the mini-games were chores, not fun.
The clunky design of the game mechanics and navigation effectively jolted me out of immersion frequently enough that I lost interest in the story, which was poorly developed in any case. I mean, after 40 minutes, no progress had been made at all toward even finding a clue to a lead on why grandfather had gone missing and who was behind it, never mind whatever deeper plot was afoot. This isn’t a game I can recommend.
Favorite Genre(s):Adventure, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
3/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
4/ 5
Witches’ Legacy: Dark Days to Come CE Review based on full demo
PROLOGUE... Generally, I have quite a bit to say when a game clearly meant for adults owing to its dark theme is full of simplistic gameplay. However, it seems that this story was designed with a younger audience in mind. It’s the type of good versus evil tale I would have loved circa the fourth grade, and looking at it through those eyes, it’s a good game. It definitely doesn’t satisfy or challenge me as an adult.
ONCE UPON A TIME... Annabel, a young witch, has been kidnapped by the evil Ice Twins and taken to the Secret City. Because her heart is pure, she is a pawn in the dastardly plot hatched by the remaining dark witches to regain their power and destroy the human world. It’s up to you, Annabel’s boyfriend, to save both her and the Secret City from the ultimate magic weapon.
PLAY THE GAME... There’s a lot to do, and most of it is fanciful in nature and will stretch your imagination. After all, this is a tale of magic. Mini-games are fairly simple: • Solve a series of jigsaw puzzles that use mushrooms as pieces. • Unlock a portal by connecting fireballs in a continuous line without connecting two of the same color in a row. • Memorize each Ice Twin’s portrait, then recreate it by selecting the correct hair, eyes, nose, and mouth. • Swap pieces to restore the image. • Place objects in the scene while listening to the backstory.
HO scenes were all basically interactive list; some had a few bells and whistles. In one, each found object revealed a piece of a rotating circles jigsaw. In another, you begin by slicing a long pie to reveal the list, find the objects on the list, then use the revealed items to complete a cake plate which gives you the ultimate object. A third related more backstory while you found the highlighted words in the text.
SIGHTSEEING... The graphics are an odd combination of artistically hand-painted and realistically rendered, which lends an inconsistency to the overall impression of each scene. I think the presentation would have been more charming had it been completely artistic. There’s quite a bit of those searing neon colors as well.
Animation isn’t smooth, but has a stop-motion feel to it. And while the NPCs are drawn well, they don’t lip synch and their movements are not realistic.
SOUNDBOARD... The voiceovers range from mediocre to horrible. The voice actors playing adults lack affect, and those playing animals or mythical beings are irritating like fingernails on a chalkboard, high-pitched and screechy. They got on my last nerve the same way modern-day kids' shows voiceovers do.
I won’t speak to the music or environmental sounds because I didn’t notice either.
TOOLBOX... The inventory panel locks open and includes plus items. The jump map indicates areas with available actions and whether you’ve found all collectibles. The interfaces surrounding the inventory panel are rather crowded.
And I must add my voice to the fishies complaining about the ferret helper. If I wish to watch cute animals, I can find endless videos on the internet; I do not need them in my games. Especially when they slow down gameplay and their voices are annoying. Please, devs, kill this fad once and for all! We’re over it!
OH BOTHER! No technical difficulties on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... Collectibles: morphing objects, puzzle pieces, and objects with which your ferret helper can interact and irritate you further. If you find all the puzzle pieces, you’re rewarded with jigsaw puzzles. Joy.
Bonus chapter, performance achievements, the SG, and the developer’s portfolio of sights and sounds. I don’t know whether you can replay HO scenes and mini-games.
EPILOGUE... As I said, I believe that girls from 9-11 would enjoy this game, but the gameplay is too easy and the storyline too juvenile for adults. Let your kids or grandkids try it; they might like it.
Looking at my master list of games, I see I’m not a huge fan of Elefun. Since I haven’t bought a game from them in a few years, I won’t make recommendations as to other games from them. Oh well. Happy gaming, fishies!
Favorite Genre(s):Adventure, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
4/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
4/ 5
Storyline
5/ 5
Darkness and Flame: Born of Fire CE Review based on completed game + bonus chapter + extras
PROLOGUE... I’m going with 4½ stars on this one for two reasons. First, I think the puzzles could have been stepped up. Second, HO scenes should have been replayable. Other than that, this is nearly perfect and definitely CE-worthy.
