Played entire game. Original House was great, but this sequel is even better. Gameplay was logical and challenging but not frustrating. About 7-8 hours long (take my time). Ending suggests another sequel.
Story: Instead of doors, there are four pictures (in order Tibet, India, Jerusalem, and Madagascar) to enter once you find your way into the house. Objective: find 3 skulls and the Palm of Zaroaster (gem causing chaos and death). Finding a skull in one location will open the next location, but permanently close off the picture after you leave it. So be sure to find all morphing objects before removing the skull from the picture as you can never return. Occasionally, you must leave the picture to get an object needed to complete the picture. In Madagascar, you must find a flaming stone, which is the Palm of Zoroaster. After leaving Madagascar, you must destroy it by completing an organ.
HOGs were plentiful and not too cluttered. No tiny objects here. Each scene required several interactions, such as moving a cloth out of the way, or finding a knife to cut a watermelon slice. Inventory was used in that picture, except for one item carried over to use in the next picture.
Puzzles were many and varied. Although challenging, they were not exasperating. A book records clues needed to solve the puzzles, background and additional information on your discoveries as you progress through the game.
Visuals were very nice and artistic. Music was good, but be prepared for a few instances where it suddenly became startlingly loud, but it was appropriate and likely on purpose (think of a horror movie’s music to put you on edge at specific times). Map: Not used. Not that many scenes per picture to get lost and not a lot of going back and forth.
Own and played entire game. Was hoping the story would center around Caretaker Quinn and Mr. Creeps (met at the Groundkeeper's Cabin), because they were mysterious and really creepy. Quinn disappeared for several chapters. No further mention of Mr. Creeps, his replacement or the creepy show. Maybe there could be a prequel featuring them.
Still was a creepy atmosphere. Liked being able to control the speed of dialogue. Be sure to read all the notes, especially those with several pages. You will need the clues later. Need to be very good at deciphering riddles to progress through the game. Riddles are everywhere. Camera pictures of notable riddles helped some - I liked how the pictures disappeared when no longer needed. Instructions for puzzles were minimal; a few were easy to figure out while a few others drew on experience with similar puzzles in other games. The frequency of the puzzles and time it took to solve riddles broke the creepy atmosphere somewhat.
Overall good production values and length - 5 stars if the atmosphere wasn’t broken so often by the time required to figure out the numerous riddles. The “back” feature could have worked better. Rate at 4.5 stars – rounded up because it’s more than a 4 star game.
You are accompanied on your journey to collect crystals and runes to repair the portal between earth and Sefirem by an elf and the cutest mouse you’ve ever seen, who is costumed with an earring and tail-ring, muffler and granny glasses. The hand-drawn artwork is simply gorgeous (similar to a creative artist's illustration of a fairy tale). Any scene would make a terrific picture to hang in any room needing a bit of whimsy. The mini-puzzles were not difficult.
Crystals are collected in 4 locations, each with 3 or 4 scenes, by finding a list of items and using those that go into inventory to interact with the scene. Crystals appear as the inventory is placed. After the crystals are found, you search for runes. Sometimes it was difficult to find an object, usually because the artwork is a stylized interpretation by the artist. But the artwork was so beautiful that I didn’t mind. [But not everyone will like the artwork.]
This was a very fun game to play but it ended too soon. I wished the crystals were stolen so the game could continue.
You are a constable in 1692 assigned to rescue 4 girls who are missing during the Salem witch trials. You will rescue one girl at a time. To find them, you will visit numerous locations and be constantly going back and forth. [So I don’t recommend the game to those who hate going to and fro for several hours.] The locations are on roads which converge at a crossroads, which will be the central point of reference. Although there is a map, not all locations are shown and none of the buildings (most of which are houses/stores) are labeled. Because I generally knew where I wanted to go but didn’t recall which road to take once I was well into the game, I found it helpful to enlarge and print the map (found at the end of the walkthrough) and label or input missing buildings. The map also sparkled at locations which had a HOG waiting to be played.
Some inventory items were openly found at various locations, while others were obtained while playing HOGs. There are some inventory items which are a composition of several pieces (e.g., a fishing rod, worm, line) found in different locations. A few of the HOG objects were very small, but there is a hint button appearing when playing the HOGs if you need help. Some inventory items will be carried over to your rescue of a subsequent girl (i.e., after you find the 1st girl, some inventory carries over to use when looking for the 2nd girl)
The negatives: There were a few varied puzzles. However, the instructions were frequently so obtuse that I had to resort to the walkthrough in order to figure out what I was supposed to do.
The artwork was visually good, except the girls and horses looked like they came from a wax museum (and not a good one at that). The voices of the girls and witch were so exaggerated that they were grating, and one was especially obnoxious.
Overall, despite the poor puzzle instructions, a few tiny HOG objects, the wax horses and girls, and the voices, I liked the game and the logical ending.
