Forgive me not editting more precisely. The stories in this series are really good, especially, especially, to me, the last. I have only played the first, third, and fourth, but I may be playing the second sometime soon.Fresh, original storylines that actually excite me, not just because they are creative and new; these ideas were well developed and they fascinate me - multidimensional flexable realities, better than ever. I loved the mind traveling through paintings. I loved even more the way reality had so many layers. I still like all the secret notes and scavaging through packs that don't belong to me, too. Characters too, were well made, intelligent, charming, and lbelievable, quite beautiful usually, for realistic cartoon (when I'd like them all to be photographic, myself) and voices were all soothing, pleasantly professional, as was music / background sound. And I am thankful for, of all things, the aesthetic appeal of the minigames, especially. This is important to me, because when my mind gets caught up in the joy of unraveling a (new or anew) logical rule system (in a quest for a talisman or piece of the puzzle) I really need the background to be a thing of beauty. I find the cursor to be more cleanly artistic and appealing than any I'd seen before, the game-piece-style circled hand. I enjoyed the usefulness of several permanent above inventory items, gps / jump-map, extra-sense eyesight (for visually appealing hop / sequencing activitie s) mfollowc d four story cards, cultic watch (mental time travel device from inside the story), handgun, & hint (15-90 secs). I would have enjoyed even more buttons on my phone. Why must I always borrow someone else's. Some of the story, including the very beginning where it stumped me, is introduced in story panels, 3 at a time, read or listen, click each one, x3, then click each panels key object from story sentance, not hidden but colours come out and game continues, easy ambiance enhancing graphic novel pages. I was glad there were only a few activities to do at a time, that I never had thirty-something things in my inventory and a map full of unfinishable statues / in unlockable traps / doors. There was enough to keep me investigative and active without overwhelming and boring me. Another thing I loved, that times and other details often needed to be memorized for near immediate use. Things were for seeing the other side of and turning over. Things were for going back iin time over. Layout was vivid and sureal, neat and tidy. Neat special affects. Nothing seemed not new. Everything made logical sense, without not surprising. Yet, it didn't leave me feeling clueless. Minigames were sometimes new! I think. Some were fun but easy. Others were neither too difficult (to me) nor easy. Wow! If only there had been more of those, a lot more. Some (not all) minigames / hops: 1. Compare differences between photo and present. 2. take pictures of astral activity and analyze them. includes paranormal info. 3.put paper clue together. 4. channel and cherrypick the lines of a hidden love letter as it is being written. 5. motorcycle relay 6.choose symbols from within a highly detailed collection of symbols. Nice writing here however morbid it is. 7.follow outlines with... writing instruments. more detailed work in second story was easier with touch screen. 8.follow specific sewer pipe to correct valve. 9.choose 3 symbols per word while listening to a cult poem. 10.find, complete, and use three syllouetted objects, and find, complete, and use several more (and more then) syllouetted objects, but patiently, as more work, was sometimes called for, just a little, not too much. 11.stop several clocks hands at (intuitively guessed?) correct times. 12.stop cross hairs in the green. 13.lovely, brightly lit, five styles hidden object puzzle, very easy (I think) 14. beautiful, wood-look line drawing, sliding panel wooden puzzle box. 15.match foreign scrawl cult symbols. 16.sliding painting panel puzzle, proper placing affects colour / light level. 17.follow 5part combination lock without pausing during each partial rotation. 18.an ingame interactive hop to collect the Book of Timelessness. flip through pages, find each talisman ingame to wake up the spirit living on each page who then gives a fortelling of fate. 19.place and spin 3 disks with differently coloured petals inside, line up petals to affect the colour of pill shaped connections between the disks exactly so. There are others. There is a lot (to me) of brief (at least) hand to hand combat. I wouldn't have thought of it. I would have liked more challenging minigames and less challenging ingame work even more, but this game was a real joy to play, very entertaining and good looking (maybe the sewers were dank and dismal). The hops were not difficult or too easy and were nice to look at. It is not too short or too long and is really really replayable content.
Very New kind of Hidden Object Adventure, very New Age-y, modern apocalypse meets ancestral technology with Aquarian reasoning systems.Background audio was ambient and environmental, nothing annoying. Background Imagery was absolutely Fantastic, great flashing vivid colours and lightwork affects, reminiscent of dreams and spiritual awakenings. Sadly, it was high quality high budget here or there & low-budget-travel-only-ever-by-jump-map in foot-travel. However, I was never confused as to where I had to be and when. I had covert spiritual guidance. I know there is more than one level. I was in a hurry, so didn't count them. I had hint recharge within several seconds for myself, although I would have prefered zero seconds unlimited hints in any hidden object game. I am no hidden object find fan. I like minigames & involving adventures among other things. Still. some HOS are better than others &, I dare say, these are not the best I've seen, but I found them surprisingly enjoyable, in spite of everything in the picture looking like everything listed (same as horoscopes) and everything being more hand drawn than I can stand. Hint here was a beautiful to look at reminder that everything we do has repercussions and it worked.Besides, some of the artwork here was actually really good despite being cleverly hidden hard to differentiate stuff. Plus one kind of HOS was find or affect 1 or more of each of more than one thing. I loved that! I got to get real experimental with some of those and found them just right, exactly the way I like them. I also loved the impossible, but possible, cellphone game near the beginning. I played that 7 times, but can I go back and play it again? I should have tried that on time. If I find out I can't go back for my cell phone, I might take back one of my stars. In the meantime, I am consulting with them for the best time to make this a purchase and discover that and more. Should I do it right now?
