Your librarian friend wants your help as a journalist – he’s found an ancient book that is still unfinished. Can you save the world in the book before their story ends?
Forgotten Books: The Enchanted Crown CE Review based on Demo
PREFACE… It was with a healthy dose of skepticism that I downloaded the demo for ERS's latest offering. Their recent offerings have seemed lacking in the storyline department and repetitive in the graphics, music, and gameplay departments. So I wasn't disappointed.
ONCE UPON A TIME... We have yet another iteration of you versus evil in a fantastic world, this time through the pages of a book. The land of Torelion is in mortal danger from an evil sorcerer who has captured the true King and is eying the Crown which is the source of all magic.
PLAY THE GAME... The HO scenes are of two types: straight list and silhouette where you use the found objects in the scene. Puzzles are ridiculously easy. Adventure mode is finding and using objects, and interacting with the denizens of Torelion (mostly doing them favors before they'll help you, even though their entire existence is in danger).
SIGHTSEEING… The graphics are instantly recognizable as the pastel, painterly strokes of ERS games since the inception of ERS. In-game animation seems to stutter and there's no lip-synching. Cut-scene animation is much better.
SOUND WAVES… Although I had all sound turned to maximum, the music faded into the background. Or perhaps I was expecting the classic ERS screeching violins and tuned it out. Either way, I can't comment on it. Voiceovers were decently done.
TOOLBOX… I didn't use map or journal during the demo. Inventory is lockable.
EXTRA, EXTRA… Extras are advertised as including four new story worlds to explore, along with new achievements. Apparently, you can't complete the set of collectibles without the extra gameplay. Of course, there's the SG and the developer's portfolio of sights and sounds.
THE LAST WORD… The storyline simply didn't grab me. It wasn't developed well and didn't really unfold. Gameplay was far too easy…no real thought was required. I found myself moving from task to task without really having to pay attention. This might be a good game for beginners.
The Fog, Standard Edition Review based on completed game
PREFACE… Having just finished this game, I'm quite bemused. I loved the gameplay, graphics, and music, but the storyline failed to develop fully, and ended so abruptly that I was left with the sensation I'd forgotten to finish things.
ONCE UPON A TIME... You and your daughter are traveling far too fast for the cliffside road you're on. A faceless figure places a spike strip across the road, causing you to lose control and crash. When you awaken, your daughter is missing, and you are outside a seemingly abandoned hospital. Apparently, you've stumbled upon a secret military experiment. How this connects to your daughter is a chilling mystery you must solve if you're to save her.
PLAY THE GAME... There were a few refreshing things about the gameplay. One, you acquired a few items from each HO scene, all of which were interactive. Two, you got to keep many items in your inventory and use them multiple times. Three, the gameplay, for the most part, was intuitive.
That having been said, I did run across two puzzles that were unsolvable. In one, you were given a spoked wheel containing pairs of numbers, with alternating spokes either adding or subtracting the numbers. Each spoke had to total eight, and you had to switch numbers until you solved it. The problem was that you were given two zeroes and no eights. My math skills aren't terrific, but I'm pretty sure that you can't add or subtract anything else except eight with zero to get eight.
The second one was a grid of lights. Each square contained a number and you had to light up the corners of each square based on the number inside. The problem arose in the upper right corner where the arrangement was such that there was no way to correctly light up one square. Unsolvable.
SIGHTSEEING… The graphics rode that perfect line between realism and art. Both background scenes and close-up objects were beautifully rendered, although I did find some scenes a bit dark. The close-up animation was well done, but I found the cutscene animation to be blurry and difficult to follow.
SOUND WAVES… The music was done well, moody and ambient. There were no voiceovers, and this game would have benefitted from them in that it would have added to the creep factor. Environmental sounds were appropriate.
TOOLBOX… The map was less than useless, I'm afraid to say. It was badly drawn to the point that you couldn't really tell where you were or where active areas were. Nor did it transport. And it was inside the journal and required two clicks to access. Ugh.
Inventory did not lock, which I found irritating as you accessed it often. The journal tracked the story, gave character profiles, and kept track of clues you found. You also had a special suitcase with individually locked cubbies, the keys to which you found periodically throughout the game.