ONCE UPON A TIME... Alice’s mother, Melanie, disappeared years ago, and she’s been raised by her farmer father ever since. In the midst of her ordinary life, Alice finds the egg of a phoenix. When it hatches, the firebird flies into her body, leaving a distinctive tattoo on her arm. When she shows her father, he’s alarmed and tells her to hide. Just in time, too, as rough men in armor come looking for her and slay her father. Now she’s on the run with her Uncle Colin and, with the help of the mysterious firebird, Alice might be able to end the oppression of her people once and for all.
PLAY THE GAME... Travel through a number of amazing domains on your journey to set things right. There’s a lot of work to be done, and many people to help. In a land where the people are oppressed, much is broken and in disrepair.
HO scenes are all silhouette find-and-replace…and difficult! I found them challenging and fun, not to mention more realistic since they resembled what you might do IRL.
Puzzles were mostly easy, but there were a few of medium difficulty and a couple original ones. Here’s a sample: • Escape by clicking to run past the guards while they’re distracted. Increasing difficulty. • When shown an object, choose the correct item from each of three rows necessary to create it. (For example, if the object was a cup of tea, you would select tea leaves, kettle of hot water, and cup.) • Correctly fill in the shape using Tetris pieces, and you cannot rotate the pieces. • With three circles, each containing four animal tokens, rotate the circles and switch the tokens to move the animals to their correct spots. • With an assembly of two rotating circles, rotate and switch pieces between the inner and outer circles until all animals’ heads and tails match up.
SIGHTSEEING... The graphics are stunning! Cutscene animation pulls you right in to the scene, it’s so realistic. The posers are rendered extremely well, right down to the lip synching. Background are panoramic and majestic, and items in close up are incredibly detailed. Use of color is superb.
SOUNDBOARD... The music is quite professional and provides a wonderful variety. The orchestral instruments sound genuine, not synthesized. The tracks aren’t named, but one has a haunting horn melody with a mixed strings background, along with some harp. Another is dramatically orchestral, complete with timpani. And a third is acoustic guitar in both its melody and its background.
The voiceovers are a bit staid and wooden. For example, Colin has never met his niece before, but doesn’t show much of an emotional reaction in his voice. Whoever voiced Alice did a good job.
TOOLBOX... Inventory panel locks open and includes plus items. Jump map is divided into sections representing the separate domains of the land. Areas with available actions are indicated, as are collectibles and morphing objects. The journal is actually necessary, as it notes passwords and visual clues you’ll need.
OH BOTHER! No technical difficulties, lagging, or other bothers on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... Ready for the deluge of extras? • 8 categories of collectibles, including 35 morphing objects and 12 capsules containing historical information. Each category completed unlocks more puzzles in the extras section. • 10 wallpapers, 16 concept art, 15 videos • 8 downloadable soundtracks • replay mini-games (but not HO scenes, unfortunately) • 20 bonus puzzles • The bonus chapter, which tells the story of the people of the Floating Island. • performance achievements and the SG
EPILOGUE... More like this, please! Intriguing storyline that relates to our world—just wait until you get to the Forbidden City!—stunning graphics, movie-worthy music, immersive gameplay, tons of extras. I recommend it, and happy gaming!
Favorite Genre(s):Adventure, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
3/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Storyline
4/ 5
Enigmatis: The Shadow of Karkhala CE Review based on completed game + bonus chapter + extras
PROLOGUE... With “The Ghosts of Maple Creek,” Enigmatis started out as an extremely strong series with a compelling storyline, a seriously disturbed villain, and a method of deduction that was unique. While the story that was the foundation of the sequel, “The Mists of Ravenwood,” was also compelling and added a twist, gameplay was a touch lackluster.
Reading the rave reviews for the finale, “The Shadow of Karkhala,” I knew the story would be done well, and was hoping for the interesting gameplay that the first episode offered. There was some, but the effort to offer challenging, original gameplay seemed inconsistent, and tapered off completely in the bonus chapter.
ONCE UPON A TIME... …you solved a mystery in the tiny town of Maple Creek, Vermont. The local preacher turned out to be a Reaper intent on awakening an ancient evil. Fortunately, your amazing detective skills shut down his operation and chased him out of town.
After following him for a year, you thought you’d caught up with him in Ravenwood Park, a tourist attraction in Northern California. But it was yet another Reaper who called himself Raven! The Preacher defeated Raven, and is now the last Reaper left.
