The graphics, although colorful, are plain and drawn with no imagination. The HOS are too easy and not interesting. The characters are one-dimensional. The adventure is limp, and the story is exactly the same as previous games in this series simply plopped down in a different setting.
I spent 45 minutes of the demo clicking the hint button. Maybe I'm just tired, but nothing seemed logical. I do like to figure out a few things on my own, but it wasn't to be with this game. There were a lot of disconnected tasks, but for me the strangest was the menu game that somehow made it possible for her to figure out what booth the star was sitting at. She must be clairvoyant, I guess, because it didn't mean a thing to me, so you guessed it... another hint. Then there was the flower pot game which yielded a slip of paper with drawings on it. But then, even after getting a hint where to go next, I could not figure out what to exactly do with that piece of paper without getting another hint. Others have given nice, clear reviews of this game. As for me, it would be impossible for me to follow suit, because nothing seemed connected to anything else, and wearing out the hint button isn't my idea of fun. I'll have to pass.
I thought this game was really kind of cute. I can't give it more than three stars, though, because several things that we've come to expect in HOPAs nowadays are lacking or of lower quality.
I'll start with what I liked about it.
1. The light classical music is a nice change. 2. The inventory bar locks open by clicking on the wings in the center. 3. There is some subtle humor, i.e., the game isn't taking itself too seriously. 4. The colors are clean and clear. No overuse of pink, blue, purple, etc. 5. The puzzle skip fills quickly enough in the easiest mode even for me, and the hints are always available outside the HOS. Hints are directional. 6. You do obtain a map after you go through the portal, but I didn't test it during the demo to see if it was transporting or not. 7. Glints and sparkles are unobtrusive.
Now for what I didn't like:
1. While the music is quite nice and changes up a bit, such as when the melody goes from the major key to its relative minor in suspenseful moments, I did opt to turn the volume down after awhile. 2. There are only two modes of difficulty. I played the demo on the easiest mode. 3. The active area for placing items from inventory is localized and somewhat small. If you don't hit the exact spot, the item will fly back into inventory. The same is true in the HOS. 4. The glints and sparkles are so unobtrusive that I failed to see a couple of them until I revisited the scene. 5. The graphics are not as good as we have become accustomed to and are somewhat more like the older HOPA games. I didn't find the art a major deterrent to my enjoyment of the game however.
I'll get this game as it's on the Daily Deal and hope not to be disappointed.
I spent 45 minutes of the demo clicking the hint button. Maybe I'm just tired, but nothing seemed logical. I do like to figure out a few things on my own, but it wasn't to be with this game. There were a lot of disconnected tasks, but for me the strangest was the menu game that somehow made it possible for her to figure out what booth the star was sitting at. She must be clairvoyant, I guess, because it didn't mean a thing to me, so you guessed it... another hint. Then there was the flower pot game which yielded a slip of paper with drawings on it. But then, even after getting a hint where to go next, I could not figure out what to exactly do with that piece of paper without getting another hint. Others have given nice, clear reviews of this game. As for me, it would be impossible for me to follow suit, because nothing seemed connected to anything else, and wearing out the hint button isn't my idea of fun. I'll have to pass.
I can't really say why exactly, but I was confused from almost the beginning of the demo. Who am I supposed to be? Just some girl standing around on the set? Why does some guy get in a car to try to move a trailer, but then he just sits there trying to start the car? It isn't clear if he ever does get the trailer moved. Why doesn't the guy who pulled the trigger say, "OMG! It was supposed to be a prop!" instead of running away? Where does he run away to? The prop room is locked. Maybe he's hiding under the car that won't start. Where did the guys standing around staring at the dead body go? Who covered up the body? Did I cover up the body? Why does the lock to the prop room require three pieces hidden in three different places? Who took the slide photos that go in the magic slide machine? Is there a way to smash the stupid magic slide machine and just look around for clues?
And last but not least, how do you get that annoying objectives banner to stop sliding in and out? Confused I may be, but not so much that I need a banner to tell me I finally got into the stock room.
Assembling butterflies to show the glittery way?? People turned into animals by a Wicked Witch??? A magical picture frame that shows you their True Form??? Reeallly??? OMG! I lasted exactly 16 minutes. Play this one with your six-year-old.
Apparently your character can understand Boggart-speak with no problem, but I had a problem deciphering the very weird English. "Barrued" for buried? Really? And "is" when it should've been "in"? Not sure if that was a mistranslation or a typo. The unusual font didn't help.
I, too, wanted to like the game. I thought the graphics were okay, and the ambient sounds were appropriately spooky. I didn't like the way the story could be anywhere from illogical to downright inconceivable. I didn't like having a click penalty in the HOGs, nor waiting forever for the hint to be refilled with after use. I didn't like the way the game would stick every now and then causing me to hold my breath waiting to see if it would lock up completely.
It seems some people are really liking "Contract With the Devil" though, so try it and decide for yourself.
What's up with all the 5-star ratings? Playing the demo, I kept waiting for something interesting to happen. Instead it was the same old HOPA recipe with all the same ingredients we've seen before.
This game will probably have some appeal for fishies new to the pond, but I think for experienced Big Fish HOPA players, it will be "Been there. Done that."
It was supposed to be a routine mission. But when a dragon attacks your plane, crash-landing in a lush valley, you're drawn into the adventure of a lifetime!
I couldn't get into this game. I wanted to stop the demo after about 15 minutes, but to give it as much of a chance as possible, I stayed for another 12 or 13 minutes before I bailed out. (Ha! Airplane crash reference.)
There was one puzzle after another, way too many in the few minutes I played. Fortunately, you can custom set the skip to 10 seconds. The HOS were clear enough. Of the two I encountered, both involved a second step, which for some reason I found annoying.
There is a little girl interlocutor whose voice I thought was highly (pun intended) irritating. She's there to tell us what's going on, but it doesn't help. The story is still meandering and disjointed.
I quit when I ran into something I find utterly superfluous in games: pieces of back story inserted into the game at intervals, I'm sure as a way to make the game seem longer.
I can't even give credit for the artwork, which is about on par with most newer games by quality developers. I thought It was uninspired, twee, and trite.
If I were reviewing this game when it first came out, or reviewing it only for players very new to the HOPA genre, I might give it four or five stars. But as it is -- compared to some of the newer games and for players of all levels -- I'm giving it a three out of five. Just average. That doesn't mean I think it's a bad game. For its time, it's Elephant quality in every way. I just thought it was too easy, and for me that added to the boredom factor and ruled it out as a game I would buy.