THE LAST WORD… I did enjoy playing this game, but I'm quite disappointed that the storyline was not more detailed. It was impossible to identify with the protagonist because of the sparse storyline and lack of voiceovers. There was really no sense of urgency to save the daughter or solve the enigma. Which is unfortunate, because this could have been a five-star game. As it stands, I can only give it three stars. I'll straddle the fence regarding recommending it. Instead, I'll recommend that you try the demo and decide for yourself.
You've returned from school to visit your father at his famous Jazz Pepper Club during Mardi Gras, but everyone is hypnotized. Have they heard the wrong note?
Cadenza: Music, Betrayal, and Death CE Review based on demo
PREFACE… At last, a developer has redefined the HOPA! Nothing about this game is inside the box, and you certainly won't be bored. Original gameplay abounds, as well as a unique storyline, excellent music, and the first African American heroine I've seen in a casual game.
ONCE UPON A TIME... You're off to visit your father at his famous Jazz Pepper Club in New Orleans…and it's Mardi Gras! But the Club is locked up tightly and, strangely, no music comes from within. Once you make your way inside, you see the patrons frozen in place as if in a trance, and your dad too! Perhaps that strange man who almost knocked you over in the Club entrance had something to do with this? What secret has your father and the members of his band been hiding all these years?
PLAY THE GAME... In adventure mode, you explore the Club itself and New Orleans for clues to the mystery, unlocking doors, finding hidden caches, interacting with citizens, and discovering clues. There are lots of puzzles—simple and complex—peppered throughout. The HO scenes are like nothing we've seen before. I don't want to spoil it for you, but you'll be delighted. This approach is entirely new and unique.
SIGHTSEEING… The graphics are beautifully detailed, period appropriate, lushly colored and textured, but artistic. Characters are posers, but have lifelike movements and excellent lip synching. Both in-game and cutscene animation is smooth and realistic.
SOUND WAVES… If you like jazz, you're in for a treat. The background music varies quite a lot, and many styles of jazz are represented from Dixieland to bebop to swing and more. There are upbeat pieces and moody ones. It's a nice change. The voiceovers are extremely professional. Accents are spot on be it straight Southern, Creole, or Cajun.
TOOLBOX… The map is interactive and transports (via a protective and helpful cab driver). There's a journal to keep notes. And indicators let you know whether you've found the collectible in that particular scene, a nice touch. Inventory locks open.
EXTRA, EXTRA… Extras include a bonus chapter in which you learn about the villain's past, performance achievements, collectible music notes and morphing objects, the SG, and the developer's portfolio of sights and sounds.
THE LAST WORD… This dev just set the bar pretty high, and I hope other devs are paying attention. We fishies crave original storylines and unique gameplay! We're tired of the same old, same old dressed up in pretty graphics and amazing cinematics. We want substance as well as style. And Cadenza is how it's done. (Also by this developer, the Rite of Passage series.)
A famous actor has literally stepped off the screen to kidnap your niece. Now you must find a way into the dangerous and exciting world of the film to save her!
PREFACE… I nearly swooned upon seeing that a new Surface was the TGT, being that Surface is one of my favorite series. On watching the opening scene, all I could think was, "What happened to everything that characterized this series?"
ONCE UPON A TIME... Your sister Mary and her daughter Jane go to see a movie starring Jane's late fiancé Andrew Light. (Andrew and his director went missing some years previously and are presumed dead.) As they're watching the movie, Andrew steps out of the screen, grabs Jane, and climbs back into the movie. Mary calls you for help.
PLAY THE GAME... In adventure mode, you'll find everything you need a few short steps from where you'll use it, although some items require a bit of work to acquire. HO scenes are all of the list type, with a couple of interactive items that require an object from your inventory. The puzzles are all rehashed and easy.
SIGHTSEEING… While there's nothing wrong with the graphics, per se, they are missing the surrealism that usually characterizes this series…and I missed it. Not that the graphics weren't creative, colorful, dimensional, and well done, mind you. Just that they were firmly inside the box. In-game animation was smooth and realistic, but the live actors were sadly missing, replaced by cartoonish simulacrums.