Now you’ve chased him to the ends of the earth, to a remote monastery in Tibet, where the Preacher is still intent on his end game: awakening his evil master. And once again, it’s up to you to stop him…for the last time.
PLAY THE GAME... Revisit Maple Creek for clues to the Preacher’s destination, then take a harrowing plane ride to an archaeological camp in Tibet where he’s been posing as a professor.
HO scenes are nearly all interactive list, though there are a few FROGs and a few picture lists. The interactions are generally complex, requiring more than one step to complete, which makes them challenging. And the objects, for the most part, are actually hidden, both by being cleverly camouflaged within the scene, and by generic descriptions. I enjoyed them.
The puzzles were easy to medium difficulty with a couple original ones. Here’s a sample: • On a grating with a maze-like design of multiple lines, make the tokens at the ends of the lines match. • On a mural depicting 14 monks, swap their heads until each has the correct one, using the background for clues. • Several puzzles that require following directions: develop film, create a candle, etc. • Move the cursor L/R to balance while walking across a log bridge. • Rotate multi-colored pipe parts on a grid until like colors match.
SIGHTSEEING... Despite being set in snowy Tibet, the graphics offered a range of colors. The snow was crisp and beautifully textured. Metal items were appropriately reflective. Colors were saturated but not searing. The NPCs were drawn and articulated realistically, and animation was smooth.
SOUNDBOARD... I thought the music was a bit mediocre only in that it didn’t offer much in the way of variety. And the flute melody became annoying. When the piece entitled “Maple Creek Revisited” begins, it’s quite lovely; a melancholy piano melody backed by strings. But then, creepily atonal percussion is introduced. I did like “Fang’s Theme,” a piano background with a subtly beautiful kyoto melody.
TOOLBOX... Inventory panel locks open and includes plus items. Jump map indicates areas with available actions. There’s a task list and, of course, the investigation board where your photos are stored and you make deductions. That last is something I’ll miss.
OH BOTHER! No technical difficulties, lagging, or bothersome annoyances on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... In the bonus chapter, learn what really happened to Britney. There are collectible feathers, flowers, and morphing evil images, but you can’t go back after the game and collect the ones you missed. Not that it matters, as you don’t get anything extra if you do collect them all except a performance achievement.
14 wallpapers, 9 soundtracks, 8 cutscenes, 12 concept art, a ton of performance achievements, and the SG.
EPILOGUE... I don’t recommend the CE for the following reasons: • You can only replay 6 of the puzzles, not all of them. • You can only replay 9 of the HO scenes, not all of them. • You can’t go back and collect the feathers, flowers, and morphing objects you missed. • You get no additional gameplay of any type for collecting all feathers, flowers, and morphing objects. • The bonus chapter was short and its gameplay was inconsistent. • The music isn’t worth downloading. I do recommend the SE when it comes out, even though the storyline wasn’t as good as either of the first two episodes. Happy gaming!
Favorite Genre(s):Adventure, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
1/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
1/ 5
Storyline
4/ 5
Grim Legends: 3, the Dark City CE Review based on full demo
PROLOGUE... What had the potential to be a five-star game was decimated by far too many cutscenes that moved at a snail’s pace and elementary gameplay complete with hand-holding. I loved the storyline, especially the idea of the Koshmaar. (If you didn’t know, cauchemar is French for nightmare. Clever, huh?)
ONCE UPON A TIME... Sylvia is an acolyte of the Order, a group that hunts supernatural monsters. After an accident, she lost most of her memory. One person she doesn’t remember is Gabriel, who was exiled from the Order. Now, Gabriel has stolen a dangerous artifact, inadvertently releasing a Koshmaar, a nightmarish creature that unleashes horrors onto normal humans, turning them into its minions. Sylvia and her mentor, Solomon, will have to recapture the Koshmaar, free its captives, and return the artifact to safety.
PLAY THE GAME... From the headquarters of the Order, you travel to a city experiencing the obvious symptoms of a Koshmaar on the loose. Fortunately, the Order has stashed a cache of helpful items there. Unfortunately, everything is locked up, needing a key, a pattern password, or a shaped medallion.
HO scenes include interactive list, find and replace, FROG, matching pairs, and items that you zoom in on and can rotate and interact with. That last was the best type, in my opinion. I hope to see more of them in a more challenging, more immersive game from this dev.
