The third in the Dark Tales series, this game, while I love it, is my least favourite. It has all the really good stuff that you’d expect from this series, and a few unexpected, but it is somewhat frustrating to play.
The movie-like, exciting and intriguing opening scene lets you know straight away that again we’re take a leap forward in terms of gameplay.
So, of course, we have been promoted to M. Dupin’s associate, as he introduces us in his beautiful new lip synced voice. With the title comes a considerable increase in the amount of time and effort it will take to solve this mystery.
This macabre story is quite a bit more complex than the previous ones and so takes quite a bit more in the telling. Still, you must venture out on your own with no map or hint button.
The puzzles continue to be easy, relatively speaking, but only sketchily described. Likewise, making your next move is pretty well left up to you for most of the game. Somehow I always manage to overlook some small but crucial item and end up having to reach for the walkthrough. I find this game less intuitive than the others.
Another innovation, collectibles, has us keeping one eye open for roses along the way. Tip: It’s worth your while to find them all.
Little nagging things are wrong with “Premature Burial”. Weird names for the objects on the list. Using a knife to cut a rope that “will be useful later”, but which does not end up in inventory.
A sudden change in the black bar hints to full on hand-holding three quarters into the game. And a couple of weird little side quests. They all make for a more confusing game than the others in the Dark Tales series.
But I still think it is an excellent game, and would recommend it to anyone who enjoys a good story told in game play.
This has got to be one of the strangest games I’ve ever tried, but should not be written off because of that.
Set in Africa, with wonderful ambiance music and sounds, and visuals that match the dry dusty environment, it is a story of demonic possession (we think), of a small girl who appears to be fine – some of the time, and you are an ex-soldier and ex-priest who is himself possessed (he thinks). The story of how THAT all came about is yet to be fully revealed.
The story’s pulled me in already. It’s different, set in an unusual location, within an exotic culture, and a whole lot of mystery going on. The game would have to be a lot worse to stop me seeing it to the end.
And with all the demons we hear about in these games, we rarely hear from the other team – those whose job it is to stop evil in all its forms.
I admit, the game is no masterpiece. First of all, the intro to the character and story go on way too long, with a lot of information that doesn’t appear relevant, but at least some of it certainly is, based on what I saw in the trial.
The cutscenes are good, the graphics too, and all of it very different to what we’re used to. Certainly not difficult to see, and much to explore. My verdict on visuals; a little better than okay.
The game has 35 locations, I think they said, and about 4 puzzles to 1 HOS. Puzzles so far are easy, again with a different take, HOS particularly interesting because they are set in an environment full of unfamiliar objects.
There are some delightful touches of authenticity that impress me. Like not dipping directly into the fresh water barrel. I like too that ”it’s impolite to go through people’s wardrobes.”
The purists will be pleased to know that even on easy mode, you have to be looking for the sparkles to see them, and I actually missed a few until I got a handle on it.
The demo took me 53 minutes on easy with some time out for fiddling with the options. There’s choice of 2 game modes, and an aspect ratio toggle, full screen, and music and sound sliders.
I suggest you take advantage of the sound slider because there’s one thing I’m holding back. The voiceovers are THE worst I’ve ever heard. They sound like someone who cannot read trying to tell a bedside story to a child who does not speak English. Yup, that bad.
However, luckily the music gives you enough atmosphere that you can ‘silence the voices’, and the dialogue’s written down and skippable as well. It is a pity to do that though, because ironically, the little girl’s voice is excellent. Usually they’re ones most horribly done.
So with some trepidation I am looking forward to my African adventure and finding out just who is possessed by what and what needs to be done about it. And I hope you'll join me.
Everyone and their sidekick has reviewed the CE version of this one, so I’m putting in my two cents’ worth in here. This game is so typical of both the Azada series and ERS Studios’ games that I really can’t understand the fuss.
Let’s just take the game on its own merits.
From the beginning I was blown away. The opening scenes were amazingly realistic, like a movie from your point of view.
Excellent voiceovers – in sync! A very rapid increase in tension leading into the start of the game. You’ll find loads of extraordinary graphics – imaginative, colourful and crystal clear. In fact, I think this is the best artwork these developers have offered us.
Sadly, the music remains the same, failing to match the new dynamic of the game.
This is an outstanding Puzzle Adventure with HOS being one of the puzzle types offered, one of very many. Expect to be challenged frequently in this one. The sheer volume of original mini-games and puzzles, so beautifully and colourfully presented, is awesome – and a little daunting.
I doubt I’d recommend this as an SE to beginners, simply because the Strategy Guide will be pretty much essential for most people. Lately I have started to review SGs, and this is one of the better ones, so at least you can be sure of some helpful help.
There is an interactive jump map, a sidekick and a magic bottle – more innovations – to help you in your quest, and each in its own way affects the style of game play, making it something out of the norm.
If you choose this SE over the CE, you will probably miss a lot of interesting new titbits, such as the Azada Dwellers volume, and Azada In Colour, as well as the strategy guide and replayable puzzles.
It’s impossible for me to bring myself to say I actually don’t recommend this game, because of course I do, it’s brilliant, but I STRONGLY urge you to consider the CE!.
