July 28, 2010

Staff Writer @ Adventure Gamers®!


This is a BIG day for me, because I got invited by Jack Allin, the Editor-in-Chief of Adventure Gamers®, to join the staff as a writer, reviewing old classic and new casual adventure games. An excerpt from his email:

"It's obvious that you're more than capable (and motivated!), so allow me to officially invite you to join AG's staff. :)"

Adventure Gamers® is the premiere online destination for news, reviews and discussion relating to adventure games. Founded it 1998, it is now one of the foremost and widely respected websites about adventure games and is brought to you by an international team of editors, writers, news updaters and community moderators.

At Adventure Gamers® we aim to:
1. be the most informed and professional source of information for adventure games
2. bring together players of all ages and backgrounds through our community

Adventure Gamers® is a Trusted Reviewer at GameRankings and our reviews are listed on Metacritic.

Needless to say, this is an incredible opportunity for me, and I can't wait to start contributing :) Click here to view my AG bio.

(Adventure Gamers® information from the official website).

July 11, 2010

Tips & Tricks: The Fifth Gate

20 points to simplify The Fifth Gate for you:

1. The Help pages (accessed from the main menu) explain the story and the game. During the game, simple tutorials introduce new concepts.

2. Keep the water jug filled at all times to avoid losing plants. Use the fountain / Dewdrop plant whenever available to save money.

3. Hold off watering plants as long as possible to save water, since once the day is over, plants requiring water are automatically replenished.

4. Upgrade the flower holder capacity first, then the fountain.

5. Though the game doesn't have chaining bonuses, it is quicker to do similar activities together: collect flowers in a continuous bunch and water needy plants sequentially (that way they will also be synchronised in their future water requirement).

6. Each potion requires a combination of flowers in various quantities. Green means fully available counts, orange means partial availability, and red means unavailable.

7. Be careful not to sell off the quest potions.

8. If space permits in the harvest holder, save flowers for potions instead of selling them individually, as potions earn more money.

9. Potions can also be made partially depending on available flowers, which keeps the harvest holder free.

10. A plant produces flower variants at random. In case Morgana wants high numbers of a particular variant, grow enough of that plant to ensure you get the adequate number of blooms in the given time.

11. Newly planted saplings need certain rounds of harvesting before they can produce complex flowers, so plants must be kept from dehydrating or being eaten by critters especially towards the later levels when complex potions require the upgraded variants of blooms.

12. The clock ticks loudly to indicate the last 5 seconds i.e. the 'end of the day' - listen for it and once it starts, collects blooms instead of killing critters or watering plants (unless of course, a plant is on the brink of dehydration).

13. Be extra careful of pests that 'pause' - boring beetles, salamanders, stone golems, spiders, hedgehogs - only to emerge a few moments later and continue chomping!

14. Some critters move quickly or fly, and are difficult to click on. Wait till they attach to a plant (note the green health meter of the plant) and click rapidly to kill them.

15. Some critters are poisonous - stone golems, wasps, toads - and if clicked when they're radiating their green aura will cause the cursor to freeze for 2 seconds, which sounds like very little time but is actually quite disturbing.

16. Given that the total number of plant beds are limited, an ideal mix of 'helper' plants would be:

a) During the starting levels of a garden, when cash is scarce but so are pests: 1 Dewdrop near the water jug and 1 Pest Magnet near the edge.

b) During the later levels of a garden, when cash is plenty and spells are available: 2 Pest Magnets at the garden's edges, 1 Fertiliser plant in the central area (surrounded by at least 3 - 4 plants).

c) Use the Butterfly plant only for quests requiring quick plant upgrades.

d) Avoid the Power plant in case Harvest and Rain spells are available.

17. Of the spells, first purchase Rain, since dehydration kills plants.

18. When cash permits, use Rain + Harvest spells. Put a Fertiliser plant in the middle of the garden, then use Harvest to gather all blooms.

19. The Pest Killing spell isn't required if the garden already has at least one Pest Magnet plant.

20. For the later levels, the garden should have at least 3 of each plant type. Sell off extra plants / change helper plants based on quests.

Good Luck!


This is an original Tips & Tricks written by me. Please do not distribute the text and images without my written consent.

July 10, 2010

Review: The Fifth Gate

game format: time management | arcade

puzzles: none

playtime: 6 hours | difficulty: easy | size: 65 MB

developer: Playfirst Games | publisher: Big Fish Games

links: Official site | Buy this game

The Fifth Gate
game brief: Brace yourself for a world of magic and potions in The Fifth Gate, an addicting time management game. Eden is trapped in the gardens and must restore five magical gardens to unlock five magical gates. Plants are growing, pests are coming, and potions need to be made; handle them all before time runs out! Can you bring the gardens back to life and free Eden? (Official website)



review:

The Fifth Gate, a time-management game set in the realm of fairies, illustrates the timeless struggle between good and evil in deceptively ethereal surroundings.

the story:

Eden, the game's young heroine and the realm's most gifted gardener, is abducted by malevolent sorceress Morgana, and forced to work as her assistant tending to her garden and fulfilling her requests for flowers, potions and money. Though Eden soon learns of Morgana's plan to use the potions to capture the throne of fairy queen Titania, she is unable to escape the magically sealed gardens.

Morgana, contrary to expectation, isn't an ungrateful taskmistress. Besides rewarding Eden's gardening achievements with suitable gifts, Morgana also acknowledges her desire to escape, and gives her gems that will open the five magical gates... as soon as the pressing matter of overthrowing Titania is concluded.

game-play:

The concept is simple - plant saplings, water them, ward off pests, collect blooms, make potions, sell potions, complete Morgana's quests to earn gems, and eventually, open all the gates. But the pace and complexity evolve steadily, and soon the game enthralls, challenging without resorting to unrealistic demands, or even feeling repetitive.

There are five gardens, with five gates, each of which requires five gems to open. Eden starts in the Primrose's Bower, then moves through the Garden of Sighs, the Garden of Fire & Ice and the Dell of Dusk's Dreaming to the Witch's Doorstep, the site of Titania's throne.