Puzzles were all extremely simple. A sample: • A repeating puzzle in which you “defend yourself” by countering the attacker by selecting a pair of runes that doesn’t appear in his/her attack. • Several puzzles that are merely copying the given clue. • Following very easy recipes. • Opening a lock using lockpicks which, really, just meant rotating two rings until the openings matched up. A throwaway puzzle. • Paint a stained glass window so that like colors aren’t adjacent to each other. • A puzzle I assume will repeat since it involved rescuing a Koshmaar minion: a stained glass jigsaw with 4-6 pieces.
SIGHTSEEING... Lovely graphics and animation with majestic backgrounds and detailed close-ups.
SOUNDBOARD... The music was unobtrusive. Environmental sounds were excellent. Voiceovers were superb. Solomon reminded me of Sean Connery.
TOOLBOX... Locking inventory with plus items. Jump map that indicates available actions. (It’s not really necessary, though, as each area is rather limited.) A task list.
OH BOTHER! No technical difficulties or lagging on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... Bonus chapter, replayable HO scenes and puzzles, performance achievements, collectible figurines, the SG, and the developer’s portfolio of sights and sounds.
EPILOGUE... Honestly, I was bored. The demo really dragged on, and it seemed like the cutscenes were infinite and endless in length. Gameplay was so simplistic that it was an annoyance. I can’t recommend this one, and I can’t imagine why it’s getting five-star reviews. Better games by this dev include Abyss: The Wraiths of Eden (which I just replayed a week ago), Enigmatis: The Ghosts of Maple Creek, and the Time Mysteries series, especially the last two. Happy gaming!
Favorite Genre(s):Adventure, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
2/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
2/ 5
Storyline
2/ 5
League of Light: The Gatherer CE Review based on full demo
PROLOGUE... After Wicked Harvest and Silent Mountain, I was really looking forward to The Gatherer. Sadly, I was disappointed with nearly every aspect of this game.
ONCE UPON A TIME... Remember the Hunter and his son? The ones the witch had transformed into scarecrows? Well, they’re in trouble again. This time, the Gatherer is after them. He’s sent his minion into Blake’s Mountain, fraudulently disguised as a League of Light detective, to capture and transform the Hunter and his son back into scarecrows. It’s up to you, the real detective, to rescue them and figure out the Gatherer’s nefarious plot.
PLAY THE GAME... I hope your boots are in good shape, because you’ll get to know Blake’s Mountain quite well, what with all the running around. No one, including the animals, will help you unless you help them first. Everything is either broken or locked, mostly with shaped medallions.
HO scenes include find and replace during a narration of the backstory, riddles, multiples, FROGs, silhouettes, and interactive lists.
Puzzles were few and far between, and really simple. A timing puzzle where you click to throw a hooked string when the moving indicator reaches the correct spot. A simple variation of Sudoku. Lead your character and the mini-scarecrow through a maze being patrolled by guards. Matching pairs…ugh.
SIGHTSEEING... The graphics were mediocre and extremely inconsistent, as if the artists worked on different parts separately, then just put them together without any coherence. Cutscenes were really blurry, and the NPCs in them moved unrealistically. The game had an unfinished look to it.
SOUNDBOARD... The female detective’s voice was done by the same voiceover actor, and was professional. The rest were, again, inconsistent, with accents varying from fake British to fake American Southern. I was listening to the TV, so I didn’t notice the music or environmental sounds.
TOOLBOX... Lockable inventory panel with plus items. Jump map that indicates available actions and collectibles. Mini-scarecrow as your helper, and he can carry inventory items with him. He’s incredibly slow. Adorable, but slow.
OH BOTHER! No technical difficulties on my iMac running OS 10.11.3.
OOH! PIECE OF CANDY... Bonus chapter, SG, collectible owls and figurines, performance achievements, and the developer’s portfolio of sights and sounds. Honestly, replayable HO scenes and puzzles should be mandated for all CEs.
EPILOGUE... I found the storyline thin on the ground, and what was there was confused and slow to develop. Gameplay was simplistic and boring. The graphics were subpar. I only finished the demo in order to write this review. Disappointing.
Games by Mariaglorum that I do recommend include Wicked Harvest and Silent Mountain from this series, and Curse of the Black Water and Three Guardians, both from the Mystery of the Ancients series. Happy gaming, fishies!
fromA movie character concerned that the film crew has disappeared, but also frantic about the fictional monsters? Five stars for cognitive dissonance, but not much else.