Although there was nothing really new, this was a long game (11 chapters). It was more of an adventure game, but still had a fair number of HOGs. There was the usual mix of puzzles (e.g. eliminate all balls except one, move weights from the left to the right). The hint system generally showed where you should head next. There are numerous locations to visit (mountains, church, snowy mountains, underwater et al) and different modes of travel (e.g. balloon, boat) and, of course, you usually have to make some repairs in order to travel. Each location has good, detailed artwork. No comment on the music as I listen to the radio or ipod instead.
The HOGs were fairly easy, with some of the items going into inventory for use later. The one complaint I have on the HOGs is that occasionally an item was located so close to the bottom of the scene that I sometimes backed out of the HOG when I was only trying to click an object. I thought the play was straightforward, until I reached the last chapter, when I had to resort to the walkthrough (the sticking point turned out to be just an error on my part when I transposed some numbers to open a lock and couldn't move forward – duh!). There are also a number of achievements you earn throughout the game.
I only gave the game 3 stars for the storyline - I'm usually not particular about the storyline connecting the dots although I did not find the storyline that compelling. My end conclusion is that this is a good lengthy game for the money.
You become a potion maker for a group of gnomes, because they can’t make potions. They give you recipes, for which you must find the ingredients in various locations. There is a map and, after you are given a recipe, you spill cute bugs on the map; they will highlight the locations in which the ingredients are found. The potions, which must be made exactly according to the recipe or they will explode, are used as you progress in the game.
The artwork is hand-drawn and simply gorgeous. Any scene would make a fantastic framed picture in a child’s room (or any room where you want a bit of whimsy). Although the game play is rather simple, the artwork and potion making kept my interest throughout. It is a most relaxing and engaging game. I recommend it when you need a break from the stresses of life.
After the demo, I just had to buy it in order to complete my garden. I recently replayed the game.
Your mission is to restore the gardens of a mansion you inherited, with the help of butler Austin, whom you also inherited. Unfortunately, you have no money for purchases, so must conduct jumble sales of household items. The items are in 15 rooms in the mansion, but you sell items from one room at a time. Your goal is to purchase 20 items so that you compete in a garden competition.
There is a relaxed and a timed mode (you can change modes at any time). I recommend the relaxed mode the first time playing, because your cursor interacts with many of the items in each room (mostly swaying, but there are other actions). The interaction occurs as your cursor moves over the items, so the timed mode would not allow you to browse the rooms. For each sale, 10-20 customers are seeking specific items. The money raised goes toward a purchase [if you don’t like how your garden looks at any time, you can change your purchases in design mode]. You earn extra money by finding gold coins ($25 each), starting in the 3rd room. The coins are frequently barely visible, but the interactions when you cursor over or sell an item may expose them more clearly. At the end of each sale, you will also earn $25 for each unused hint, as well as any unused time if playing the timed mode.
You can have up to 5 hints at a time. You earn extra hints by discovering a question mark (which start in the 2nd room). But don’t worry if you run out as an item will sparkle if you are idle too long. The items are generally fairly easy to find. The hint button will show what the item looks like. There are also the usual cameras and thermometers. Austin also gets a dog once you purchase a kennel.
Between sales, Austin is roaming the garden and you can engage him in activities by clicking on an item. Examples: feeding the swan, playing fetch with the dog, using the telephone. As he struts around the garden, he also engages in quite amusing dialog, which you can encourage by continuing to click on him. He likes to wave his hand to get your attention. He also likes to paint the sculptures and play mini-golf once you acquire them and he always goes inside when it’s raining.
The one thing I didn’t like is the coins jump after each sale until you collect them. There are also various squeaking type sounds which you may or may not like. I personally liked them once I got used to them.
We return to the hidden island in the "devil's triangle" where we last saw Delia and Gideon. Our character's main object is to thwart villain Undertow from his plans to rule the islands. Kathy guides us for a short time (I played the casual mode); then we are on our own, except for some help from Delia. You visit several islands including one underwater; each has several obstacles to overcome. The HOGs are many and some have several components to each some are silhouettes. Puzzles are varied and include having to build something (like a spaceship) and finding related pairs. Graphics are superb and play requires quite a bit of thought at times to hurdle obstacles. We don't really see Gideon until near the end.
There are 8 chapters in the game. Each chapter has an average of 5 scenes, but each chapter is self-contained. You will not need to go back to completed chapters to find any objects. The first 6 chapters were quite easy, but I found I actually needed the walkthrough a couple of times for the last 2 chapters (which surprised me since I had no problem with the first 6 chapters figuring out what was needed). The only reasons I'm not giving it 5 stars are that (1) there are other games which had more challenge and (2) the screen blacked out between chapters for quite a few seconds that I thought there was a problem with my computer (although I was expecting this by the end of chapter 4).
Completed the demo in less than the hour. I won't be buying the full version.
Play was no challenge. The game held your hand when playing. You always knew exactly what needed to be done. There was a map, which pointed out where any actions were needed. You got an "Area Completed" sign when finished with an area, which I liked. So you would know when you're coming back to that area. The visuals were okay; the characters and dialog were quite simple. The only "puzzles" were gathering pieces of some object, which required going back to other areas where pieces of the object would flash if they were in the scene). There was also a "Play the Tune" when you got to the Oz door.