Each garden boasts its own native flora and fauna based on its environment. This includes three unique plants, each of which can be upgraded thrice, yielding a whopping forty-five varieties of blooms over five gardens. There are fifteen different critters, three per garden, encompassing both the real and the mythical, from innocuous boring beetles, salamanders and bats, to poisonous stone golems, wasps and toads. Each garden has fourteen levels, adding up to seventy rounds spanning multiple days for the game.

At the start of each level, Morgana specifies a quest for Eden, defining the amount of saplings, flowers, potions, cash, and sometimes even dead critters, that she wants, and the number of days in which to accomplish the quest (the Expert target). She rewards Eden's successes with new types of seeds, upgrades saplings to more exotic variants, and teaches her spells to help her manage the garden more efficiently.

The harvested flowers are used to make potions. Eden can trade excess potions and flowers for money, used to upgrade facilities like the fountain, replenish exhausted spells, dig seedbeds, buy saplings, and fulfill Morgana's cash requests. Eden can also sell saplings and swat critters to boost her kitty.

Introduced at the Garden of Sighs, 'helper plants' immediately move the game-play past mouse-pushing to strategic placement and use of resources. Of particular use are Dewdrop plants, which produce water, Pest Magnet plants, which freeze pests into ice-cubes, and Fertiliser plants, which force neighbouring plants to bloom. The Butterfly plant upgrades saplings, and at later levels, the Power plant enables collection of all flowers on a plant and killing pests with single clicks.

In a moment of uncharacteristic generosity, Morgana shares her secret spells with Eden. The invaluable Rain spell allows all plants to be watered at once, and the Harvest spell instantly gathers all blooms. The third spell, Pest Killing, eliminates all critters with one click. Each spell lasts for six uses and then must be recharged. My only gripe is that there's no indicator of how many uses are left, which results in frequent recharging before actual expiry to avoid 'running out of spell' during the game.

The gamer is also awarded medals for reaching milestones such as numbers of potions made and critters killed, but this is of academic interest only in the absence of visible statistics.

art & graphics:

This is among the most visually attractive games of this genre. The art is intricate, and the delightfully 'mystical' scenes glow with vibrant colours, brilliant blooms, sparkling fountains and glossy potion jars. Some critters are cute, some not; all are menacing enough to cause panic when they appear en masse on screen. In comparison, the cut-scenes playing out the story are stilted and dull, with zooming static images of the three girls in and out as they 'talk' to each other.

The hot spots are large and easily clickable even in a rush, thus all but eliminating wasted clicks (and stress).

text, sound & music:

The text, in an elegant cursive, is straightforward and free of typos. Morgana's dialogues are quirky, often funny, and reveal her girlishness beneath her heinous scheming: for example when she asks Eden rhetorically why people don't like her, or requests a potion to help her net true love, and when that fails, yet another to mend her broken heart. The tutorials are easy to follow even for beginners.

The music is extremely limited but adequate in mood and quality. The sound effects, while also limited, are well-suited to the scenarios.

bottomline:

The Fifth Gate is a rare blend of a classic fantasy tale, action-packed game-play, and beautiful art. It's entertaining and challenging in equal measure, and leaves the gamer satisfied, yet craving for more. At the end, Morgana, scolded by Titania for being, of all things, lazy, leaves in a huff, but not before promising to return.

That's a sequel worth waiting for.


g@mrgrl rating: 5/5
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Pros interesting game-play, attractive graphics, 70 levels
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Cons ordinary music, too easy
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Bugsno bugs noted


This is an original review written by me. Please do not distribute / adapt the text and images in any way without my written consent.

July 3, 2010

Tips & Tricks: Burger Bustle

15 points to simplify Burger Bustle for you:

1. First of all, it's a demanding game that requires extreme speed (especially in the last 4 locations) AND planning of which counters to unlock / man to beat aggressive gold time targets.

2. Tutorials take you through the production process of new products that are added.

3. Right at the start of a level, keep all dispensers filled with one serving: burgers (each frier can make upto two at a time), sodas, desserts, fries and ice-cream.

4. Refill all dispensers immediately after serving.

5. The burgers do not require the layers of cheese, tomato and lettuce to be added in any particular order. Only correct layers have to be chosen.

6. Essential workers include at least 1 burger frier (can double as cheese / lettuce / tomato loader), 1 waiter, and 1 side dish vendor.

7. Serving customers a part of their order does not improve their moods. Focus on completing entire orders to earn cash and finish 'task' counts.

8. Customers do not have any preference for items on the display shelf. It serves only as an extra holding area.

9. Use the time delays between customers (more frequent than you'd expect) to build complicated burgers beforehand in case they have to be completed as part of 'tasks'.

10. Since there is no overnight wastage i.e. no money is deducted for food / drinks that remain at the end of the day, or monetary penalties for throwing away wasted items, don't be afraid to keep dispensers filled and make complex burgers before actual orders.

11. Getting gold levels require planning which counters to unlock + how many servers to deploy + which tasks to prioritise:

... If there is a cash target, try to use as few workers as possible. Save recruiting the last worker for AFTER achieving the cash target as once reached, falling below the target does not matter. Don't forget to keep a time buffer of 5 - 10 seconds to add a worker.

... For order targets, delay unlocking too many filling counters or side dish counters. Serving large orders with complex burgers and multiple sides takes more time, and do not increase the count of 'orders completed' versus say serving just a soda or a plain burger.

... For non-cash, food type tasks, recruit as quickly as possible for the burger and filling counters. Remember: you don't have to complete all orders to meet time targets, ONLY the listed items. Serve these first, then complete remaining orders once the clock stops.

... Remember that people eating in will be counted as 'completed orders' only once they finish (and they take a while).

12. Add the ketchup and collect the tips. The cash is invaluable.

13. Use the advantage of serving customers by right clicking the mouse button instead of dragging the item to them - it will save you time and make your mouse pad last longer. For non-cash, order count targets, skip the ketchup.

14. It doesn't matter which decor element you choose to upgrade first. All parts must be eventually selected to complete a cafe.

15. Target using the coffee machine at least twice per level. Use it only when there is a rush of orders as it recharges very slowly.

Good Luck!