Favorite Genre(s):Adventure, Card & Board, Hidden Object, Large File, Puzzle, Strategy, Word
Fun Factor
2/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
1/ 5
Showing Tonight: Mindhunters Incident Review based on 32 minutes of demo
PROLOGUE... This game had such mixed reviews—lots of five-stars and lots of one-star, but hardly any in the middle—that I had to try it for myself. I’m sorry to say that I’m with the group that don’t recommend it. Here’s why…
ONCE UPON A TIME... You fall asleep while watching your favorite movie, which you’ve seen multiple times. When you awaken, you’re in the movie. Oddly, the heroine tells you that the movie crew is missing. Simultaneously, she says the villains/monsters in the movie plot are coming to get you both, and you have to save the say. So, she’s apparently aware that she’s merely a character in a movie, but at the same time, she believes the movie plot is real. That’s where the story development ends, and you’re left to wander aimlessly in a plotless game.
PLAY THE GAME... I found both traditional list HO scenes, which were interactive but not marked as such, and a new type of silhouette HO scene. Basically, you find the silhouetted item in the scene, then must use three-dimensional rotational arrows to fit the item into its silhouette. I did enjoy this, except for the fact that after the fifth or so click, I always got a pop-up box asking me if I wanted to skip it, which I found irritating.
For the most part, the mini-games either lack clear instructions or the clues were unintelligible. In one, you had to plug both ends of four colored ignition cables into the correct spots…with no clues as to how this was supposed to be done. I wasn’t at all interested in going about it randomly. In another, you had to punch the correct number into a telephone keypad, but the given clue wasn’t really a clue. I tried about a dozen likely combinations based on the clue without success.
Adventure mode consisted of collecting items to fix or complete broken and incomplete things. Meanwhile, the heroine disappeared and was neither an assistant nor a source of information.
SIGHTSEEING... The graphics are about five years ago…not horrid, but nothing to write home about. The animation is a bit stuttering, but the use of texture is lovely.
SOUNDBOARD... The music wasn’t bad, kind of cinematic in nature. Voiceovers were minimal, but decent. Environmental sounds could have been better.
TOOLBOX... No plus items in the inventory. You have a tablet that acts as a journal; it notes objectives, clues, and such.
OH BOTHER! Navigation is strange, with hotspots to new areas being in unusual places on the screen. The inventory bar does not lock, and frequently pops up unintentionally when you attempt to return to a previous area. Annoying.
To close pop-up boxes, you have to click on the “x.” Also annoying.
If you like adventure games, you won’t mind this part, but even in casual mode, there are not hotspots in places you have something to do. I missed several spots on each screen my first time through. Additionally, some spots are mislabeled. I was told that the antenna on the roof of the airstream needed ignition cables when, obviously, the car needed them.
EPILOGUE... Since I quit halfway through the demo, I’m obviously not going to recommend this game. There were just too many things about the gameplay and interface that irritated me. And the basic storyline required a suspension of disbelief that exceeded mine, as well as lacking development beyond the first few minutes. Lastly, the mini-games lacking clear instructions and clues…well, why bother?
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
1/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
There’s a lot more to a game than stunning, state-of-the-art graphics. If that weren’t true, then Myst wouldn’t still have a huge cult following 23 years after its release. Clearly, this is a lesson that Eipix still hasn’t learned.
Amazing production values don’t cover the fact that Eipix has cribbed its storyline directly from the epic Showtime series Penny Dreadful. It doesn’t hide the fact that this game’s HO scenes should be called “unhidden object scenes,” since all items are in plain view and the scene takes under 30 seconds to complete. It doesn’t cause me to forget that Eipix uses the same simplistic mini-games over and over again when they were ridiculously easy and annoying the first time around. And it doesn't make me ignore the fact that most of my time in this game was spent watching cutscenes, waiting for pop-up boxes to go away, and listening to NPCs talk incessantly.
Here’s an analogy: I don’t care for Brussels sprouts. If you served them to me, I wouldn’t eat them. If you tried again a week later, this time covering them in alfredo sauce made with parmigiano reggiano, they’d still be Brussels sprouts. If you tried yet again, coating them in the highest quality Belgian chocolate, they’d still be Brussels sprouts. Eipix, stop trying to make me eat Brussels sprouts!
