First thing you may notice about Chronicles of Vida is the length of time it takes to load the initial screen. Now this may just be my computer, but the first time I moved to a new screen, it took so long I thought the game had crashed. If you stick with this wonderful new offering, you'll have to get used to this because it seems to apply wherever you go, whether you're moving forward or backward or simply zooming in on a puzzle or HO scene, of which there are a lot.
Next thing you may notice is the difficulty in clearly understanding the voice acting -- we have two characters here, our heroine Vida and her newfound ferret sidekick Black, both apparently of Eastern European descent, and they have a tendency to swallow their words. Fortunately, the game displays the text of their conversations, so you learn to live with it and it actually grew on me.
You also may notice the abundance of hidden object scenes -- yes, this is mostly a hidden object game with the occasional item to use or puzzle to solve. And the HO scenes are not the most well-lit scenes you'll ever come across -- fortunately, you're given the option at the outset of adjusting screen brightness.
Finally, if you begin in easy mode as I did (I dislike click penalties), you'll find the game holds your hand a bit much, but you can change modes at any point in the game.
So why five stars? The game is absolutely gorgeous. With graphics that reminded me of wonderful titles like Torchlight and Trine, this game held me in its thrall from the start and its flaws soon became virtues.
Long load times between screens? Well, if it's in the service of such beautiful art, so be it. Mumbled dialogue? How can I hold that against such lovable characters? (I've got a weakness for blue-haired girls.) Dark hidden object scenes? Very well, then.
I found this to be a captivating game, and I'm grateful that Big Fish chose to release it as a standard edition.
Just when you think you've seen it all when it comes to hidden object adventure games, along comes a developer who raises the bar yet again, and this latest installment of the 'Shiver' series is a game that gets everything right and then some. Realistic graphics with just the right touch of fantasy elements, inventory items that require further 'solving', hidden objects items requiring three and four steps of interaction, solvable puzzles with a satisfying level of difficulty, effective voice acting: this game not only excels at the traditional elements of HO games, but puts a unique and innovative stamp on the genre. I've only played the demo, as my budget is unfortunately not of the 'collector's edition' variety, but I'll be keeping a sharp eye out for the release of the standard edition. A highly impressive standout entry in a crowded field.
I found this card battle game to be an interesting addition to BFG's small library of rpg/strategy games (technically separate from time management games).
The gameplay is simple, (though I suspect it will grow more complicated and difficult as the game progresses): you work your way across the map acquiring quests, and these quests in turn open new locations on the map. The quests can be simple 'fetch' quests or they can be battle quests, and occasionally you are given choices which may affect the course of the game. Upon completion of the quests, the player is given experience points, which are necessary to gain new character levels and -- in rpg fashion -- each new level unlocks stat points which can be used to boost the hero's offensive or defensive statistics.
Battle is turn-based and consists of playing offensive, defensive, healing, and stat-boosting cards, most of which are randomly generated, and throughout the game new cards are made available for purchase either in the shops or by the completion of quests.
Although the gameplay itself is different, fans of the wonderful 'Puzzle Quest' games will recognize several elements in play here, such as repeated visits to locations where new quests are generated as the story, and your participation, dictates.
An interesting feature of this game is the occasional chests you stumble upon throughout the game, the contents of which are unlocked by solving an anagram riddle -- old-school gamers may recall this exact same feature from the 1993 Sierra RPG 'Betrayal at Krondor'.
All and all, an intriguing and unexpected offering from Big Fish -- my curiosity is piqued and as soon as my monthly credit kicks in, I will be getting this one to do some further exploration.
(Based on the demo) 'Ghost: Elisa Cameron' is not without its redeeming qualities, but veteran HOA players probably won't like this game one bit, and despite the potential of an engaging, if somewhat unfleshed, storyline, 'Ghost' ultimately feels like a throwback game behind the times. Perhaps it was nostalgia for the simpler, less 'busy' games of yesteryear, but I did initially find some things to like about 'Ghost', with its uncluttered presentation, smooth gameplay, and lack of game-breaking bugs. In the end, however, I had to admit that the game's flaws outweigh its merits -- you'll roll your eyes when the 'lamp' you're searching for turns out to be a lantern or flashlight (despite the American voice acting, this is clearly an English game -- witness the 'tyre' in one HO scene). Cut scenes are static and somewhat lifeless, no interactivity in the HO scenes, duct tape (laughably labeled 'duck tape' in one HO scene) turns out to be alternately electrical tape and masking tape, and one HO search winds up pointlessly yielding no inventory items whatsoever. I believe this is a new developer, and I believe they need to do some homework before the next effort.
I don't recommend this game.
+26points
30of34voted this as helpful.
Sleepwalker's Journey
Shift the surroundings of Moonboy's dreams to avoid vicious traps and provide safe passage to the cozy bed.
In between the rpgs, first person shooters, and hidden object adventures, I love a good platformer, and Sleepwalker's Journey has all the makings of a well-designed platformer. True, the graphics and music are to some extent negligible, and the storyline is for all intents nonexistent, but that's not the point of platformers -- the point is to throw obstacles in the path of our hero (in this case an unflappable somnambulist) as he ambles toward his goal (his comfy bed). As with all good platformers (the wonderful Turtix comes to mind), the difficulty of guiding the sleepwalker through various obstacles becomes increasingly difficult as your options and resources increase, and by only the second level I was having to press restart to get the coveted gold ribbon. If you're looking for a break from time management, match 3, and hidden objects, something not too taxing on the brain but still a challenge to your reflexes, Sleepwalker's Journey is a refreshing change of pace.
First review I've written, just wanted to say how much I enjoyed this game. Can't put my finger on it, but I must own dozens of hidden object games, and this is one of my favorites. Good voice acting, effective music and graphics, just the right level of difficulty, and though I tend to play for the gameplay and puzzles and don't generally pay too much attention to the storyline, this one really had me interested in the outcome. Game is divided into chapters, which I really appreciated because it gave me a convenient stopping point, and the chapters take place in one general vicinity, which means you're never wandering aimlessly. Length is just right -- I occasionally encounter games that go on too long and grow tiresome, but here I found myself looking forward to each new chapter. HO scenes alternated between standard "list" HO and "picture of the item" HO, the puzzles were difficult enough to make me think, but not too difficult to make me skip out of frustration, and the game itself flowed nicely, with an occasional stumper (for me) now and then. A very well-crafted game made by a developer who seems to know exactly what game-players enjoy.