This is an original Tips & Tricks written by me. Please do not distribute / adapt the text and images in any way without my written consent.

Review: Burger Bustle

game format: time management | arcade

puzzles: none

playtime: 8 hours (story mode) | difficulty: medium - difficult

developer: Sulus Games | publisher: Big Fish Games

links: Official site | Buy this game

Burger Bustle
game brief: Dive into some tasty fun in Burger Bustle, a fun and exciting Time Management game! Take over a restaurant and serve up delicious food as quickly as you can to keep your customers coming back for more. Earn awesome awards and unlock helpful upgrades that’ll help you work even more efficiently. Stay one step ahead of your clientele to keep up with the Burger Bustle! (Big Fish website)


review:

Burger Bustle is a time-management game that involves running a chain of cafes that occasionally serve coffee.

the story:

There's none. The memo is short and sweet: do tasks, earn trophies.

game-play:

Prima facie, Burger Bustle appears to tread little new ground from the tried-and-tested time management format. Customers come into the cafe, browse the menu, place their orders. Servers scurry to fry up burgers, stuff them with cheese, lettuce and tomatoes, and a hint of ketchup for extra cash. Side dishes include three varieties each of ice-cream, sodas, coffees, desserts and fries. Customers may choose take-away or eat in the cafe; those who eat in sometimes leave tips.

And then comes the twist - the 'strategy' part. This isn't a game that can be beaten by just skidding across the mousepad. Planning which counters to unlock, how to distribute available workers, and which tasks to priortise plays a huge part in winning gold. Multiple targets per level add to the challenge.

There are eight 'locations' of the cafe - Beach, Wild West, Winter (surely this was lost in translation), City (screenshot), Shopping Center, Aqua Park, Hollywood and Space Station (screenshot), each with 8 levels, adding up to 64 for the game. At the start of each level, targets are defined for 'gold' and 'silver' trophies. The time target requires task targets to be completed - minimum orders to be served and/or cash to be earned and/or particular burgers types or sides to be sold and/or staff to be recruited.

Customer types are few (but range from blue collar workers to Japanese tourists) and remain constant irrespective of the cafes' locations. There's no significant difference in patience levels either; most are reasonable even with inordinate delays. Which is a saving grace, because the workers are woefully sluggish, and the sole in-game speed up is a coffee machine which takes over a minute (with levels averaging 2 - 3 minutes) to recharge after a 10-odd second use. After a few levels the cafe gets a gramophone (in a burger shop?) and candy that can be used to soothe irate customers.

Other positive elements include the facility to serve customers by clicking the right mouse button on the item rather than have to drag it to them; there is also no 'overnight wastage' - money deducted on leftover items when the shop closes, nor any penalties for discarding useless items except the time lost in handling them.

Each level has three decor upgrades - flooring, walls and tables, which improve tipping. There is no cash implication to purchasing them, so the feature appears cursory.

Great? Not quite. Burger Bustle suffers from a near-crippling glitch - customers often do NOT order the items required to complete tasks for many, many rounds. This wastes precious time, and renders the player helpless and frustrated. The worst afflicted levels are 14 (Wild West), 53 (Hollywood) and 64 (Space Station), for which gold targets appear improbable thanks to lack of ordering of critical items.

Another problem is that bonuses (upgrades) are 'awarded' on the player moving up a pre-set leaderboard. Even after completing all eight locations with 60 (of 64) gold trophies, I managed to make it to only number 2, short by over 4000 points, though the scores for each level are 'fixed' in terms of targets - achieving targets faster does not earn additional points. Not being able to choose an upgrade also hampers gamers from maximising their individual game-play strengths.

The game has two additional modes which extend playtime by several hours - "Survival", unlocked when the player ranks 8th on the leaderboard, and "Relaxed", unlocked at rank 2. Survival mode has the player racing against the clock to meet orders as customers increase and patience levels decrease, till 20 customers are lost. Relaxed mode is untimed, pressure mounting as customers increase along with order complexity.

art & graphics:

The art is vibrant and attractive, with smooth, clear graphics. Overall the game is a visual pleasure with above average production quality.

text, sound & music:

The game has very little text, keeping it crisp and free of typos. The voice-acting is good, but the limited sound-bites get repetitive after a few levels. The music is functional and remains in the background.

bottomline:

The biggest strengths of Burger Bustle are its perfect length and challenging game-play. The speed + strategy approach keeps the gamer engaged its entire duration. There's no getting bored with this game, and the only regret is the glitch of ordering task items that reduces its overall satisfaction score.


g@mrgrl rating: 4/5
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Pros challenging speed + strategy concept, graphics, 64 levels
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Cons design glitch - customers often don't order task items
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Bugsno bugs noted


This is an original review written by me. Please do not distribute / adapt the text and images in any way without my written consent.

December 26, 2009

Walkthrough: Trapped: The Abduction

Review: Trapped: The Abduction

game format: casual hidden object adventure

puzzles: none

playtime: 5 hours | difficulty: easy

developer: GOGii Games | publisher: Big Fish Games

links: Official site | Buy this game

Trapped: The Abduction
game brief: What was a regular day turned into a nightmare for a young woman who awakes locked in the back of a truck not knowing what happened, who she is, or what will happen next. What's worse is you are that woman, and it's up to you to crack puzzles, codes and escape traps laid out by this serial killer. Problem is, he is watching you all along and what seems like the exit might lead to another trap! (Official website)

review:

Trapped: The Abduction is a hidden object adventure based on the capture of a young woman by a psychopathic killer, and her efforts to escape his sordid den of booby-trapped rooms, gruesome mannequins, blood-stained medical equipment and assorted filthy odds and ends.

the story:

The protagonist, Helene, is kidnapped and taken to an unknown location in the boot of a car on a dark, rainy night. She escapes from the car, only to find that she's trapped in a bizarre building with no apparent connection to the outside world. Thus begins a cat-and-mouse game of the worst kind as Helene tries to escape while her captor, a man in a black cloak, indulgently watches her on a bank of CCTV screens, taunting her on as she clears each macabre hurdle. From his words, its clear that she's not the first to be at the mercy of his crazed mind.

