This pirate-themed game has the standard features I would expect in any mahjong game. This includes:
• 20 different boards x 6 locales (from Cabin Boy to Admiral) = 120 levels • Objectives for earning stars (time, number of steps, points, number of gold tiles retrieved) • Silver bonus tiles that automatically fill your multiplier meter • Pirate-themed board designs • Shuffle option • 3 types of tiles – original, pirate and large print numbers (The pirate tiles are absolutely beautiful) • High scores and Achievements • Comic style backgrounds • Exceptional pirate music (give the composer a bonus for this one, it’s worth buying the game for that alone!)
To progress through the levels you must meet the goals set for each board. These are:
1. Remove a certain number of gold tiles (the more non-gold tiles left at end of play earns more points) 2. Receive so many points (points are awarded on time taken between moves and involve a multiplier) 3. Complete the board in a set number of moves 4. Time taken to clear the board
The board is finished once the number of gold tiles is complete. Points can be multiplied by increasing the speed of your play, the moves set are not necessarily the minimum possible (yet at least), but they are a challenge after the first few boards. If you do not reach all the goals in one try, say you didn’t have enough points but the other goals were reached, you can replay it focussing on the points and no need to repeat your performance on the other goals.
What I didn’t see was the number of matched pairs available. I really love this feature. Also absent were options for showing the clear tiles. It also doesn’t attempt a story, other than the naming of the various locations. Which is good or bad news depending on your preferences.
I liked that, though not a widescreen game, it catered to wide screens by having wallpaper on the sides. This could have been more piratical though.
For me, the big difference between this and other mahjong games was the total disregard for the notion that it is traditionally seen as a game of relaxation. The pirate music is swash-buckling fun and probably deserved to be in a game involving the sinking of ships, but it certainly isn’t going to ease you into a restful sleep.
For all that, I love this game’s atmosphere. It makes for a lively and pleasant change.
FIRST IMPRESSIONS One of the lovely things about this series is that each story stands alone, and is sufficient in itself, while they also linked by the illustrious career of the famous detective M. Dupin, and of course, ourselves. With each new mystery our role has grown, and this investigation finds us with not only our own office, but a lab as well, where we must analyse vital evidence! [Note: I suspect this is a CE only extra]
SIGHTS & SOUNDS Beautiful hand painted graphics, clear and colourful, with excellent cut scenes. The acting is very good, in particular the melancholy twins are very convincing. The locations are richly detailed and varied, a delight to the eye.
The soundtrack is great. The series signature tune is joined by jaunty but mild music, then with sudden startlingly loud and unexpected crescendos. Some delightful violin and piano pieces. The voiceovers are nicely done, although some of the accents were a little too broadly American for my taste.
WHAT’S HAPPENING? We have been called to the estate home of the Usher family by their doctor. The last survivors of the family are twins who have been ailing all their lives with a mysterious illness. As well, each suffers whatever befalls the other, and they are both continually weakened by that. Now, Roderick is deathly ill, and Madeline has disappeared! It is up to us to find answers before the twins bring about the Fall Of The House Of Usher. The back story is delivered to us in various ways, some character reminiscences, combined with sepia animated sketching.
GAMEPLAY Fun stuff here! There are a lot of things to do and to find. The HOPs come in several flavours: interactive word list, riddles, silhouettes and multiples of, one is a diorama – and that’s just the demo! When you return to a scene, it will be with a different search method. If you wish, you can play an very intriguing Match-3 game that is easy to learn but fun to master. Definitely good. There are easy puzzles, some with a new twist, not very many of them so far. You can make some of them more difficult by choosing that option within the puzzle.
As with all the Dark Tales, this game is not very hard, but we can customise it. For help, we have an interactive map and directional hint. There's the journal, which was left behind by a previous investigator. He took photos, so matching them to the scene they are in gives us valuable pointers about where to go next. A message written to us on the backs are compiled here too. At one point, even the Usher’s black cat gives us a nudge in the right direction. We can also take photographs of locations for ourselves for our office photo album, and which can be saved as wallpaper.