It seemed primitive, at first... the outer space shots for background, more like something from back in time than like something I could ever get good at, let alone thrill to experience (but it is very beautiful, to be fair). My goodness, was I ever in for an unusual surprise. I can now play it all night long, into the first light, without complaining. The layout of each level is different, demanding differing sets of skills. There are 50 levels of Classic, 50 levels of Revenge (where you play as the invader / from above) and one same level of Versus (in which you play against an opponent, trying to take out each-other's wall while acting goalie for your own, face to face). In Revenge, the alien eggs are differently shaped. In Classic, they occasionally come with the mother. One has to experience this for one's self. Alien "bugz" or eggies, babies, come in various set colours which disappear when you hit them with a same colour ball, a wild ball, or a fire ball. Specific power-ups fall from marked bugz when they are hit (one power-up never falls but causes a bug reaction). These can be caught with your tummy, like snowflakes in an open mouth in Winter. Once they are caught, they speed up your ball, stop the downward or side to side movement of the babies, give wild or fire ball, or shrink your ball size so that you can fit into nooks and crannies, which allows ease of accuracy in some levels and increases the chance of a ball disappearing down an aisle between to columns of bugz in others. Some levels have spinning wheels of bugz. Many levels add the bugza little at a time. When you kill 5 or more bugz at a time, sparks shower down and, without losing track of the original target ( the nest of bugz) you must also catch as many sparks as possible with the tummy of your plastic toy because these affect the number of further power-ups in the continuing game, and increase your score. After successful completion of each level there is a quicky where bugz float up across your screen and, by moving your finger around, aiming at each bug without having to click, you cause sparks to rain down and can catch them to add them to your score. While you are playing the levels, a u f o occasionally glides across the screen and can be hit by any colour for points and stars (sparks). This game is just so much fun, with so many different things to look at, learn, and compete with. I will never get bored with it. It keeps track of four players.
What I liked best about this game was maybe the way the background was laid out in various maze structures, including the kind you can really only ever find yourself in in dreams, or in interactive hidden object adventures. Mazes make great impact for the eyes and mind. And I loved walking through all those vast outdoor areas crammed into one building between the indoor rooms. That's what real life should be like. I enjoyed working with the fear orb "amulet", finding each lens, putting it together, getting used to the black smoke. I liked, not answering emails, but getting paid in keys for it, very reliably, and the messages themselves were excellent, fortune cookie magic. This is the kind of reading I like ina game. I am grateful for a game that has ambiance one I can get completely immersed in. The serious, yet fun, eerie, psychotropic atmosphere was all there for me. The music was a bit annoyingly repetitive sometimes, maybe that was intended to instill nervousness. Something I would like a lot more of is the effect of progression through the sequence of numbered levels. I like knowing where I am in the game, not to mention the precision and rhythm of ordered events. I like artwork to be artwork. The hidden object scenes, while not ever what I play for,were clear and novel, varied in type. The individual tools and keys hidden within the outer game, on the other hand, were sometimes so hard to find that it made me mad. However the various "minigames" that became openable upon finding these objects were so cool, so new, and just so intense that I quickly got over it, and got lost in the pleasure of the playing of the game again. One of the best games I've ever played.
I am incredibly fond of Nevosoft games, just because they have this authentic enrichment quality, that natural English accent, the pirate dialect in this case too, all the history research they must have done, metaphysical sciences, then these photographs of rare archaic museum pieces no one has ever seen before. This one was one of their repetitive but high quality hidden object [list/silouette] junkpile / spot the differences / find so many of one things / unscramble / special card game / find all of the pairs. I love the photographed characters. The costumes are so worth seeing all the time. I just barely like junkpiles, though these are all nicer more expensive objects, but I loved the story, which was just absolutely fantastic, that I played this in three nights, couldn't put it down,which gave me all sorts of headaches, eye strain, and dark bags under my eyes, and made it even funnier, really. There are a lot of locations which are different every time you go back to them. There is no actual animation. I played with hardly any sound, the music was just fine, there were no voiceovers, I would always rather read. Everything worked well. The best thing about this was the exoticly creative paranormal flavour story. I will play it again, eventually, and probably again, if my eyes keep coming back. If you like repetitive junkpile-style games, and tiny photographed objects with names you hadn't ever heard of before, this one is well worth it. So make yes a maybe, not a no. 4. 5 stars.