At the start, Helene cannot even remember her own name. Worse, when she was unconscious, the kidnapper removed some of her teeth and took an X-Ray of her head. But the game gets really creepy when Helene discovers a video tape - apparently made by her - that indicates that she's been locked in here for much longer than she'd thought, and that she'd tried to escape before... and obviously failed.

Sifting through methodically ruined rooms, Helene finds evidence of her mother having been trapped here as well, and personal memorabilia such a photo of her father. What had previously appeared to be a random crime now seems well planned, with a motive possibly even worse than perverse entertainment.

Helene's aim is to repair a car and escape, and if possible, collect evidence to explain the kidnapper's history and her capture. But getting past the seemingly endless chambers of horror is not easy, and her frustration and agitation often threatens to overwhelm her, for example, when she wishes she could smash him with a sledgehammer instead smashing a suitcase lock.

As a heroine, Helene is sophisticated yet sassy, often giving off a Rachel Green (wiki) vibe from the Friends series with her urbane voice and mannerisms. Her initial shock and outrage at being kidnapped quickly changes to horror as she explores the strange building, and eventually settles as a cold terror in the pit of the stomach as one disturbing fact after another tumbles out of grisly closets.

But Helene's no pushover, and her presence of mind truly wins you over as she rationally works through the puzzles with the gritty determination to escape... this time.

game-play:

The game kicks off with an interactive tutorial that is self-explanatory and clear even for newbies to the genre.

The basic game-play encompasses two distinct activities. Each screen (room) starts with a general hidden object search. These random objects (such as a tombstone in the kitchen) are described by the kidnapper as part of his scheme to tease his captives.

Part two of each screen, the specific object search, involves items required for the inventory puzzles to escape the rooms. The screens have sparkling hotspots marking interactive areas, and an easy-to-use inventory lists and displays useful objects as Helene collects them. Some objects are found only by locating and using other objects, which increases game-play difficulty, though overall the game is quite intuitive.

The inventory puzzles require engineering various devises such as light systems, furnaces, elevators and televisions. The game-play does get a bit monotonous due to activities that offer little in terms of variety - turn power on / off, search for keys and doorknobs, plug in appliances, fix taps, and so on. But with 30 unique locations, Trapped is one of the rare HOGs that doesn't repeat screens, and this keeps the player riveted despite the slow middle segment.

Some rooms also have special items, which Helene collects and stores in her backpack - items that provide her clues to her own situation, a large number of parts for her getaway car, and some evidence leading back to the kidnapper for use by the authorities.

The developers have invested a lot of effort to balance the taut storyline with a game length that doesn't feel 'too short'. And they've succeeded - Trapped is a game that stays with the player long after the objects have been found and puzzles have been solved.

art & graphics:

The visual detailing of Trapped is top of the line. The art is crisp and professional, and the cliparts are well-blended into their surroundings without being obscure. A vast clipart repository keeps the game from being repetitive and familiar, another big deal. Grotesque body parts and mannequins, along with innumerable other unpleasant knick-knacks, create an atmosphere of death and decay even in the absence of in-your-face blood and gore.

The only drawback, due partly to the game's concept, is the drabness of the screens, which are primarily a dusty brown. This makes them blend into each other and eventually creates mild boredom. But that's a nitpick given the quality of art and the effort put into making each screen unique despite being similar.

The cutscenes are ordinary by comparison, and only serve the purpose of providing interludes between levels.

text, sound & music:

The music of Trapped plays a subtle but effective role in building the game's creepy ambiance, ranging from disturbing to urgent. The sound effects are situational - glass breaking, wires sparking, and so on. A few well-placed screams provide the guilty pleasure of cheap thrills.

Helene's city girl voiceover is well-suited to her persona, and adequately expresses the entire gamut of her emotions. The kidnapper's menacing growl / leery sweetness, though, is comic-book and overdone.

The script is average, and the kidnapper in particular has a very limited set of phrases. Conversation is kept to a minimum, just enough to move the story forward. The subtitles are well-synced with the voiceovers.

bottomline:

The story of Trapped is unusual and compelling. It hooks you in with its quiet menace and the disquieting awareness that it may as easily be reality. Helene's cold competence in the face of death elevates the game beyond puzzles, to the domain of a true psychological thriller. It's, simply put, like watching a movie.

A definite weakness is the slow middle portion of the game, which drags with similar, drab rooms and lack of distinct activity. This drains the game of the tension built up by the eerie storyline, and often makes it an exercise in tedium instead of an edge-of-the-seat thriller.

Things pick up towards the end, with Helene's backpack rapidly filling with evidence - only to end anti-climactically, without answers or closure, obviously setting the title up for a sequel.

Which isn't such a bad thing, in this case.


g@mrgrl rating: 3.5/5
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Prosstory, Helene, 30 unique screens, art, detailing
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Consdrab screens, repetitive activities, anti-climactic ending
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Bugsa few typos - your instead of you're, too instead of to, etc.


This is an original review written by me. Please do not distribute / adapt the text and images in any way without my written consent.

December 24, 2009

Walkthrough: The Return Of Monte Cristo

Review: The Return Of Monte Cristo

game format: hidden object

puzzles: jigsaws, match two, pipes, gears, shapes, logicals, sliders

playtime: 3 hours | difficulty: easy

developer: Lazy Turtle Games | publisher: Big Fish Games

links: Official site | Buy this game | Strategy Guide

The Return Of Monte Cristo
game brief: Hero Edmond Dantes is on a quest to discover Mercedes’ killers, and bring them to justice, in The Return of Monte Cristo, a beautiful hidden object game. Explore gorgeous scenes as you piece together valuable clues and solve the murder. Travel to Paris while figuring out perplexing puzzles and experiencing an immersive plot, in this sequel to Alexandre Dumas’ classic tale. (Official website)

review:

The Return of Monte Cristo is the sequel to the hidden object adventure, The Count of Monte Cristo, based on the novel by renowned French author Alexandre Dumas.

the story:

It's 1854, and the Count of Monte Cristo, Edmond Dantès, is settled in Spain. He receives a letter informing him that the investigation of his fiancee Mercédès' murder in 1814 has been closed without resolution. Unable to accept the conclusion, Dantès returns to Paris to solve the case himself.