I’m not much of a one for fragmented hidden object games; I prefer to know what I’m looking for, but I make an exception for this game. As well as being breathtakingly beautiful, it has a nice story and interesting game play.
I love the way this series connects fairy tales and legends and brings them together in one game. It is intriguing to see how they do it. And they make it seem so believable! In this one, the Snow Queen turns out to be someone else we recognise. There is also a nod to the last Dark Parables game, The Exiled Prince.
The thing this series is famous for is, of course, the artwork. Snow Queen is astonishing. A fabulous array of beautiful locations (not all of them frozen stiff), scattered all over with so much sparkle and glitter.
And we get to recreate the most imaginative and delightful objets d’art, I for one am reluctant to see them go, when the collection is complete and they must be used in a puzzle.
We also collect morphing objects which increase the speed of the hint refill. And, new to this game, we collect elaborately embellished gems which serve to piece together the various fables that constitute ‘back story’.
The puzzles do get a little repetitive, since almost all your efforts consist of playing a couple of specific mini-games I’ve seen only here. Signature mini-games are great, I reckon, lots of fun. But some variety is good too.
There’s a lot to do, and it takes quite a while to do it all, and I for one am a new fragmented object convert.
Disconcertingly, going through this SG made me realise how little there really was to this game, even though I’d played it several times before and never thought it short. There really isn’t much to review here but what there is, is not all bad.
There are the irritations, like not being able to move through the chapters with the page arrows. At the end of each (small) chapter, I’d have to go back to the contents page to continue.
And there are the omissions, like instructions on how to play match-3 that don’t mention swapping the objects to create groups of three. I know we all know it, but not everyone does – and there are a variety of match styles.
Then, there’s the good stuff, like a well described and pictured solution to a sliders puzzle.
For my preference, wherever possible at least the guiding principle of a game should be given as a matter of course in every SG.
In short, as I’ve being saying often lately, if you make the puzzle difficult and the SG really really basic, with the solution clearly explained, both amateur and expert puzzlers are happy – and buy more CEs
This is a lovely game which is sure to appeal to both beginners and the more experienced players. It has a great many small mini-games, most but by no means all, are easy enough.
But that doesn’t mean the SG is there for decoration!
This is the worst SG I’ve seen for simply restating the puzzle in-game instructions. “To solve this puzzle move all the puzzle pieces to get the correct image”. Well, gosh gee, I don’t know how I ever lived without your help – NOT.
This sort of useless drivel is what can make even the most beautiful of games become an annoyance.
It’s fair to say that if we’ve resorted to the SG, then we ARE looking to have our hands held, so help.
I can muddle through all sorts of puzzle and sometimes even solve it before impatience gets the better of me, but I’m clicking almost randomly. What I want from a SG is the principle behind a puzzle, so that I can learn and do similar ones on my own.
If you make the puzzle difficult and the SG really really basic with the solution clearly explained, both amateur and expert puzzlers are happy – and buy more CEs.
This is a truly excellent game with a number of unique puzzles as well as some challenging versions of old ones. It therefore needs a good SG.
This SG is better than most.
For example, a mosaic puzzle in the bonus game had these instructions: “Rearrange the tiles to match the pattern to solve the puzzle. The starting pattern is random. It is helpful to start with arranging the yellow tiles first. Then you can continue arranging one colour after another.”(p131)
I know that this is more help than most SGs give. However, how do you go about moving these tiles to specific places?
I can muddle through this sort of puzzle and sometimes even solve it before impatience gets the better of me, but I’m clicking almost randomly. What I want from a SG is the principle behind a puzzle, so that I can learn and do similar ones on my own.
If you make the puzzle difficult and the SG really really basic, with the solution clearly explained, both amateur and expert puzzlers are happy – and buy more CEs.
As the Azada series is generally considered the master of the puzzle adventure, it is appropriate that the best Strategy Guide I’ve so far seen is here, in Azada In Libro. The guide offers clear step-by-step instructions and makes liberal use of screenshots and go that one step further than other SGs bother to go.
For example, in a pipette puzzle, where the starting place is random and therefore it is not possible to give specific steps, this SG offers first a general explanation of the puzzle, followed by a screenshot of a partially completed puzzle, and the moves that could be made to solve the puzzle from there.
This is 100% better than the usual offering.
Developers take note, (after all, who else would read this?) it CAN be done.
This is a top notch game with many intriguing and challenging mini-games, HOS and general game play. It deserves a good Strategy Guide to go with it.
It didn’t get it.
Like all SGs, it saved use of the hint button for HOS and getting around, but I found the mini-game solutions useless...
It’s fair to say that if we’ve resorted to the SG, then we ARE looking to have our hands held, so please - full explanations.
For example, the solution to the triangles puzzle at the beginning of Chapter 6 (p40) reads: “To solve this puzzle, rotate the triangles to recreate the correct picture”. Come on guys we know that much!
I can muddle through this sort of puzzle and sometimes even solve it before impatience gets the better of me, but I’m clicking almost randomly. What I want from a SG is the principle behind a puzzle, so that I can learn and do similar ones on my own.
If you make the puzzles difficult and the SG really really basic with the solution clearly explained, both amateur and expert puzzlers are happy – and buy more CEs.