This one had the most fantastic writers ever. I don't know who it was, mind you, but the storyline is just really good, but then, and yet, really well written. I never felt like I wasn't being entertained just because I couldn't attempt a puzzle yet; it always said just the right thing. The artwork is good, nothing to complain about, kind of old fashioned, with little creative touches but not, like, new technology special effects or something. Still, I felt carried away by the details of the story and the basic but high quality visuals. It was easy for me to imagine myself the protagonist, in spite of the level of fantasy and humour, which I crave and click into anyway. It had a great mood to it. The music was nice. I don't think there were any voiceovers (I can't complain, there). I don't remember any junkpiles (a plus because I hate those). I loved all the searches in this game, even when I occasionally had no clue where to look and neither did the game. I prefer access to clues and maps that jump me, just in case I freeze or zone. Next time jump me, but I did get used to the lack of arrows. Another thing I loved about this interactive fantasy-game was the abundance of really well designed puzzles that required skill and thinking, but actually followed logic and made sense as well, very rewarding, all over the game, thanks.
I recommend this game!
+5points
5of5voted this as helpful.
Dark Asylum: Mystery Adventure
Strange things are happening at the local asylum and you've been tasked with the investigation. Do you have a rational mind and a strong heart? If so, you just might survive to the end...
I loved the pleasantly eery atmosphere. It made my skin crawl. The artwork is really enjoyable high end well drawn creepy stuff. Hidden object mirages are in recluttered, revisited rooms. I like the replayability and the chance to learn what pictures more advanced medical words refer to, also to get a grip on where certain objects are likeliest to turn up. On the other hand, it is a good thing there are two versions of many same-named objects, some even appearing at the same time, with one trumping the other, as it maintains a higher challenge and is a much better alternative to hard to see art; though, there is always some more-hidden work in every good game. There is more to do,here than just search for rooms, though that is the base, and involves finding parts toward a multitude of collection items which can be traded with friends (when online or otherwise connected). There are also various stores, my favourite being the food store/ vending machine, which exchange in game earned points for tools, energy, object parts when they can't be found. It reinforces lessons on good budgeting without taking money. There is also a rate of exchange and a play bank. There is a slight sort of storyline. It is almost like background music except that it;s text and you read it from time to time. There are monsters to kill or avoid. I don't really see killing monsters as much extra entertainment, myself but adds variety. There is also a very basic astral travel mode which allows you to imagine you are gliding down the hallways. One thing I didn't like was the amount of waiting time, while the game would load between scenes or rooms, 2 or 3 seconds is 2 or 3 too many for me. It was like being on hold, over and over and over. I also don't like running out of energy so quickly without making points plus rewards, every time I am stumpt for the last object and out of time. I get more out of it the further along I am. 3&1/2 * and maybe.
I have just started to play this game, but I already have a pretty good idea of what it is and how I feel about it. There haven't been any moving pictures so far, so there will probably not be any, too bad, but the artwork is clear, easy to look at, brightly coloured, characters are not photographic but easy to relate to with readable, emotional, and varied expressions. The story is grippingly fantastic. It doesn't quit. I love it. Inventory is accessed by touching a little leather backpack in the corner. 1 touch opens the tray, a second touch closes it, very easy to use and unobtrusive. Thumbs up for the knapsack approach to less clutter on the screen. I also like the uniform size and shape of message boxes. They are less of a headache than tight crampy scrawl at the bottom of the page. It may be too easy a game for me, but the story is making up for that and it is still fun. So far the hidden objects have been easy to find, which is highly preferable to near impossible. Early on there was a shuffling multiple objects game to find torn up pieces of a pen-work map puzzle, which was neither too difficult nor too easy. I hope there will be more minigames, like it or otherwise. I will edit when I finish
Besides I couldn't understand it. I know it was described as without linguistics but that is because they were in some other language. But the pictures were by no account nice to look at to me. They were slapdash thrown together and freakish/bizarre, but not, in my own opinion, "charming" or pleasant to look at. It is comedic but mostly slapstick and toilet humor. So some people really get into that, I guess. The music also annoyed me. Who chooses these things? But I also found it tedious and demanding, as everything must be done in order, and there was a lot of waiting around, and it took a long time to load between pages.
I don't recommend this game.
0points
3of6voted this as helpful.
Magic Tea
A delightful color-matching marble-popper game set in a beautifully rendered 3D world.
This is a marble popper. I haven't found one that compares. Some have something else, but this one has me addicted to it. There are three styles of game, all on the same style background, 3 x 35 levels. I am spoiled and I need more than one style of game to select. I couldn't play any of them well at first. I nearly never lose, now, and collect more lives and ufo stones than I have use for, but I still find immense perpetual satisfaction in this game. The music, embarrassing, and sound have separate controls, however the music contains the tick-a-boom that starts counting down when you are near the danger zone in the game's mind. (I really do imagine a sentience with this one game.) I think it is the midas gold cats that keep calling me back. The cats and the UFOs, they come from the same place. They are all part of the enemy. Only the writhing balls are my friends and I do not trust them either. The morphing metal jewels are pretty little deserters. There may well be a perfect storyline or three running through the magic tea, unwritten. I left it na. Nevertheless, they are all the more~better for being simply understood. 20 dashes. 5 stars. This si my favorite.