A search of Mercédès' mansion leads Dantès to private investigator Louis Decart, hired by Mercédès, who suspected that her life was in danger. Decart tells Dantès to search for her diary to access possible leads.

While Dantès doesn't find the diary, he does find a page from it that mentions a ring with three snakes, and a gendarme, Rudy Villefort, who was spying on Mercédès. Following the lead to the Bastille, Dantès discovers evidence that Villefort was paid illegally for 'unsavory businesses'. The trail leads him to Manu Dangler's corrupt bank in Notre Dame, and from there to the abbey of the evil Father Jean, a friend of Dantès' arch enemies, the Mondegos.

The game follows Dantès' search for the murder weapon - a dagger - and other clues that eventually lead to the imprisonment of the guilty. There are no surprises in terms of a whodunit despite the absence of a backstory linking this game either to its predecessor or the original novel. The culprits are revealed during the course of Dantès' journey, and remain mere names and images without motives unless the player is already familiar with the story (wiki).

Thus, unfortunately, an extremely powerful story is reduced to an uninteresting sequence of events, and it's impossible to empathise with, or even relate to, tragic hero Dantès.

game-play:

The story is broken up into broad chapters based on significant milestones of Dante's investigation. There are 20 unique locations, some visited more than once, all littered with objects that are generally unrelated to their settings - in nature, and position. The locations are standard - rooms, cemeteries, churches, cells - nothing that hasn't been seen many, many times before.

Objects to be searched are boring and irrelevant - wrenches and hammers and pineapples and safety pins and such. The same clipart is repeated screen after screen, and eventually, it's just tedious.

When scenes are revisited, previously located objects reappear in searches, making the game even more repetitive.

Some screens have 'interactive items' that are revealed using one or more onscreen objects with each other. The technology is in place, but few items integrate into the storyline, thus wasting the concept.

The game is interspersed with puzzles including jigsaws, mini-logicals, sliders, pipes, gears, and shape recognition. The difficulty veers from extremely easy (shape recognition, safe combination), to challenging (sun & moon grid, gem rotation). The puzzles are interesting and effectively break the monotony of the object searches.

In another positive, the game is short and the pace is crisp - Dantès doesn't waste either time or words. Interrogations and evidence discovery proceed logically, and bring the game to a satisfying conclusion in a procedural sense.

art & graphics:

The screens are average in design and graphics, compared to the quality on offer at the moment. The clipart is dull and uninspired, which is truly a regret because this game is about the objects, and had enormous potential given the period it's set in. The rudimentary animation fails to enhance the visual experience. The puzzles, in contrast, are well-designed and vibrant, as are the comic-book transition screens.

sound & music:

The sound effects are routine - crows cawing, bells clanging, clocks ticking, ghosts sighing, and so on. The music is suited to the morbid ambience, but is borderline annoying, and never rises beyond functional.

bottomline:

Though I hadn't played the original title, I started this game with a lot of expectation, because the story itself provides ample scope to make an in-depth, captivating game. I was disappointed with both, the cursory inclusion of the story, as well as the production quality. It's an ambitious project that seems hastily executed, and that's a pity.

Hopefully the developers will step up their game with their next offering!


g@mrgrl rating: 2/5
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Prospuzzles, crisp pace, ideal length
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Consclipart, music, wasted potential
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Bugsno bugs noted


This is an original review written by me. Please do not distribute / adapt the text and images in any way without my written consent.

November 30, 2009

Tips & Tricks: Hotel Dash: Suite Success

30 points to simply Diner Dash: Suite Success for you (beyond the tutorials which explain basic game-play elements):


COMBINING ACTIVITIES & CHAIN BONUSES

1. Since Flo takes time to go up and down the lift, combine activities for guests staying on the same floor.

2. It is critical to earn maximum chain bonuses. Easiest options are putting gift baskets in empty rooms, checking in multiple guests at one time and then giving them their cases, and collecting & depositing waste laundry after rooms have been vacated.

3. Actions can be queued, which helps plan Flo's movements.

4. On the downside, actions cannot be unqueued, and that wastes time / prevents course correction in case many actions are in queue. The queue will end once all tasks are done / some task cannot be done.

5. Flo stops and shakes her head in case there is a cued task that she cannot do, so check often that she hasn't stopped moving somewhere while queued tasks are executed.

6. Clowns make messes in the hallways - guests stop when they come to a mess, so clean up ASAP.

7. From Stark Suites onwards, once celebrities are introduced, it becomes most important to service them fast, since their bodyguards hold up other guests until their orders are completed.

8. Anticipate behaviour patterns to get 'faster service' bonuses; for example, the businesswomen and joggers always ask for towels after meals; the newlyweds, teenaged boys and celebrities ask for pillows after meals; celebrities and fat men order food twice.

9. Picking up laundry bags does not break chain bonuses for activities like serving meals or checking guests out. So try to keep rooms vacant by clearing laundry quickly. This will help serve incoming guests quicker. But note: depositing the laundry in the washer will break the chain.

10. If the hotel is closed, focus on serving the guests rather than cleaning the empty rooms.

11. Remember, throwing away items costs money, so try not to do that often - or at all. If Flo has something in her hand / cart that can be carried around without slowing down service, keep carrying it.


CUSTOMER SATISFACTION

1. If a group is particularly annoyed, focus on earning their hearts back with consecutive 'fast services' for them.

2. Gift baskets should be added to empty rooms to earn more happiness (and tips) from the guests when they arrive.

3. From the Alpine Ski Lodge onwards, opt for the musician - he is good for soothing irate customers, though Flo must wait near him while he activates. But this time is worth spending as ALL waiting guests get more hearts once he plays.

4. Guests must already be in rooms to be placated by iced water.

5. The iced water dispenser has limited usage given that it is usually inconveniently located and cannot be served to guests waiting to be checked in, which is where the maximum delay happens. Upgrade to it after ALL other upgrades are through.

