Nightmares from the Deep: The Siren's Call Collector's Edition
(114)
Fun Factor
5/ 5
Visual/Sound Quality
4/ 5
Level of Challenge
4/ 5
Storyline
3/ 5
This game isn't creative on story, but it is definitely creative in its other aspects. This is not earth-shatteringly original; it's about all the little touches. For example, one of the HOS asks you to find a number of piano keys. Once you've finished, you aren't zoomed out of the scene--instead, it turns into a regular scene where you have to find a key to unlock the piano. In another case, you find certain objects in one HOS, and then you use those objects by placing them in another HOS. Little things, as I said, but fun.
The storyline is very simple. You are trapped in an in-between world by a witch, who has hidden 5 amulets in 5 different worlds. You need the amulets to get back home. A skeleton/River Styx kind of guy is the gatekeeper to the 5 worlds. You must give him a bracelet to open up each world. I like stuff like this -- 5 discrete locations, easily manageable, all different.
The graphics are nicely done if not 100% crisp. My favorite thing was the weird monsters guarding parts of the worlds. They were hideous in a fun way. The voices are entertaining, especially one character who keeps telling you you are getting on her nerves.
The puzzles are particularly fun in this game, and varied. I usually hate most puzzles, but the developer has shown real creativity in places. Most of them are easy, but fun.
This game was challenging enough to keep my interest, but easy enough to be relaxing. There was lots to do and see without getting lost or frustrated, and clever little tasks to get done. I had a blast.
I have played Mystery Trackers: Black Isle twice all the way through. It is by far my favorite Mystery Trackers. The graphics are gorgeous and very tactile. As with Raincliff, when I really felt I was in a soft, snow-lit world, the rain saturated Black Isle felt cold and wet; when indoors, I almost felt toasty out of the rain. That's how good these graphics are.
The plot is a little wonky, but definitely kept me interested. A seemingly malevolent figure on an island has kidnapped a journalist. Your job is to find her and overcome anything the figure throws in your way. There is some live acting here, and since I like that kind of thing, I enjoyed it. If it's not your cup of tea, there's not much of it to annoy you :)
There are achievements and collectibles (I never say what the latter is, since people often like to find out on their own). The HOS get progressively harder, but always beautifully rendered. There is a wide variety of puzzles. I really don't like puzzles unless they are ridiculously easy, but I liked all the ones in Black Isle. Maybe because they didn't repeat so many of the tired out puzzles we've seen in other games, and maybe because there were enough manageable ones that I didn't feel incompetent!
This is a nicely long--but not *too* long--game (I didn't play the bonus content, so can't speak to that). There is some backing and forthing, but that doesn't bother me. I love figuring out how to use an item; I don't like games that hold my hand, and this game doesn't. But the solutions aren't so ridiculous that you ask your computer screen how the heck you were supposed to figure that out.
I've played Witches' Legacy: The Charleston Curse through twice, and loved it both times. I first played it when I was new to HOGs, so was particularly blown away by the graphics. It felt like a true 3D world, but enclosed--a sort of insular feel that contributed to the story's tension.
In brief, the plot involves saving a young child from an evil witch. It's pretty much as simple as that. There's no real mystery, or grandly unfolding plot, but I didn't miss them. I was just engaged with wandering around the large house and outside grounds solving little puzzles and doing quite a lot of HOS.
That's what I noticed most about the game when I played it the second time around. There were a lot of HOS! But rather than getting annoyed (which I usually do as a more expert player now), I enjoyed them too. The scenes are a bit junk-piley, but clear enough that you don't get too frustrated. They looked as pretty to me as the rest of the game.
I take FOREVER to finish games, so I can't really speak to length, but generally it felt a bit short. I like that, to tell the truth, because I get bored in super long games.
For those who enjoy glowing warm rooms, cold rain outside, dungeons and studies and children's rooms, you'll like this world!
Off the Record: Linden Shades is a lovely-to-look-at game. The graphics are done with a light hand, refined, and clear. What's new school? Tons of collectibles. And that's about it. Is that enough? No. It isn't.
This is primarily an old school game. HOS after HOS. The HOS are very clear, and frankly very easy (which I don't mind), but the wearying pace reminds me of the old days, when you grimly buckled down and did one after the other until you were relieved it was all over. It's not as bad as that, but it recalls that old style. There are some interactive components, but nothing interesting (the few that involve more "work" are almost insultingly easy).
As usual, we find our friends the clock, the oil can, the screwdriver, etc. I'm sure Mr. Crowbar is up next.
The plot is faintly ludicrous, something about a "red bogeyman" that wouldn't scare Don Knotts.
It is a beautiful looking game, and I really loved Final Cut, but I regret buying it. It's just too been-there, done-that for me.