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
Invasion 2: Doomed SE (or is it?) Review based on completed game + extras (That’s right!)
PROLOGUE... Generally, I take notes when playing a game so I have a reference while writing my review. I use a 7”x7” notepad, and notes from one game usually cover no more than one side of one sheet. My notes for this game cover both sides of two sheets…that’s how many puzzles and mini-games there are.
ONCE UPON A TIME... After you blew up the planet Torion, you and Mike thought the alien threat had been neutered. Little did you know that a cadre of the aliens had been off-planet at the time. Now, they’ve vowed to hunt you down and get their revenge. Naturally, they need a new planet to colonize, so they’re attacking planets on their way to Earth, first slowing down each one’s rotation, then invading once the population is weak. It’s up to you and Mike to stop them once and for all.
PLAY THE GAME... On each planet, you’ll interact with the native population, find your way to the portal, and activate it. Each interaction with a native is accompanied by a variation of a puzzle in which you must find a pattern of three items in a large grid. Each portal activation is accomplished by blowing up the spheres guarding it in some way, including exploding them in five tries, with strategic positioning of bombs, and shooting them (limited ammo).
HO scenes have the most variety I’ve ever seen, and include unlocking panels to reveal interactive lists, matching pairs of similar objects, interactive silhouette, mega-HO list (both untimed and timed), replace in scene, multiples, anachronistic objects, find the given insets in the scene, and more.
I won’t list the entire page and a half of puzzles and mini-games from my notes, but here are a few highlights: • On a grid containing icons of brightly colored animals, find the match to the first in an advancing line of icons before they go offscreen. • Presented with branching and disconnected pathways containing colored portals, chart a path for the ball to the exit. • On a grid containing a pattern of colored balls, use the balls along the four sides (which will roll until they meet an obstacle) to make groups of four balls; clear the grid. • In a field of randomly moving red and green triangles and squares, mouse over only the green triangles and red squares to remove them while avoiding the red triangles and green squares. • Presented with two grids of squares with similar patterns, click one square to make the patterns match. When a square is clicked, the squares to the left, right, top, and bottom will change. (three levels) • Find sets of three alien symbols from a grid full of them before the clock runs out. • Move six colored arrows to their matching goals, using the arrows to push each other. The arrow can’t be rotated, so planning is required. • Play a unique solitaire game until you achieve 2000 points. Play cards from the bottom stacks onto the top stacks in descending numerical order. Score points by clicking on the top stacks to drop them. More points are scored if you drop stacks with more cards. And there are dozens more, many of them original!
SIGHTSEEING... The graphics are done well with fantastic backgrounds, realistic NPCs, and beautifully detailed close-ups. Animation is limited, but smooth. While the full palette is used, there are no garish or nightmarish colors, none of the neon pinks, blues, greens, and purples that seem to taint other games.
SOUNDBOARD... I’m afraid I can’t comment on the music, as I was listening to the news in the background while I played. There are no voiceovers, but it doesn’t detract from gameplay. Environmental sounds were appropriate.
TOOLBOX... Inventory locks open and includes plus items. The jump map indicates where actions are available. The hint button (at right) offers more detailed instructions when clicked during a mini-game. There’s a journal, but it’s superfluous.
OH BOTHER! I think one of the mini-games was buggy. Either that or I failed to understand the instructions. Other than that, I experienced no technical difficulties playing on my iMac with OS 10.11.3.
OOH! PIECE OF CANDY... For an SE, the extras are amazing. Replay 30 of the mini-games. Revisit the game scenes to play the “find five insets” type of HO in each. Revisit them again as jigsaw puzzles. And there are a ton of levels of Match-3 in five different variations. Oh, and performance achievements.
EPILOGUE... Like Invasion: Lost in Time, this is nearly a CE for an SE price. It’s a lengthy game and full of HO scenes, puzzles, mini-games, and activities from end to end. I highly recommend both games in this series, and hope we’ll see more from this dev. Happy gaming!
Complete dangerous missions amid dazzling landscapes of prehistoric Earth and alien worlds. Can you complete these thrilling puzzles in order to return home?
fromNow THIS is a casual game! Excellent graphics, music, and storyline, plus about a million HO scenes, puzzles, and mini-games. All thriller, no filler.