SOUND WAVES… The music is quite lovely and moody, definitely downloadable. Voiceovers were just ok. Environmental and game sounds were appropriate.
TOOLBOX… The map shows active areas and transports. It's inside the journal, but instantly visible. The journal combines some written material with replayable videos. Inventory bar is lockable.
EXTRA, EXTRA… Extras include the bonus adventure, the SG, collectible flowers that unlock a secret room containing more games, performance achievements and awards, and the developer's portfolio of sights and sounds. (Frankly, I'm getting a bit tired of the flowers.)
THE LAST WORD… I don't find Reel Life up to the quality of the rest of the Surface series, to be honest. While the storyline is true to the overall theme of the series, that element of the surreal is missing, and the story dragged on slowly. Also, gameplay was really easy. I'm undecided at this point, so my recommendation is to try the demo yourself. In the meantime, if you like the Surface series, you'll like the pachyderm's Mystery Trackers series as well.
Travel from the deepest trenches of the Atlantic Ocean to the awe-inspiring wonders of Mars as you solve the greatest archeological puzzle known to man: the origin of Atlantis.
Eternal Journey: New Atlantis CE Review based on Completed Game and Bonus Adventure
PREFACE… Science fiction is near and dear to my heart, my collection of novels and short stories spanning nearly a thousand volumes. While New Atlantis borrows heavily from established storylines, it does bring a much needed fresh approach to casual gaming. Rejoice, fellow fishies! New Atlantis completely lacks relatives gone missing, adorable animal helpers, paranormal events, and anything supernatural.
ONCE UPON A TIME... You play Amrite Stone, an archaeologist exploring a site that would make Indiana Jones envious: a temple from the lost city of Atlantis. Your husband Michael is an underwater engineer, and has built a dome over the site. While recovering a priceless artifact, a trap causes the dome to shatter.
Fast forward 150 years…you've been in cryogenic preservation up until recently, when modern medicine was able to repair to damage to your brain and revive you. Now you've been called to Mars where Atlantean relics have been discovered. Upon your arrival, the base is deserted…and there are signs of hostility everywhere.
Uncover the connection between Mars and Earth, solve the mystery of the invading species, and go where no one has gone before.
PLAY THE GAME... The gameplay is quite intense and complex, with lots to remember. Adventure mode finds you utilizing many tools to explore your environment, discover useful objects and artifacts, find clues, and such. HO scenes are all of the interactive list type, with each scene being visited twice. Each area has a zoomed in spot where several items are hidden, a few basic interactions, and a couple items hidden behind or under other things.
The puzzles and mini-games are not new, but are much more complicated than we're used to seeing. For example, we've seen the puzzle where you're required to rotate rings to complete the picture. Usually there are 3-4 rings and the picture is fairly simple. This one has at least 7 rings and the picture includes multiple repetitive patterns, making it much more difficult. That trend continues throughout.
SIGHTSEEING… Background graphics are panoramic, lushly colored and textured, and gorgeous. The contrast between modern space station and ancient civilization is presented beautifully. Both in-game animation and cinematics are pure eye candy.
SOUND WAVES… The music is reminiscent of Vangelis' soundtrack in the movie Blade Runner. There are ethereal, moody soundscapes and staccato, more frantic numbers. The environmental game sounds are done well, and the voiceovers are professional.
TOOLBOX… The map indicates where actions are available and acts as a transporter, which you'll need as there is a lot of back-and-forth required, and there's so much to do that it's difficult to keep track of what goes where. You'll need your journal as well, as it notes clues and codes for you, as well as narrating your exploration. Inventory does lock.
EXTRA, EXTRA… Extras include a lengthy bonus adventure (prequel to Amrite Stone's arrival on Mars), the SG, the developer's portfolio, and collectible data cards which present quite a lot of plot information.
THE LAST WORD… While New Atlantis did not break any new ground in gameplay, it did increase the difficulty level of mini-games and puzzles, as well as present all HO scenes with multiple interactions. And the story was well-written, was fully developed, included sub-plots, had characters with depth, unfolded beautifully, and concluded perfectly (while still leaving us with the possibility of a sequel).