Early in the game we come upon a “Reborn One”, who takes the role of the normally cute companion (but we already have M. Dupin!). Certainly not cute, it is interesting and visually striking. Its particular skill is to ‘create life’.
CE BLING! The beta doesn’t tell you a lot, but we do know we have the location photos we take ourselves throughout the game.
There are achievements that are attractively and imaginatively displayed in our office. The collectibles are a fine and fun twist. We need coins to purchase equipment for our crime lab. We will find these in toy houses scattered about the game.
Yes, I said, TOY HOUSES, yes, I said IN. These houses are our collectibles. We can look inside them with the magnifying glass and among the miniature furnishings are our coins. The lab is, I believe, a bonus game, where we will have to sort out 3 suspects by analysing the evidence of a crime that is not part of the main game. Just a little overtime, you might say.
COMBINED IMPACT I’m officially hooked on the remarkable M. Dupin, and am sure it is only a matter of time before the detective agency becomes a family business. So I am necessarily biased. But this is an exceptional game regardless, delightfully dark. Although all of Edgar Allan Poe’s are creepy, Dark Tales usually haven’t been. This one is the creepiest yet, sometimes scary, often startlingly unexpected. Also lovely, involving and intriguing. And most of all, fun.
FIRST IMPRESSIONS From the start I was less than happy with the graphics on this one. The opening scenes are cartoony, pixelated and grainy. So are the locations, but the characters and the close ups and HOP scenes are very nicely done. Particularly the leprechaun.
WHAT’S HAPPENING? Your magic medallion suddenly starts glowing and pointing out otherwise invisible things, like the crest on a book in a store window. Clearly you must have it. Maybe it is related to the disappearance of your mother. Opening the book, you are captured by it and drawn into its world, somewhere totally alien and mysterious. With lots of scary stuff, and loads of magic.
GAMEPLAY HOPs are a little different. As well as the standard word list, with its items that are hidden highlighted in yellow, there are also objects that are only visible with the help of your medallion. Your medallion makes many other important things visible in locations as well. There are runic symbols and pieces of pictures to collect to find out the story. And sometimes items needed for puzzles etc will also be hidden magically.
Other notes: the directional hint empties for each arrow of direction, but refills quickly, at least on the lowest difficulty level of 3. The words in the HOP lists change from white to grey when found. This is not invisible enough and very annoying.
Interesting trick with a cut scene within a close up window, while outside location waited it to finish before changing. It worked well. I don’t know if that would be cheaper or less arduous to do, but it seems like a good way to handle low definition graphics, avoiding those awful opening cut scenes.
COMBINED IMPACT Okay game. In the survey I said I probably wouldn’t buy it. At least, it would never be very high on my wish list. The medallion is a fun inclusion, but not enough to tart up an otherwise mediocre game. Still, for a DD or coupon, sure!
FIRST IMPRESSIONS Definitely the best yet of the Final Cut series, this game has a new twist that has it playing inside the world of another game. There’s also a new ever-present bad guy, reminiscent of “Dorian Grey Syndrome”. The mansion has changed yet again, this time we see it during the holiday season. (What’s with this Xmas obsession recently, developers? Yeah, I know it was Xmas just a little while ago, but normally doesn't affect subject matter.)
SIGHTS & SOUNDS The opening scenes are in sepia, movie quality graphics. Not my cup of tea, but they add authenticity to the game’s atmosphere of the art deco era, which has been faithfully portrayed in both the other Final Cut games as well. Someone on the team must be a real fan! The graphics in the locations are as superb as you could want them to be. The integrated people are always a buzz. The HOPs are crystal clear, with large well lit objects. I love the cursor.
The music is annoying. It is a ‘revving up’ tune, which is fine, but it just goes on and on. Perhaps that part of the game is not yet complete? The voiceovers are good, but seem a little bit off. But I’m quibbling. A great touch is the ominous voice of our bad guy coming to us while we are doing an HOP! Creepy! Early on, there is a lot of monologue diatribes by the bad guy. Perhaps too much for some, but it didn’t bother me.
