Nice straightforward storyline with believable disasters.The demo was unexpectedly engrossing, and the art upholds the fine storyline. The voiceovers do not always agree with the art. Too many puzzles are of the move one thing and several move sort. The HO's are not really hidden or particularly challenging. You can skip if you like, but no need, except for the tedious puzzles. After completing an HO, you are told that you have "found" this or that, and the things were not there when you were finding things on the list. They should have tried a bit harder, and inserted the found items into the HO game. While the heaped clutter for HO games is mostly appropriate for the spaces (can't think of why a mine would have a petrified brain, but , hey), this game stops short of being really good. It's as if invention stopped after the storyline and art. There are not so many lock puzzles that it gets tedious, but the game stopped before I expected. It's thoroughly in keeping with the characters and the story.
When I first saw the art for this game, I thought I wanted to live there. That was before I was asked to gather the pieces of a jewelry box and arrange them in order. The minigame puzzles are tedious. If there was a hidden object component, I didn't stick around long enough to find it. The pennywhistle music is tolerable, most of the art is appealing, but the main character is a twit. The minigames were predictable and not my cup of tea. After13 minutes, I was ready to leave. This is not a BAD game. It's just not a game for folks who resent minigames.
9 minutes into this game, I gave up because the interface sucked. Click, nothing, click, nothing, click--Oh did you want me to do something? Well, you've got my attention, try again. Should you click on the hint button, you may or may not be shown the area to look in. Depends not on whether it is time for a hint, but whether the thing wants to work. The tutorial is intrusive and unhelpful. After reading one rave review and a few so-so's, I tried again. Same problems. This seems like a game built by a group that knows all the elements, but has forgotten to build in fun. I hated the intro where the front of the plane is gone for awhile before the crash. No way to skip or fast forward. I was not challenged. I was not inclined to stick around. I built the stupid hut and started on the fire, but it wants things in a certain order, and hey, did I mention that I hate minigames? No? I do. I don't mind the cartoonish art. I don't really mind the story line. I just mind that there is no way of going anywhere or seeing anything that was not scripted to happen in a certain order. I'm being dragged through the sand. Feh.
The concept is interesting, but the interface is clunky. I could have dealt with the slow to load narrative. The slightly out of focus graphics are not annoying. But the lag time between mouse and action makes it feel as if I am operating a tractor. Ultimately, this is what made me stop playing the demo. The concept was not enough to keep me playing, and the objects were not so much hidden as plentiful. .
REtro with good art, Medford Asylum makes too much use of captions to advance the story, but I can live with that. What I find difficult to live with is that as you change scenes, any scene, you are whisked out of the asylum and then back inside. The controls seem a bit off. Can you pick something up with a mouseclick? Yes, but if you want to move it, don't lift your finger from the mouse. When you've found the hidden objects and located the additional one, a screen comes up to tell you you've found it. Annoyingly, you don't get to put it into inventory. You click an x, and perhaps the item goes into inventory. Ultimately, the control quirks were so annoying that I stopped playing the demo even though I was intrigued by the story and enjoyed the art. Try it.
Long intro followed by tutorial for things that don't need explaining. The handling for "untangle the lines" game doesn't seem to be right, as there was NO way to let go of the stars.Finally got to the hidden object portion, and it was annoying. Find a bottle and rearrange bottles in a cityscape for a city I haven't experienced yet. I'm sorry, I no longer care. This game failed to draw me in.The art was good, but the delaying actions all along pushed me out. Did I feel urgency? Well, at first, but when the first thing I do after discovering a nurse on the floor in a hospital room is to unscrew an antenna and throw water on her so a dark force can smash a window and take her... I don't care.
Calling this a hidden object game is just plain wrong. saying the character uses her botany skills is wrong. This is nothing but one puzzle after another, most without instructions.
I liked the bright colors and the artwork made me want to stay int he game's world, but the dearth of hidden objects and the preponderance of stupid puzzle games killed my interest.
The setup for the fable is slow, and the story line is repeated within the minigames. Tedious. Some of the minigames are merely tedious, others are "yes, I see how this is going and I just don't want to do it." There is no fast skip, and there really ought to be. I find the devices that turn wolf to human and back intrusive, so I never really got into the game, despite graphics that made me want to sink in and stay awhile.
Once I turned down the music, it fit the game nicely. The little girl is annoying. Like the main character, I got tired of finding things that needed to be fixed or had multiple pieces missing.
I wanted to split the screen so I could play solitaire in the slow parts, but it all seems slow. I played 20 minutes. Dad says something strange, kid seems not to know the basement, kid thinks he needs to make a call and a passer-by find a functioning phone booth from which to make a call. Astounding. A phone booth. Slow action. Useless animation each time I need to take out the knife/pliers. The mystery is not what comes next, but why bother.
This game sucked me in so quickly that when the demo time was up I didn't hesitate to buy it. Same old story line, but the way it involves you is great. Small tweaks of accepted forms made this intriguing and fun. I didn't even mind the minigames, which for once did not overshadow everything. I particularly appreciate being allowed to stay in a room until all of the games are done-- no chasing back to the beginning, through 30 twists and turns, to pick up one tiny piece that can't be used until the very end. Normally I'll play a game in 30-minute increments, but I played this one through to the end. Not too spooky, not too frustrating--this is a game I'll be playing again.