6. Dogs bark and irritate neighbouring guests. They have to be fed dogfood, kept on the table with the room service.

7. The sneaky woman switches the lights off only once per level.

8. Stark Suites, with its celebrities, businesswomen and businessmen is the most chaotic, with demanding and impatient customers all around.

9. The hotels lose $100 for every customer lost.

10. Don't panic! Even with the loss of a customer or two, there are still enough customers to achieve Expert easily enough on all levels.


UPGRADES

1. Buy upgrades that add tips first - such as art, wallpaper and carpets - when there are fewer guests so less chance of them getting annoyed.

2. Buy patience-generating upgrades towards the later levels when the crowd builds up.

3. Flo's upgrades are expensive and need to be planned well - for example, she doesn't need to be very fast for the starting levels and hence at those times, the cheaper and more rewarding hotel upgrades should be done. The elevator, cart, mop and shoes upgrades need to be done in that order.

4. Guests who stay in 'star' rooms pay 'star bills' - currency used to fix up the special room. The more star bills, the more likely Flo is to furnish all available items for the room and earn the special bonus - so it pays to star up the rooms of the hotel as early as possible.

5. Add stars to the larger rooms first to maximise tips. Each star costs $750, so try and add at least one stars to each room at every level.

6. Even two stars on each room gives enough star bills to complete the VIP rooms within the 8th levels of each hotel.


MISC

1. The socialite with the multiple suitcases takes some getting used to - click the number of times as the suitcases to pick all up in the cart.

2. From the Alpine Ski Resort onwards, some guests also want a wake-up call - which can be a knock on the door or a call from the reception desk if Flo purchases the telephone upgrade.

3. Retrying a level for the first time adds the cash earned in the level originally to the bank.

Good Luck!


This is an original Tips & Tricks written by me. Please do not distribute / adapt the text and images in any way without my written consent.

November 28, 2009

Review: Hotel Dash: Suite Success

game format: time management | arcade

puzzles: none

playtime: 3 hours (Story Mode) | difficulty: easy

developer: Kef Sensei | publisher: Big Fish Games / Playfirst

links: Official site | Buy this game

Hotel Dash: Suite Success
game brief: When Quinn’s new travel business hits a snag, she needs Flo’s patented elbow grease to help renovate and run hotels all over DinerTown! Experience a Hotel Dash as you deliver guests' luggage, drop off room service and provide extra towels and blankets! Use your tips to decorate and restore each hotel back to its original charm in this fast-paced Time Management game!

review: Dash Heroine Flo returns, this time to help pal Quinn iron out the bumps in her fledgling travel planning business, in the aptly-titled Hotel Dash: Suite Success.

Quinn hits her first roadblock when she extends her services from travel booking to honeymoon planning for newlyweds Tony and Vicky. The couple wants to remain in town to be close to Tony's business, and Quinn books them into Dinertown Suites, little knowing that the place has gone to seed over the years. With only 10 days to go before the couple arrives, Quinn turns to Flo for help to restore - and exceed - Dinertown Suites' old glory, and to make Tony and Vicky's honeymoon a success.

Flo's quick service with a smile soon transforms Dinertown Suites into the most-wanted hotel in town. But wait, there's more... trouble. Margarita and her parents are shut out of their vacation lodge due to snow, and the girls rally to fix up the Alpine Ski Resort to ensure that their trip does not end in disaster. 10 days, and the Resort is ready...

...and so are Quinn and Flo, to move on to their next challenge, the Stark Executive Suites in the city. Pal Cassie needs to wow visiting investors - starting with their accommodation. The city is full of demanding clients: businesswomen, celebrities and socialites, which makes Stark the most challenging of the hotels restored by the duo.

With Stark converted into a buzzing business hub, Quinn and Flo change gears to rebuild holiday hotel Tiki Palace in time for Darla's parents' tropical getaway. Tiki moves along at a relaxed place, with generally patient tourists as its primary guests.

Which brings the dedicated duo to the final hotel on the makeover list, the crumbling, haunted gothic marvel Dunwich House! A truly spooky atmosphere and terrific theme music - not the mention the real ghosts it has as guests - make Dunwich the most interesting restoration project.

The game stays staunchly loyal to the Dash Family Values in terms of design, artwork and game-play. It starts with a quick tutorial, introducing core items and taking gamers through basic tasks. It's good enough to get going, and the rest is easily picked up once the game is afoot.

The concept is straightforward: guests arrive at the hotel and must be checked in, then provided with their luggage, room service, and sundry items like towels, pillows and kibble for their pets. Once the guests eat, hit the pool and/or the gym, and take a nap, Flo needs to check them out and put the laundry for cleaning. In between, she mops up spilled water and broken flower vases, dispels hauntings by naughty ghosts, clicks photos for the tourists, wakes up oversleeping and/or sleepwalking guests, puts welcome gift baskets in empty rooms, and investigates a girl in a green trenchcoat who appears to be sabotaging the hotels.

The guests look and act the same as earlier Dash patrons - cheerful girls, honeymooning couples, camera-crazy tourists, impatient businesswomen, clumsy clowns, annoying teenagers, sultry socialites loaded with luggage, celebrities with aggressive bodyguards, men with dogs, and men with beer guts. However, they are all noticeably calmer than they've been in past games, and the situation never really gets overwhelming. Guest losses due to irritation are few, and limited largely to the businesswomen, who are - understandibly - the crankiest.

As usual, the guests are coloured either blue, green, yellow or red, as are the rooms, and there are bonuses for matching the guest colour repeatedly to the room colour. Points are also earned for chaining activities and fast service. Customer hearts lost due to room allotment / service delays can be won back with quick service, a chilled glass of water, or, for those waiting in the lobby, some live music from the resident musician.

Various upgrades can be purchased with the profits to make the hotel more attractive (wallpapers, carpets, flooring, plants, artwork), improve services (reception phone, faster mops, quick filling water dispensers, more active musicians), and boost Flo's speed (quick shoes, larger carts, faster elevators). The upgrades are reasonably priced and can usually be acquired by the 5 - 6th levels of each hotel, making the later levels significantly easier.