WHAT’S HAPPENING? We meet with a journalist who says he is convinced there is a serial killer on the loose who is staging his murders like scenes from our father’s greatest movies. I really love this story. What a great idea! Anyway, before we can get really into it, a package arrives for us that is from the killer, and we are “invited” to return to our mansion and prevent another murder. It is our old gardener Frank who’s in danger, and where we find is astonishing! We are on the deck of the ship from Dear Old Dad’s favourite movie “Sea Of Lies”! Brilliant!
Can’t wait to see if that’s the only “movie” we’ll star in, can’t wait to see who this guy is, who has clearly been spying on us right from the time of Dad’s death. Those of you who have not played the first two games of this series may well want to play them first, because it really does make it easier to appreciate the story. And it wouldn’t hurt to have played other Eipix games as well, to better enjoy the joke.
GAMEPLAY Varied HOP styles along with new and sometimes challenging puzzles keeps your attention in this game. There are interactive word lists, silhouettes, and HOPs within another, nested in much the same way as the game stories are. No mention is made of an alternative game, but the previous Final Cut games have a Match-3 option. The puzzles vary from ludicrously easy to "where’s the SG"? One puzzle I particularly love is a 3D maze. Really cleverly done and fun to play.
Getting around is tricky because the signature feature of this game is the film projector which alters our perceptions of reality. So a given place may swap between two interpretations by the flip of a switch, and you must achieve your goals by travelling between them. There is a directional hint, but if you are in the wrong “view”, you will have to refill it. There is also a interactive jump map which is unusual in the way it displays the various locations, but again does not allow you to jump between views. The journal has objectives and a diary.
There is one thing that could be better. The loading between locations is a bit slow.
COMBINED IMPACT Wonderful! I was not a big fan of the first Final Cut, but I could see its quality and artistic merit. This game, though, is five stars all the way for me. I can hardly contain myself, speculating on the identity of the villain!
FIRST IMPRESSIONS The intro is up close and personal, right in your face. It is melodramatic and straightaway you know this is going to be a supernatural game involving witches, demons and curses. Not to mention revenge. One thing I really liked from the beginning – lots of people and activity going on around the locations. I get tired of empty, decrepit and filthy rooms.
SIGHTS & SOUNDS This game has an eerie, spooky atmosphere, as opposed to scary spooky. The vibrant colours and cartoony graphics look good, and are clear and detailed. The cut scene into the abyss early in the game is breathtaking – literally. The music is superb, really setting the tone of the game, and I jumped more than once. A lot of voiceover, and well done.
WHAT’S HAPPENING A ferocious bear attacks our carriage as we head towards our sister’s wedding. And things just keep getting worse! She introduces her fiancé, and the next thing we know is she is dragged off by the bear, and we and her fiancé must find and save her. That soon becomes a task that requires magic. We catch up with the bear and our sister Lilly, but then new dangers present themselves from an unexpected source.
MAKING PROGRESS There are not a lot of HOPs in this one. We have both FROGs (fragmented object game) and Progressive Silhouette (find & use) HOPs. There are some interesting puzzles. Nothing too hard. More a case of entertainment than challenge.
There is an interactive jump map, that showed active tasks available, but it annoyed me. Seemed that every time I thought to consult it, there were no active tasks indicated – just when you actually need it! There was also and good journal, and a directional hint.
FAMOUS LAST WORDS I enjoyed this game. The quality was excellent, and not so difficult that a walkthrough would be necessary.
FIRST IMPRESSIONS Excellent start. The opening fills us in on what’s happening. We are the ‘lovely assistant’ and wife to Jimmy, a talented illusionist, and we are offered a chance to compete in the Illusionist Competition.
SIGHTS & SOUNDS The graphics are lovely hand-drawn, in the style of ERS, colourful and dynamic. The characters’ movements, however, were sometimes very stilted. The sound is excellent, particularly the voiceovers, which sometimes sound a bit ‘false’, but only when someone is speaking onstage – where it’s appropriate.
