Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
Short synopsis: You set out to save Dupin and other game characters from being killed by going back in time to save them. (Check back on first "Worlds Align" game and you'll have identified the first problem with game two.) Evildoer/bad guy wants to take over the game world in order to destroy reality. (So he'd die too, right? With nowhere to go, so would his henchman, right? Did anyone think this through? Why take over just to destroy everything so you have nothing left?) And is this not a game one replay? Bad stuff: Recycled everything! Mix in a plethora of bits and pieces from all the series that Amax borrowed from to make this, some old stand-by puzzles, and a story so scant, you feel you need to hand it a robe, and you have this game. The CE bling is also skimpy. The little girl with Death has a VO high pitched enough to make your dog whine. And then there were the typos and bad grammar to survive. Did no one vet this thing? Bottom line: Surely we have better things to do than this sad little game. The total package makes me question any desire to purchase this or any other game from Amax. Play the demo. Please. Then you can enjoy house cleaning, yard work, or giving the dog a bath! Heck, after the misery attendant to playing the demo, I'd give our cat a bath as something more enjoyable!
Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
5/ 5
Visual/Sound Quality
5/ 5
Level of Challenge
5/ 5
Storyline
5/ 5
At last a new game with an engaging story, lovely artwork, a variety of game elements sure to please most players, and haunting music as a cherry on top. The only bad thing connected with it is the BFG blurb on the game page. Some of their info got twisted - nothing new for them.
Lucia and her brother are cleaning up their tavern/public house late at night. It is in the middle of nowhere and Lucia takes a moment to give her brother a birthday present. There are loud sounds of arrival outside. The door bursts open and a woman and her three henchmen rush in, determined to grab Ulf. Lucia has hidden behind the bar on her brother's order and Ulf faces the intruders. As they charge him, he turns into a werewolf, much to Lucia's surprise. After everyone else has gone, Lucia follows on their horse. Her adventure has started.
Good stuff: The variety of puzzles and HOPs was good and most were not too easy. There were lots of very layered landscapes and a good variety of collectibles in addition to morphing objects. Characters were engaging and VO's were well done and appropriate to their subjects. The music was mostly a haunting pipe, which may eventually get on my nerves, but during the Demo, I really liked it.
Bad stuff: Some one was overly eager to write some of the dialogue and so sent players to the barn for a ladder when it was in the shed. And Lucia used a rope ladder to get into an attic space - that only works if you are able to reach above the ladder to hook it in place. A bar/tavern in the middle of nowhere was odd. But that's all I've got!
Bottom line: I'm enthusiastic. Finally. After weeks of sad games, I intend to really enjoy this one! Please try the demo. I hope you see what I did!
Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
1/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
2/ 5
Storyline
1/ 5
Nancy, a budding young scientist who lost her parents when she was in high school twenty years ago, has a dream job offer from Neuro Tech. Or is it? The CIA agent that shows up at her door to request she be a spy may signal more nightmare than dream. And what about her assistant, Richard? Did she just accept the new oppertunity and leave him in their old lab with no funding and no prospects? Good stuff: The artwork is clear and well colored. The puzzles have instructions. There are two collectibles: morphing puzzle pieces and dolls among the CE bling. Bad stuff: The voices are hit or miss. Assistant Richard does sound like a pre-teen girl, while the recruiter for Neuro Tech sounds like he should have been a Thug in a different game. The head of Neuro Tech, Dr. Webster, seems torn between a British accent and none. There are odd lapses in English grammar that jar on the nerves. And then there is that CIA agent. He shows up at Nancy's apartment minutes before her ride to Neuro Tech and, after speaking to Nancy, walks boldly out the front door. Lesson 1 in the spy game - don't be obvious! Nancy runs into trouble getting into Neuro Tech and proceeds to bend the trim work on a car in their lot to steal the display on the dashboard - and will have graduated to her third screwdriver before she ever gets in their door. Once inside, she makes her own pass card while the secretary is away from the lobby. Bottom line: The missteps in the game are legion. If this thing was beta tested, it must have been done by the designers themselves. Some puzzle instructions needed an owner's manual while others were just silly. Nancy and the people she meets just seem like players from so many different games thrown together to meet a deadline. That might explain some of the problems at least, but I just want a good game to play, not one that has me making excuses for the problems. Please try the demo. I may be irascible!
Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
1/ 5
So James and his girlfriend are off for a relaxing spa weekend for their first anniversary. On the way to the spa hotel they encounter a vintage car with dirty windows parked ON the highway. James investigates and finds two bodies and their luggage. James and his girlfriend, Jessica, go on to the spa where they report the dismal find to the nurse that greets them at the entrance. Next we see them in a room. There is a cover pulled back on the sofa, revealing a drawer. On the sofa is a purse with a nurse's ID tag in it. There is a letter stuck in the folds at the top of the curtains. There are four missing amulets to the dresser and a bow on top of it with a missing figurine. And James is oblivious until Jessica doesn't come back from her first spa treatment.
Good stuff: All the usual game elements with quirky little ghostly bits thrown in, like a bucket of water that throws itself down the stairs. There are morphing objects, figurines, and puzzle pieces as collectibles with the CE bling.
Bad stuff: I bet there is more story than we see, at least I hope so. What we do see is that James, the guy involved in the previous adventures, sees nothing wrong with this hotel, even when he sets out to find Jessica. So our clever detective becomes stupid for the beginning of the story. I can only hope he gets smarter later. I should also warn you that the game may need to be reloaded as there is a glitch or two that makes advancement impossible - I could not use the ice tongs to reach into the fireplace to retrieve the ring and started over with a reload - this does not inspire confidence. The spookiest thing I saw was the bucket rolling down the stairs. The scariest? James being dumb.
Bottom line: I would have enjoyed a game where our hero was not playing against type and his lady love was not looking away all the time - her eyes always seemed to focus off to one side. Since this isn't that game, you may draw your own conclusions.
Please play the Demo. Several players have pointed to a short game. Some have pointed out additional problems. Please play the demo to be sure you want the game.
Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
You are apparently worried about your girlfriend who has traveled to some place in Russia. While at home you have computers and cell phone, her destination is stuck somewhere in the 1970's, time wise. So you pack your bag and prepare to follow her into the unknown. And land at an airport with a guy hawking his rental car at the curb, an empty kiosk across the street filled with cheap wares, a map you dig out of the trash to glue together, and a money changer who deals out of his inside right coat pocket. You go to a hotel with an old-fashioned counter bell, have to hunt down your own room key, and find the rotary dial for your room phone. You meet a P.I. in your room who looks like Pat Paulsen - that 1970's comedian who made his fame from his Sad Sack face. You are asked to give him a ride and you are off on a slow adventure with nothing to go on and nowhere to find it.
Good stuff: There are apparently collectibles as I clicked on a doll that went into my collection - the tutorial did not mention them, but a dialogue box popped up when I clicked on the doll.
Bad stuff: This is not just any slow adventure; this is someone's desire to slow game play down to glacial speed. To prepare for your journey you not only pack your bag, you must fix your computer, print off your ticket, charge your phone, and feed the cat. Once you land, aside from gluing the map you find in the trash, you will be changing a tire on the car you just rented with jack, wrench, and each nut pulled one by one. The hotel is your first real chance to dig a parquet piece out of the lobby floor, try your room key in various unmarked doors, and repair the bathroom tiles. And you will not get farther than your room, but you do get to unpack your luggage. In fact the game provides you with ghost images of each item in the wardrobe of your room so you can put everything away correctly. Bottom line: This is not an "old school" game. Nor a throwback to some golden age. What it is, unfortunately is a johnny-come-late to the HOPA ranks with lack of story and no effort to even approach more recent game play or challenge an adult player. And that's a shame because the game did show some promise in a couple of the HOPs. I started playing these games when the genre was still new and shiny. I understand one player's aversion to the Big Three and their copycat games, but this one is not the answer. The best thing I can say about it? Some of the badly written translations into English are so far off target, they provide amusement. Please play the demo. Seriously, please.
Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
2/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
2/ 5
It is a game and it is here.
And that's the best thing I can say about the newest entry into the PuppetShow series.
Your old professor has called on you to rescue him from his kidnappers. He has sent you a message in a mechanical bird. You join forces with his assistant, Natasha, and retrieve the White Stone from his safe. Then you ride off to the rescue. The White Stone is essential to use his mechanical bird and other creations.