Another upgrade is the addition of stars to the rooms - upto a maximum of 3 stars each. Guests staying in star rooms are happier and pay star bills, besides room rents and tips. These star bills are used to refurbish the themed VIP Suite of the hotel that is reserved for special guests. Decorations include deluxe flooring, wallpapers, rugs, curtains, candlestands and chandeliers, designer beds, desks and chairs, and even a waterfall!

Click to view The Honeymoon Special @ Dinertown / The VIP Suite @ Alpine Ski Lodge / The Executive Suite @ Stark / The VIP Suite @ Tiki Palace / The Haunted Room @ Dunwich House.

The 5 hotels have 10 levels each - a perfect length for the game, building up the challenge without letting ennui set in from spending too much time at one hotel. Since every hotel starts from scratch, the game-play keeps reverting to square one, so it's akin to playing 5 small games rather than a single 50-level game. No level is exceptionally challenging, and attaining Expert rank (with large margins) is simple throughout. Judicious purchase of stars for the rooms easily produces enough star bills to complete the VIP suites by the 8th level. While this reduces difficulty, it helps keep the game moving without frustrating the gamer.

Flo can win upto 8 medals for milestones reached - completing each hotel, completing the game, achieving expert rank for all levels, and completing all VIP suites with all available embellishments.

And for those who just cannot get enough of Hotel Dash: Suite Success, there is the Endless Mode, which provides additional arcade fun once the Story Mode is over.

Four and a half cheers for this spiffy, back-to-the-basics game!


g@mrgrl rating:
4.5/5
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Pros
game-play, VIP rooms concept, 50 levels, Flo
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Cons
too easy
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Bugs
no bugs noted


This is an original review written by me. Please do not distribute / adapt the text and images in any way without my written consent.

November 24, 2009

Tips & Tricks: Cake Shop 2

20 points to simplify Cake Shop 2 for you:


1. First, it's not a difficult or demanding game, even with 155 levels.

2. Tutorials take you through the production process of new products.

3. Right at the start of a level, keep all dispensers filled with one serving: soda, popcorn, candy floss, ice-cream, coffee, cappuccino (with a tall glass - see Point 9).

Note: Milk, juices and milkshakes all use the clear tall glass.

4. Refill all dispensers immediately after serving. A time-saving way of doing this is to pick up the same container (e.g. a popcorn tub) from the conveyor belt and take it to the dispenser (e.g. the popcorn machine, which already has a full tub sitting in it), and replace the full tub with the empty tub. This saves an additional move to the conveyor belt, and keeps you from forgetting to refill.

5. This logic does not entirely apply to the juicer as the fruits appear only when a customer asks for a juice. However, save time by keeping a juice glass sitting in the juicer so that once the fruit arrives, you only have to pop the fruit in.

6. In case you complete a juice order using one of the 'Fulfil Order' bonuses and have a full glass sitting in the juicer, make sure you place it on the display shelf to have one of the customers order it. Otherwise when the next juice order comes, this will be wasted (no monetary penalty, only time and effort wastage).

7. Keep the ice-cream dispensers loaded with cones, not tall glasses (used for making milkshakes). Milkshakes are ordered much more rarely than ice-cream cones.

8. In case you have a full cone sitting in an ice-cream dispenser and a customer wants a milkshake of the same flavour, don't throw away the cone. Pick up a tall glass and click to exchange it with the full cone. Wait till the glass has the ice-cream, then switch the cone back. Take the milkshake glass to the blender to complete the order.

9. Similarly for the cappuccino machine, which can serve both hot milk (tall glass) and cappuccino (full coffee cup). Milk is ordered more often than cappuccino so keep a tall glass sitting in the cappuccino machine. In case someone wants cappuccino instead, pick up the full coffee cup from the coffee machine, click to switch with the milk glass, wait till the cappuccino is ready, then switch the milk glass back.

10. In the equipment selection list, always select the blender last so the time-consuming activity of making milkshakes is done for the least levels possible. The cappuccino machine should be second last.

11. The cakes do not require the three layers to be selected in any particular order. Only three correct layers have to be chosen.

12. There is a 'cake of the day' put on the display shelf from Level 2 onwards. The first or second customer always orders this. Use the time saved to set up the dispensers before rush hour starts.

13. Customers aggressively order items put on the display shelf. This is relevant in three critical ways:

a) Putting up a ready item saves you time from making a fresh item, which means the customer is served sooner, which means more tips

b) Putting up more complex cakes (shaped, with toppings) brings in more money (otherwise customers usually order simple round cakes)

c) This significantly controls customer orders and helps you play more efficiently

14. Use the time delays between customers (more frequent than you'd expect) to build complicated cakes to put on display.

15. Since there is no overnight wastage i.e. no money is deducted for food / drinks that remain at the end of the day, or monetary penalties for throwing away wasted items, don't be afraid to keep dispensers filled and make as complex cakes as possible for display.

16. Getting gold levels require maximising tips and selling more complex cakes than the customers would order on their own.

17. Use the advantage of serving customers by right clicking the mouse button instead of dragging the item to them - it will save you time and make your mouse pad last longer.

18. Bonuses expire and cannot be accumulated, which removes strategic planning using bonuses.

19. Use the 'Quicker Machines' bonus to re-stock the dispensers and build complex cakes rather than serve customers (unless they're getting really upset).

20. It doesn't matter which part of the shop under construction you choose to build at any point of time. All parts must be eventually selected to complete the shop.

Good luck!


This is an original Tips & Tricks written by me. Please do not distribute / adapt the text and images in any way without my written consent.

November 21, 2009

Review: Cake Shop 2

game format: time management | arcade

puzzles: none

playtime: 8 hours | difficulty: easy

developer: Elefun Games | publisher: Big Fish Games

links: Official site | Buy this game

Cake Shop 2
game brief: Open up your very own roadside café, and earn money, while treating your customers to delicious fruitcakes with different fillings in Cake Shop 2! Purchase advanced culinary equipment and begin to build your confectionery corporation as your café grows! Quickly serve visitors and use unique upgrades to keep your clientele content, and coming back for more. (Official website)

review: First, the good news: Cake Shop 2 has a whopping 155 - yes, 155 - levels stuffed with cakes, shakes, colas, coffees, popcorn and candy floss - sweet, but definitely not short!