I do like to mention the developer's name in my reviews because when I really like a game, I tend to search out other games by the same developer. However, as I'm uncertain which developers can be mentioned and which cannot, I will no longer do so. Instead, here are some of this developer's other game series that I particularly enjoyed: Stray Souls, Twisted Lands, The Lake House.
Bridge to Another World: Burnt Dreams Developed by 4 Friends Games Collector's Edition Review based on full demo
PREFACE… I'm beginning to wonder about some of my fellow "key contributors" who give every single game 5 stars and paragraphs of gushing prose. To me, 5-star games are a rarity. This is not one…for many reasons.
ONCE UPON A TIME... Twenty years ago, your brother was dragged into an eldritch mist, never to be heard from again. Once again, we have the exact same story elements in a slightly different iteration. Relative gone missing? Check. Supernatural element? Check. You in the role of savior? Check. Moving on...
PLAY THE GAME... Here, too, this game follows the formulaic path. In adventure mode, you'll need tools to help you gather the items that have inexplicably dropped behind grates, been hidden in framed paintings, etc. You'll need to find medallions and such to open locks of certain shapes.
HO scenes are either interactive lists or sequential silhouette. Puzzles are unoriginal and simple.
SIGHTSEEING… The still graphics are painterly with a watercolor feel to them. Depth of field is well done; items in the foreground are crisp and clear, while the background fades into the mist.
In-game animation is 3D rendered and extremely good, filled with saturated colors and realistic textures. Except for the opening scene, where your brother is mist-napped, the characters are more cartoonish.
SOUND WAVES… I'm afraid the music was not memorable. I had the volume all the way up, but still can't comment on it. Environmental sounds were decent. Voiceovers lacked appropriate emotion to the scene, I felt.
TOOLBOX… You find the map in fragments as you go along. The play area in the demo was not large enough to necessitate using it, but it does indicate available tasks. I believe there is a journal, although I'm not sure if it's necessary. Inventory was locked open. And, yes, you have an adorable animal helper. It's a large-eyed baby dragon who functions as a lighter.
EXTRA, EXTRA… Extras include a bonus adventure, the SG, performance achievements, morphing objects, and the usual developer's portfolio of sights and sounds. (Note: The morphing objects don't really morph. One fades out and is replaced by the other, which does not resemble it at all. This makes them very easy to find.)
THE LAST WORD… I did not find the gameplay "gripping" at all. Honestly, I was bored and only finished the demo so I could write an informed review. The graphics and music did not enchant me. And the rehashed storyline was sparsely presented with no exposition, the characters wooden.
Developers, please hire some real writers! We're tired of the exact same relative-gone-missing, supernatural-events, save-two-worlds storyline. And make sure they know what exposition and denouement are, and how to create believable characters to whom we can relate.
While you're at it, develop some new game ideas. Enough of the finding-shaped-objects-to-unlock-things. Seriously, if I never see a Towers of Hanoi, jigsaw puzzle (or slider or swap pieces), peg solitaire, or any other ages old puzzle again, I'll be happy. Innovate!
Favorite Genre(s):Word, Adventure, Hidden Object, Large File, Card & Board, Strategy, Time Management
Fun Factor
4/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
4/ 5
Storyline
4/ 5
Nearwood Developed by Magic Indie Collector's Edition Review based on demo
IN THE BEGINNING... Jane Lockwood was raised by her Aunt after her mom passed away and her dad disappeared. Now her Aunt has passed, and left her a cryptic note that she's kept a secret from Jane.
Jane sets off to her parents' old house and meets up with Fey, who will be her elf guide through the land of Nearwood. Not only will Jane uncover the secrets of her past, but also she'll need to free Nearwood from the grip of an unspeakable evil.
PLAY THE GAME... This is mainly an adventure game with puzzles. The HO scenes are few and far between; the demo contained one "multiple item" scene and two FROGs. The puzzles were all familiar, but did require some planning and thought.