Favorite Genre(s):Puzzle, Hidden Object, Adventure, Large File, Strategy, Word, Card & Board
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
Invasion: Lost in Time SE Review based on completed game + extras
PROLOGUE... Every so often a game comes along that offers CE extras at an SE price, and Invasion: Lost in Time is one of them. While there’s no bonus game, there is a huge menu of bonus games to play.
ONCE UPON A TIME... While excavating an ancient Egyptian crypt, your friend Mike uncovers an anachronistic sarcophagus containing both a cellphone and the well-preserved body of a human being who looks like his identical twin. He calls on you to help him investigate. While exploring the tomb further, you discover a strange device which Mike believes to be a time machine.
Suddenly, the entrance to the crypt collapses and you and Mike are trapped, leaving you no choice but to use the time machine as your means of escape. Chase the mystery through time and space from ancient Egypt to the Stone Age to the alien planets of Shukaras and Torion. Along your journey, you’ll learn the origins of the Egyptian pantheon and, hopefully, stop an invasion plot.
PLAY THE GAME... This game is so full of a wide variety of HO scenes, puzzles, and mini-games in a range of difficulty levels that it’s impossible to be bored. HO scenes include interactive list, silhouette, lists behind locked panels, mega-lists, multiples by category, find and use in the scene, and some where you’re merely instructed to interact with the scene…no list or silhouettes. Most were fun because they felt more like you were actually looking for something.
Mini-games and puzzles included some simple ones we’ve seen before, but not many. There are many original games. Here’s a sample: • Complex Match-3 - Among the symbols are seeds and caterpillars, and your goal is to form a flower and a butterfly as follows: …3 seeds=1sprout/3 sprouts=1 flower/3 flowers=goal …3 caterpillars=1 cocoon/3 cocoons=1 butterfly/3 butterflies=goal • On a grid of numbered squares, choose squares that add up to ten to remove them from the grid in order to find the hidden gems underneath. Plan so you don’t run out of low numbers. • Slide tokens to their matching pairs to clear the board. • Deduce the alien numbering system, then fill in the translation grid. • Swap the pieces among three columns depicting three aliens until the pictures are complete. Some pieces have more than one image. • Move through a grid gathering all the gems, avoiding the monster who moves exactly opposite from you. Also, make sure he doesn’t collect any gems. • With five stacks of numbered blocks, combine matching blocks to add them together into one block until you’re left with only one, which totals 2,048. You may only stack lower numbers on higher ones. • Find a path across the river by jumping on stones. Stones gradually reduce in size, so plan so that you don’t fall in the water. • Scorpions are moving toward you along a back-and-forth path. Shoot them all before they reach you (requires timing). • Arrange the paddles to bounce a ball against panels to light them (requires timing). • Given a pattern of colored boxes on a grid, and panels of colored boxes around the sides, slide boxes in from the sides to their matching colors to clear the grid.
SIGHTSEEING... The graphics are lovely, with a stunning range of colors. NPCs are extremely realistic. Backgrounds are panoramic and close-ups are incredibly detailed. There’s not a lot of animation, and the lip movements aren’t too lifelike, but it’s a beautiful game nonetheless.
SOUNDBOARD... I loved the music, even though I noticed a bit of repetition. There was a quite majestic motif that reminded me of the movie Labyrinth, a more lighthearted and upbeat theme, and lots of ambient soundscapes reminiscent of Myst. No voiceovers, but I didn’t miss them. Environmental sounds could have been better, in my opinion.
TOOLBOX... Nothing fancy. The inventory panel remains open and there are plus items. The jump map shows where actions are available. There’s a journal, but it’s unnecessary. In casual mode, the hint button is available for use continuously (no recharge time).
OH BOTHER! I encountered no technical difficulties on my iMac using OS 10.11.3. My only real complaints are (1) some of the mini-games needed reset buttons, and (2) the back button click area was too large as I constantly found myself clicking it accidentally.
OOH! PIECE OF CANDY... An SE with extras! Replay the fabulous puzzles and mini-games, including 20 levels of the last one I described. Revisit the scenes of the game to find five circular sections clipped from each scene. Revisit them again as jigsaw puzzles. And there are performance achievements.
EPILOGUE... Invasion: Lost in Time is almost a CE for an SE price and is, therefore, totally worth the money. It’s a fairly long game too, and so full of HO scenes, puzzles, and mini-games that you’ll be amazed. This one is all thriller, no filler. Now, I’m off to play the sequel, and I hope to see more from this dev. Happy gaming!