Now, the story. I haven't played Cake Shop, the original title, and so started fresh with blonde, blue-eyed heroine Emily. She takes time off from sunbathing at a resort to drop in at her friend Frederico's cafe for a chat and a coffee. Moments later, Frederico's grandma calls to inform him that she's getting married for the, uh, seventh time. Since he must be familiar with the drill by now, Frederico drops all work, including his cafe, into Emily's lap, and jets off to attend the big day.

But that's not the last we see of him. Once Emily starts slogging behind the counter, Frederico reappears, dressed nattily in a striped grey suit. Suddenly, he's the boss and she's the employee. He tasks her into building his beach shack cafe into a Cake Shop conglomerate spread across the city, all the while spewing inanities such as, 'I don't know how you did it!' and 'Even I couldn't do that!'. He (generously) allows her to keep the part of the money not spent in constructing new buildings and upgrading equipment as her salary, and sends her off to a well-earned vacation at the end. What about a partnership in the firm she built for you, bro?

Emily, unlike the feisty heroines of other time management games like Flo and Jill Evans, remains a static image on the level loader screen. It's Frederico's show all the way, and the gamer may have actually cared about the 'big picture' if he had been the protagonist. Building the Cake Shop empire is Frederico's dream, not Emily's. And thus, the story fails.

Which makes this game, well, just a game. So, coming to the game-play.

View screenshots: Level 1 / Level 2 / Level 3 / Level 4 / Level 5

Cake Shop 2 follows the conveyor belt format. The ingredients must be plucked off the carousel and used with various equipment, purchased between levels, to serve the customers. Besides cakes, the Shop also offers sodas (cola, orange, regular), ice-cream cones and shakes (vanilla, chocolate, strawberry), popcorn (salted, caramel), coffee (normal, black, cappuccino), juice (apple, grape, orange), candy floss, and hot milk.

The cakes are three-tiered - two layers of waffle sandwiching a layer of filling. The tiers appear separately on the belt and must be combined correctly to make the basic, round cake. Cakes may be shaped into squares, triangles or hearts, and may be topped with chocolate, peach or strawberry sauce. Ice-cream cones can also be topped with the sauces.

Equipment includes soda and ice-cream dispensers, a blender, a juicer, a coffee maker and a cappuccino machine, popcorn machines, a candy floss spinner, cake shapers and toppings taps.

With such a vast array of products, flavours and equipment, Cake Shop 2 boasts incredible game depth. Equipment choices determine the items offered and revenue. But more expensive, complicated items need more time to make, which means less tips, so a strategic balance has to be constantly maintained between cost and time.

Emily's efforts are supported by four types of bonuses. 'Patience' adds hearts to the customers; 'Time Freeze' switches the clock off for several precious seconds; 'Quicker Machines' make equipment produce items instantly; and 'Fulfil Order' completes part of an order, an entire order, or all pending orders at that moment. All bonuses can be upgraded thrice. Upgrading 'Patience', 'Time Freeze' and 'Quicker Machines' adds seconds to their time limits. 'Fulfil Order' upgrades in service range.

However, the bonuses expire within seconds, and it's difficult to use them to any serious strategic advantage. For example, the gamer doesn't have much control over using 'Quicker Machines' if the bonus is expiring and the customers are only ordering basic, round cakes. Or the 'Patience' bonus appearing when there are no customers around.

Customer types are few and remain constant irrespective of the shops' locations. Buyers include a cop, a tennis player, a young girl with a balloon, a businessman, a tourist, and a blonde hottie who looks, waves, walks and talks on the cellphone just like Paris Hilton.

Profits are used to construct new shops - there are four (Beach Cafe, Park Cafe, Business Cafe and Central Cafe), plus an office. Construction proceeds parallel to the game, but selecting which portion to build is perfunctory - all portions have to be purchased to move to the next shop. Same goes for equipment upgrades, though in this case, buying intelligently helps save time during the initial levels. A drawback to planning equipment purchase is that product prices are not mentioned - for example, is coffee more profitable than popcorn? However, this oversight is rendered irrelevant as goals are easily achievable and profits are much higher than expenses, so there is no money crunch (I finished the game with $46,000 AFTER all expenditures).

A few game design elements make Cake Shop 2 more efficient than its peers: customers can be served by clicking the right mouse button on the item rather than have to drag it to them; there is also no 'overnight wastage' - money deducted on leftover items when the shop closes, nor any penalties for discarding useless items except the time lost in handling them. Customers aggressively buy items on the display shelf, and putting up more expensive items for show pays off handsomely in managing time and effort and controlling customer flow, directly resulting in greater profits. On the downside, serving customers a part of their order does not improve their mood, so there is no way to cheer them up unless the 'Patience' bonus comes up.

For all its game-play strengths, Cake Shop 2 has sub-par production quality by today's standards. The stylised art sequences are dull, Frederico and his assistants' lip movements are disconcerting, and the customers walk like zombies on skates. However, the equipment animation is good, and well-complimented by the sound effects.

That brings up the music, which is possibly the worst part of the game. The severely limited selection comprises a couple of basic sound loops and a jarring jazz-like piece. This is one of the very few games in recent times that I played with the music muted.

The text is rudimentary and suffers from poor grammar and spelling errors, possibly due to translation into English from its original language.

While having so many levels prolongs playing hours, unfortunately, more than half the game is painfully sluggish. Customers appear sparingly, and huge chunks of time lie unutilised. The action picks up in the second half but only slightly; it's easy to get the gold star on every level till the last. In that, the game is often boring, if not downright tiresome.

Cake Shop 2 is ambitious both in length and depth, but the two elements never blend together effectively enough to provide the adrenalin rush of racing against time while juggling multiple challenges. Nor does it create any sense of achievement once it is over, only a bit of relief.


g@mrgrl rating: 2.5/5
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Pros
game design, numerous items and equipment, 155 levels
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Cons
graphics, music, too easy, boring
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Bugs
no bugs noted


This is an original review written by me. Please do not distribute / adapt the text and images in any way without my written consent.