SIGHTSEEING… The cinematics running behind the menu are mesmerizing, as so many have said. Graphics are artistic and fantastic, with objects represented realistically. The scenes are colorful but not garish. Animation is done well, which is good as there are a LOT of cutscenes (at least at the beginning of the game).
SOUND WAVES… The music was appropriate to the theme, ethereal in spots, dramatic in others. At times, there were just the sounds of the forest. I thought the voiceovers were quite good.
TOOLBOX… The map shows active areas and transports, but must recharge before transporting again. This may be annoying further on in the game when the playing area becomes larger. A satchel holds clues for you. Inventory locks, and Fey serves as your hint.
EXTRA, EXTRA… Extras include a bonus chapter, the SG, collectible "Snoop-sees" that unlock an encyclopedia, and the developer's portfolio of sights and sounds.
THE LAST WORD… While I don't find this game worthy of CE status, I do nonetheless like it and will probably pick up the SE. So that's my recommendation.
Favorite Genre(s):Word, Adventure, Hidden Object, Large File, Card & Board, Strategy, Time Management
Fun Factor
2/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
1/ 5
Emberwing: Lost Legacy Developed by Boom Zap Collector's Edition Review based on demo
IN THE BEGINNING... In your world, dragons were long thought to be extinct, mere fodder for bedtime stories…until one appears, sets your house on fire, and kidnaps your son Tevin. Naturally, you follow them into the Dark Forest, where you meet Eridan, an elf who is hunting the dragon.
Years ago, elves and dragons got along famously. But dragons just can't resist treasure, and they stole some from the elves. Eridan is aware that this dragon has your son, and he offers the help of his elven tribe. He also tells you that Tevin is in no danger, that he is an Emberwing, and that the dragon will protect him so that Tevin can fulfill his destiny.
PLAY THE GAME... This game is mostly adventure and puzzles with very few HO scenes. The puzzles do not include instructions, but they are not difficult to figure out. There are lots of items to collect and use elsewhere, and many of them you keep for several uses.
SIGHTSEEING… The graphics are pure fairy tale, painterly and colorful with lots of texture and detail, light and shadow. The animations were rather clunky, I thought. They didn't have that smooth, high frame rate, cinematic look to them. Instead, things sort of blurred from one position to the next.
SOUND WAVES… The music was unobtrusive…and unmemorable, I'm sorry to say. Voiceovers were decently done, as were environmental sounds. But there was a lot of silence.
TOOLBOX… The map indicates objectives and transports. There is no journal; presumably one is not necessary.
EXTRA, EXTRA… Extras include the bonus chapter, the SG, collectible medallions, achievements and awards, and the developer's portfolio of sights and sounds.
THE LAST WORD… After reading the rave reviews, I fully expected to fall in love with this game, but I was disappointed. The storyline revealed so slowly, the gaming was so easy, and the sights and sounds so generic that I found it impossible to become immersed.
Perhaps I've reached my "missing relative in danger" limit, or my "you're the only one who can save both worlds" limit. Perhaps game developers need a course in Creative Writing (with attention to exposition and denouement). The story matters, devs!
After the Awakening and Botanica series, Emberwing just doesn't deliver. Even if it did, I don't find this CE worthy. Collectibles shouldn't be blatantly obvious, but somewhat difficult to find. Otherwise, what's the point? And I should crave to download the music, and anticipate the bonus chapter eagerly. Nope.
True Fear: Forsaken Souls Developed by Goblinz Collector's Edition Review based on demo
IN THE BEGINNING... After awakening from a horrific nightmare, you receive a letter from your estranged twin sister. She writes that there are things about your past you don't know, and invites you to her house. When you arrive, the house looks as if it's been abandoned for decades. To your horror, you discover the windows nailed shut from the inside, notes from your sister about an asylum, and the image of a creepy spectre on the premises.
Who is Dahlia, and where is your sister? What does the asylum have to do with any of this? And why is the basement door at your sister's house padlocked shut, and her bedroom barricaded? These and many other strange enigmas await your investigative skills if you are to discover your family history.