Good stuff: The game has HOPs, puzzles and mini-games, and a little CE bling. Hopefully you don't care about collectibles and are just interested in achievements as you have none of the first and a lot of the latter.
Bad stuff: Knowing that the White Stone is what the Bad Guys are after, you continue carrying it around even after you hear them reiterate their desire for the stone while eavesdropping outside the door of their hideout. At no time do you think about how or why the professor was able to send for help and picked you - Whatever happened to the police department? And what inventor would design all of his inventions to work with a single item? Then there’s the perennial tool problem – you can use a screwdriver to help you with every mechanical hand the professor made and it vanishes after one use. How helpful is that?
Bottom line: I was over this series long ago as they wandered farther and farther from any cohesive and well-crafted story telling. There are so many holes in their plot, I had a sudden craving for Swiss cheese. And, unfortunately for this game, I never pay any attention to achievements, but do enjoy finding collectibles. This game is a no go for me. You may find redeeming qualities when you try the demo.
Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
1/ 5
Storyline
1/ 5
You arrive in town, fresh off the train just in time to see a man stagger toward you and collapse on the street. He is dead. Welcome to Serpent Hill.
Good stuff: There are collectible morphs, cards, and puzzle pieces. There are the usual game elements and a variety of tools to find and use. There is a story, which I certainly hope will show up in the main game, because it was MIA in the demo. All we know is people are dying.
Bad Stuff: There are more complicated locked areas than you can shake a stick at - and you will want to. The cobbled together tools will leave you gasping alternately at their simplicity and impracticality. You will, as you most certainly have before, carry around a sharp jagged piece of glass to cut things. You will fasten a bent wire to a wooden pole with a chain to fish something out of the sewer from under the dead man. You will prepare a potion for the woman villagers have branded a witch. And somewhere along the way you will bail from the demo, secure in the knowledge that they can't make you buy this poor little short thing.
Bottom line: Do not complain if you waste your hard earned dollars on this game because you purchased without trying it. Please just try it first. You may be perfectly delighted, just don't go in with your eyes closed!
Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
2/ 5
Visual/Sound Quality
2/ 5
Level of Challenge
2/ 5
Storyline
2/ 5
You and your father, Satur, live in a house in the forest. Dad is the Forest Keeper. One day, as Dad is standing next to your front door, he suggests the two of you go home. (Perhaps he was being sardonic?) Suddenly he is whisked into the house and the door is locked. You must find a way inside to see what is happening. After admiring a squirrel house/feeder, wandering down to the shore of the lake/river to inspect a fallen tent, random cave with ancient box, and raft with no sail, you dig out the key and enter in time to see a genie take your father away after threatening you. You eventually find a clear globe with a magic message from Dad inside with the aid of your pet dragon. You must sail down the shore to Cordia's house for help. Good stuff: There is artwork, HOPs, mini-games and puzzles, collectible containers and animal footprints, a story and some of the most laid-back dialogue you will ever hear. (No, really, I'm not kidding. After Cordia, helper to Poseidus, ruler of the seas, lets Sardonik get the key to entering Poseidus's kingdom, she says: "I didn't do that very well, did I?.") Bad stuff: Pretty much all the good stuff has some bad to it! The characters are cardboard, the artwork over-colored, the tasks ridiculous, and the story moves at the same pace as the bad guy. He disappears from each scene in a blink and then presumably waits around the next stop till you catch up, as you are always in time for him to threaten you again and go on his way. As for any hope of a challenge here, let me point out the following: Satur leaves you an emergency message in a clear globe along with the combination to the well edge. That's where you will find the pieces of wood you will need to finish a squirrel feeder before you go rescue Dad. And even though you are alone with Dad in the middle of the forest, everything will be locked up and there will be notes from Dad on what you are to do - I guess you and he didn't speak often. Cordia, when awakened from her faint after Sardonik gets the key from her, hands you a grappling hook and rope she says you will need and that is the extent of her help. You then set out to find a refining rune you need to fix the waterfall to Poseidus's realm. You use the Grappling hook to climb up the side of a ship floating at the dock near Cordia's house. And once inside the ship above the water, you are underwater, using a puffer fish to get an octopus out of your way. Sardonik, seeing you outside of Poseidus's castle, sets an octopus on guard and tells it not to let anyone in. And then he goes in. Sardonic, right? Bottom line: I have lots of fantasies, fairy tales, and myths in my game collection. None of them are dumbed down like this one. I pass, thankful that I can. Please try the demo.