WHAT’S HAPPENING? At the beginning of the game, Timmy disappears in the middle of our most popular trick, and we have no idea what has happened. But other illusionists have disappeared as well. Our main competition is a tiger tamer called Nathan, who also has many other illusions up his sleeve. He uses mechanical devices to convince people they are somewhere they’re not. It seems that he is ‘cheating’, and may be responsible for the disappearances.
GAMEPLAY This is not a difficult game, but the puzzles, though somewhat familiar, are redesigned into a trickier form. And they are interesting. The HOPs are basically interactive lists. There is a journal, task list, and interactive jump map. Hint is directional and quick, on the easiest of 4 options.
Some gadgets add to the fun. A pair of special glasses that see through illusions, and an electricity tracker that, well, tracks electricity. And it is fun to get to perform some magic tricks.
BLING! Achievements. The usual ones. 35 morphing doves as collectibles.
COMBINED IMPACT Great fun. Not necessarily the best game we’ll see this year, but it’s certainly a wonderful one.
FIRST IMPRESSIONS Looks interesting from the start, even though it is not a wildly exciting beginning. The graphics of the cut scene are very nice, easy on the eyes and good quality, and the voiceover is excellent. The story is a familiar one, with an interesting twist. Although you are once again going back to a town of sorrowful memories to aid a friend, he also wants you to come so you can see your (dead) sister!!
SIGHTS & SOUNDS The graphics are a tad busy at times, but you certainly can’t fault the detail in this game. The art is hand painted style, with plenty of colours, but running to browns, and sometimes a little dark. The HOP objects are easy to see.
The voiceover of the narrator is excellent, I was very impressed. Then came a young girl, always it seems the hardest voice to get right, and she was excellent as well. Lip synch is not attempted, but the faces are keen and lively and focussed on you, so I felt it quite real.
WHAT’S HAPPENING? Well, who would not answer an invitation to visit your dead sister! Certainly not intrepid adventurers like us. When you arrive at the village, however, there are some immediately disturbing signs. There are people dead and missing, your brother-in-law’s been blamed for the crimes, and everywhere seems deserted. There are strange things happening to the townspeople, which has something to do with a strange and evil green light. You didn’t think it would be easy, did you?
GAMEPLAY Gameplay is quite refreshing. Both the puzzles and the HOPs I encountered were a notch above the usual level of difficulty, and some of the puzzles were very original (and more difficult) twists on games we know. The HOPs so far have been interactive lists, but you’ll notice how many of the items on the list are things that are out of place in the scene. A pot lid, for example. I believe we will return to these scenes at some point to replace them in the correct spots. I love this combination of HOP tasks. Or you can switch to an easy but enjoyable jigsaw alternative to the HOP, where placing 4 pieces removes 1 item.
I don’t think anybody will find the adventure side of things too difficult, but it is a bit tricky on occasions too. But the flow is logical and well-paced. There is an interactive jump map for directions if you need it, and a directional hint. There are 3 mode of difficulty plus a custom level. There is also a journal, which keeps track of the story, and a Dossier which gives details on the characters you meet.
CE BLING! Another twist in the gallery. The wallpapers are in sepia and locked until you play that scene, at which point it turns to colour. Nice. There is also a fair bit of Concept Art, and Music. There are replayable HOPs and Puzzles. A Strategy Guide and a Bonus Chapter.
Additionally, there are Achievements (both types, story and performance, in a list) and Collectibles. The collectibles are 10 exotic animals, their statues can found in the locations. In your zoo, accessed from journal, you can use crystals you’ve collected to transform them to life. The other collectibles are the crystals, and coins which can be used to buy decorations for your Crucible, an alchemical gadget that acts on objects that are glowing green. There are also decorations for the Inventory Panel. Cool!
COMBINED IMPACT Apart from the story being a little slow, and a little brown, I have no criticism of this game. While not overwhelmingly exciting, I think it is building to a pleasant stroll through a game that adds its own twists on familiar concepts.
STRATEGY GUIDE I really like where the SG can be found in this game. It is a right hand tab on the inventory bar. No trouble finding it when you want it! The screenshots are much clearer than most SGs, and the instructions are precise.