PLAY THE GAME... Standard adventure mode consisting of exploration, finding and using of items, unlocking of doors and boxes, and the like. HO scenes are interactive in two ways: red items on the list require an action, and muted items on the list are located in a zoomed-in area. Puzzles are familiar and simple.
SIGHTSEEING… Graphics are somewhat dated, as well as muted and gloomy which, I guess, befits the theme of abandoned house. Animation, including posers, is fairly well done. The "stop motion" spectre (who resembles Samarra from "The Ring") is quite creepy.
SOUND WAVES… The music is very "horror movie" rather than "casual game." Lots of moody strings, strident accents, and sounds to keep you on edge. Voiceovers are okay. For an abandoned, creepy house, I found the environmental sounds lacking. No creaking doors, muted voices, or strange footsteps.
TOOLBOX… The map transports and shows areas with available actions. The journal keeps track of the story, notes, and clues. I did find that "full screen" did not work on my MacBook. When I tried using it, a portion of the scene was off the bottom of the screen, making the game unplayable except in windowed mode.
EXTRA, EXTRA… Extras include a bonus game, SG, and the developer's portfolio of sights and sounds. Not nearly enough to qualify this game for CE status, in my opinion.
THE LAST WORD… I admit I am extremely curious as to how the story will play out, and I do love a good horror game. However, the lack of full screen functionality, slow loading, unresponsive cursor, basic gameplay, no worthwhile extras except the bonus game, and the fact that many reviewers said this game ends abruptly in a "to be continued" fashion make this a "no" for me. I'll probably pick up the SE with a PCC, but I don't recommend the CE. I do recommend that this dev work on their gameplay and programming.
Myths of the World: Spirit Wolf Developed by Eipix Standard Edition Review based on completed game
IN THE BEGINNING... Since you're an expert in Native American symbolism, your good friend Jesse, who manages a Native American museum, summons you to investigate the appearance of some unusual glowing glyphs. Upon your arrival, your ancestral amulet also begins to glow, something that has never happened before.
Your investigation uncovers several spirits bound to the area, and it's up to you to resolve their earthly feud so they can move on. But there's a deeper mystery here too, one that even Jesse never suspected.
PLAY THE GAME... Adventure mode finds you exploring the beautifully-presented Native American village, collecting objects to use elsewhere, solving puzzles, and gathering clues using your binoculars. HO scenes are of three types: interactive list, silhouette (in which you find ten items), and zoomed in silhouette (in which you find five items).
Puzzles include the familiar (Towers of Hanoi, variously shaped puzzles where you rotate the pieces until the picture is complete, etc.) and the unique. I liked the one where you had to find a path from beginning to end while the pieces of the pathway kept disappearing. Very challenging!
SIGHTSEEING… Graphics are painterly, blurring the line between realism and the fantastic. No problem recognizing objects in the HOs. Lots of rich colors and natural textures. Animation was done well, including character animation.
SOUND WAVES… I had to turn the music off, as I did find it repetitive, and the constant flute melody irritated me after about 30 minutes. I've heard some beautiful Native American music before; this wasn't it, unfortunately. Voiceovers were professional, as were environment and game sounds.
TOOLBOX… The map indicates both current objectives and areas where actions are available, as well as being a jump map. I found the journal unnecessary, as the clues you gathered were automatically brought out when you needed them. Inventory is lockable. You have binoculars, which you'll use often to pick up on clues in the background. And, of course, your amulet, which deactivates those pesky glowing glyphs. As the game progresses, you gather more pieces to add to the amulet.
THE LAST WORD… While there was nothing outright bad about this game (except, perhaps, the music), there wasn't truly anything epic about it either. I thought the story unfolded rather slowly, to the point that I lost sight of it several times, and it became merely gaming to no end. The good guys weren't virtuous enough, and the bad guy wasn't evil enough to create that sense of conflict (and, therefore, the need for my role).
I loved Eipix's "Amaranthine" series, and "Off the Record: Linden Shades," but I'm just not a fan of this series, I guess. My recommendation is for you to try the demo yourself, as I really don't like not recommending a game unless it's truly awful, especially from a developer with such potential.