Favorite Genre(s):Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
1/ 5
Visual/Sound Quality
3/ 5
Level of Challenge
2/ 5
Storyline
1/ 5
Ms. Holmes is back. After playing the Demo, you, too, may wonder why. Ms. Holmes arrives home one day to find a mess in her yard, a lock pick broken off in her front door, and muddy footprints everywhere. As a responsible detective, she immediately proceeds to compromise the evidence and follow the perp into the house. She suspects he is in her kitchen as the door is locked from the other side. (Can we see a show of hands of those who need to lock their kitchen door when they live alone?) She proceeds to straighten the living room and solve minor puzzles before she breaks into the kitchen where someone who has already scratched “revenge” in her coffee table may or may not be waiting to ambush her. (Reading over that synopsis makes me question why I continued the Demo after that silliness, but I did.)
Good stuff: There is artwork, no cute helper, and game play.
Bad stuff: There will be more shapes and amulets than you would think possible. The Devs never saw a cabinet, drawer, box, or wheelbarrow they could not lock up with enough security to defeat James Bond, while keeping safe all manner of dust, debris, and old junk. The protagonist will defy any legal standard of sanity as she lumbers through her own home destroying evidence and making a farce of logic and reason.
Bottom line: This is one time when playing the demo should be mandatory. Once you've opened the kitchen first aid cabinet with the two shapes needed for the lock and retrieved the insecticide resting next to the aspirin and filled a large pitcher balanced on a sucker on the counter with water from a plastic bottle, you too will eagerly look forward to bailing on the silliness this game represents.
Favorite Genre(s):Adventure, Hidden Object, Mahjong, Marble Popper, Match 3, Puzzle
Fun Factor
1/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
3/ 5
Storyline
3/ 5
The Fright Chasers have been called in by Hiram, the owner of a new amusement park. Everything is still under construction when you and Lisa, your partner, arrive at the park. (Here goes some of the fun - the opening showed a woman and her son presumably visiting the park and riding a ride, but it is not finished.) You meet Julie, Hiram's wife, Doug, the park designer, and Frank, in charge of security at the front gate. Everything looks finished there and you and Lisa hop on a train to get across the park to Hiram's office. The train runs into trouble, but you are equal to anything. Lisa is trapped in your train car and you get out to rescue her. You take a piece of chewed bubble gum out of the lock of a nearby game machine, use it to fix the hole in a hose to soften the ground to dig out half of the emblem you need to open the electrical box to repair the train. (Think about this, folks. You would have to chew that used gum you pulled off the game lock to make it pliable enough to "fix" the hose - assuming gum would stick to the wet hose at all!) The train starts out again and then stops near a cage with an ape figure in it. The ape comes to life and soon Lisa is trapped in the cage! (You proceed to save her, but during the entire rescue the screen keeps putting up a message about a heart being useful to what you are doing - except there is no heart anywhere around. No fun.) Once the train reaches Hiram's office, he wants to show you something odd he saw on the security tapes. He goes into a side room and the door slams and there are horrible noises in there. You see into the room in time to see Hiram carried away by a monster. Eventually, after using a "sharp divider"(This was a mislabeled compass for making circles.) to cut glass, (Fun is wounded.), and solving various puzzles including a raised floor safe under a rug (Another hit to fun's vital organs), you follow poor Hiram slung over the shoulder of the monster. You pass through construction areas to rescue Hiram and take him to the Infirmary. Along the way you melt ice by throwing baking soda on it (Fun bleeding). You also climb a chain to the roof of a building while holding a burning torch you made from a large board at the construction site - to smoke out bees, of course. (Fun down for the count.) At the hospital you will finally see that security footage and the result is the final blow. (Fun is dead.) I finished the demo. I am preparing the funeral for Fun. After all the hits Fun took through basic carelessness on the part of the people who gave us this game, I feel we owe Fun a decent farewell. Please play the demo. The carnage is a good example of the "stuff" we are being handed and I, for one, feel we should confiscate the pens and pencils of those who send out this type of sadness.