BONUS CHAPTER This took me roughly an hour. It is all new locations and puzzles etc. A different HOP is used. This one has 3 silhouetted ‘types’, e.g. birds, and you must find a certain number of birds in general (not looking like the silhouette). Then you get an interactive word list without leaving the scene.
The story follows as an adjunct to the main game. It is not necessary to it, and uses the same characters but a different plot. It was not a bad little mini-story, and the gameplay was as enjoyable as in the main game.
PICTURES: WALLPAPERS (14), loads of CONCEPT ART, shots from the PHOTO shoots (12) + MOVIES (16) + MUSIC (11)
REPLAYABLES 20 HOPs with awards (golden feathers) for 3 categories, time, hints, accuracy. 20 Mini-Games/Puzzles
ACHIEVEMENTS These have their own location, and are part of a lovely stained glass window. They are for the usual performance-based awards – x puzzles without skip, 3 objects in 3 seconds, that sort of thing. Including awards for collectibles, and for golden feathers earned in the replayable games.
COLLECTIBLES 48 Dog biscuits – these are in every location and can be indicated on the map if you want. They are easy to find for the most part. 20 Fairies – only in selected locations. They hide, and then move, so you must click them twice. They are harder to find than the dog biscuits, but not excessively so. They are not tracked by the map – gotta have some challenge! *silly grin*
BISCUIT HUNT This is of 2 parts. The first is finding the rest of the dog biscuits you failed to find in the game proper, by clicking on empty sockets and travelling to each scene where you can find one. Once you have them all, you can play a little maze mini-game with them. Not overly exciting, if like me you found all the biscuits within the game.
SOUVENIR ROOM I do like this game type. You get to transport back to the locations in the game and find one more object, which becomes part of your collection in the Souvenir Room. There is an achievement for getting them all, and you can only unlock it on completion of the bonus chapter.
LORE BOOK This is an attractively illustrated book giving the history, legends and politics of Sun City. Although it fails to mention the prophecy that almost had me married off to a tyrant.
BUBBLE POPPER GAME The alternative game to the HOPs, this is a fun game in its own right, nowhere near as hard as standalone bubble poppers, so we of the geriatric society can enjoy it!
VERDICT This is an excellent choice for CE, with the extras offering a little spice, and many more hours of entertainment before you could hope to get all the achievements. *wink*
FIRST IMPRESSIONS At the end of my review of the CE demo, I had not decided if this game successfully fits in with the Redemption Cemetery theme. Well, end of game, and I am still wondering. I can’t make up my mind whether this a well done tilt at thrusting Red Cem into a more varied and interesting universe, while maintaining its very successful structure, or a total failure to connect with the earlier games.
In truth, despite being a 100% sold fan of the Redemption Cemetery series, I never really got into this one. Admittedly, sometimes it takes 2 or 3 playings of these games to really understand them. And this game has all the right ingredients.
SIGHTS & SOUNDS Great visuals, both in technique and choice of subject. From the opening scenes, everything in this game is beautiful. (gorgeous ancestor). Cut scenes were excellent, graphics clear, voiceovers very good. Later in the game, some of the characters’ voiceovers are annoying. No attempt at lip synch, which I approve. Music includes some eerie vocals, but can get a bit repetitive. Some excellent ambient sounds.
WHAT’S HAPPENING? Well, it’s still like the previous games. In order to save our blood line and remain in existence ourselves we must save 3 ancestors that the Spirit of Cold has targeted. She is jealous of Sheenah, our original Native American foremother, who wed Koturi, the Owl Spirit (he’s the cute one – oh, but human). Each ancestor’s salvation is a vignette in the game, and when all 3 are saved, we will have succeeded. And can get back to the Christmas tree and all those lovely presents!
Nearing the end, I noticed some inconsistencies in the story, annoying, but probably only for a pedant like me. There was also an annoying glitch. Neither of these things had a great impact on play, but it’s the first time I can recall ERS making these kinds of mistakes.
GAMEPLAY The gameplay has some original parts, but is mostly balanced between 11 HOPs (visited twice) and 18 puzzles. The adventure play is fairly logical but not always intuitive. I used the directional hint much more than I like to.
The HOPs are in several forms. The interactive word lists are a bit different. Each item reveals the piece of a puzzle which is done at the end to get the inventory item. List HOPs can also be switched to a Match 3 game. There are a couple of progressive silhouette HOPs and “multiples of”. There is one originally designed replace items HOP as well.
Puzzles are not too bad for the most part, but I had to skip a couple near the end. One new puzzle was used to translate between chapters, and it was a tricky but ingenious and intriguing one. One excellent feature – you can choose the casual or hard version of certain puzzles! Great idea! This is on top of the choice between 3 play modes or a custom mode in the options.
Another feature is the “grow feather”. This allowed certain inventory items to be increased in size, e.g. scissors into garden shears. Some items could also be combined in inventory.
COMBINED IMPACT Frustration - because I could never quite get on top of it and go with the flow, and pleasure - at the beauty, imaginative ideas and interesting gameplay.
Even with my reservations, this is a great game, just not my favourite Redemption Cemetery game.
FIRST IMPRESSIONS Okay, it’s official. Eipix is now my absolute favourite developer. And this is one of my favourite series. But, while I love it, this game is not their best. We begin with our admittedly grandiose narrator reminding us of “the enduring power of myth”, which is fine, and then off we go for an adventure in North America.
SIGHTS & SOUNDS Gorgeous of course, both in quality and art. Crisp clean graphics, brought to life with great animation. The spirit wolf is stunning. The locations and close ups are as spectacular as you’d expect. I was disappointed with the cut scenes, though. I thought they were markedly lacking in clarity. Sometimes I wasn’t even sure what I was seeing. What’s that all about, guys?
Music and ambient sounds were great. Very appropriate to the story and varied enough to be interesting without getting in the way. Except for a really annoying humming sound in a couple of locations. Probably belonged there, though, and I just don’t know the meaning. Voiceovers are excellent, and the acting was also good.
WHAT’S HAPPENING? Your friend runs a Native American cultural exhibit, and when he comes across some weird symbols that have started glowing, he calls you in as the expert. Your family heirloom, an amulet, starts glowing as soon as you arrive. Ghosts come forth claiming that you are the one to help them, you begin to see connections with a legendary lost civilization, and a spirit wolf seems to be following you.
GAMEPLAY The base gameplay is straightforward HOP, Puzzle, Adventure Lite. The HOPs (23) are interactive lists or silhouettes. You can opt to play a Bubble Popper game as an alternative, or a bit of both. The Puzzles/Mini-games (23) are all doable and most are really very easy so far. Getting around and finding what to do is not hard, and is aided by an interactive jump map that tells you where you have tasks to do immediately. The hint is directional, and there’s a journal with basic information. So much for the standard stuff. As well...
You have a set of binoculars, which you use when the cursor changes, for, duh, seeing faraway things. It comes with a simple mini-game all its own. So does you amulet. It destroys magical barriers. You need to find the pieces of the amulet as you go, and complete a simple mini-game to make it work. Other (standard) features include: game timer, combining items in inventory, and 3 levels of difficulty plus a custom one.
CE BLING! Well, it makes quite a list. Wallpapers (8), Concept Art, Movies, Music, Making Of, Bonus Game, Strategy Guide, and replayable HOPs and Mini-games. As well, there is a Souvenir game (common to other Eipix games), a Sun Path game (which my guess is finding all the sun runes you didn’t get in the game), and Collectibles and Achievements. The collectibles are sun runes, all the same, and easy to find. The achievements are the expected, and are dream catchers, housed in their own section.
COMBINED IMPACT Despite my criticisms, I really loved this game. Its atmosphere is lovely and all new to me, so I found HOPs especially fun and a little more challenging. I also love that the mini-games are not too hard. I am an experienced player, but there are still always puzzles I just can’t get. Eipix make the best quality games while not over-burdening my poor brain.