September 24, 2012

Review: Secret Files 3

game format: classic point-and-click adventure

puzzles: inventory | logic

playtime: 5 hours | difficulty: easy | size: 2 GB

developer: Animation Arts | publisher: Deep Silver | links: official site | buy this game

Secret Files 3
game brief: It should be the happiest day of her life, but Nina’s anticipation of the upcoming marriage with Max is being clouded by terrible nightmares of an apocalypse. Could this be related to the events that took place in Tunguska? As further incidents transpire and Nina comes across some major secrets, she realizes that she has just stumbled onto a new epic adventure. (Official site)

review: Read my review @ Adventure Gamers® | rating: 2.5/5

summary: Secret Files 3 replaces romance with rocket science, but its convoluted premise, simplistic puzzles, and slapdash resolutions make it the weakest link of the trilogy.


Read my Secret Files 2: Puritas Cordis review, published in August 2009.

This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

July 23, 2012

Review: May's Mysteries: The Secret of Dragonville

game format: casual point-and-click adventure

puzzles: logic | arcade

playtime: 20 hours | difficulty: challenging | size: 291 MB

developer: V5 Play Studio | links: official site / buy this game

May's Mysteries: The Secret of Dragonville
game brief: In May’s Mysteries: The Secret of Dragonville (PC, Nintendo DS), young May embarks on a thrilling and charming adventure to find her missing brother, but to do so she'll need to tackle over 270 puzzles and minigames as she ventures through 80 mysterious locations, meeting about 50 intriguing characters spread across four worlds. (AG Game Brief)

review: Read my review @ Adventure Gamers® | rating: 2.5/5

summary: May’s Mysteries is a substantial puzzler that is sure to satisfy fans of logical and mathematical brainteasers, but offers little of interest for those seeking more.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

April 19, 2012

Review: Botanicula

game format: classic point-and-click adventure

puzzles: inventory | logic | arcade

playtime: 4 hours | difficulty: challenging | size: 600 MB

developer: Amanita Design | publisher: Daedalic Entertainment | links: official site | buy this game

Botanicula
game brief: Botanicula is point'n'click exploration game created by Jára Plachý and Amanita Design. It's about five friends - little tree creatures who set out for a journey to save the last seed from their home tree which is infested by evil parasites. The original soundtrack and sound effects are by Czech alternative band DVA. (Official website)

review: Read my review @ Adventure Gamers® | rating: 4.5/5

summary: The seed of delight is planted early in Amanita's creative new adventure, and its abundant charm and surreal game world never stop growing on you.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

March 23, 2012

Review: Yesterday

game format: classic point-and-click adventure

puzzles: inventory | logic

playtime: 8 hours | difficulty: easy - moderate | size: 4 GB

developer: Pendulo Studios | publisher: Focus Interactive | links: official site | buy this game

Yesterday
game brief: In New York City, homeless people are being burned alive, while a mysterious scar shaped like the letter 'Y' forms on the hands of seemingly disconnected people. Amnesiac John Yesterday has had his memory wiped, but now finds himself at the center of a worldwide conspiracy, and the fate of mankind may just depend on this unlikeliest of heroes.

review: Read my review @ Adventure Gamers® | rating: 4/5

summary: Sleekly packaged and eminently playable, Yesterday conceals the darkness of the human mind within a beautiful artistic canvas; drawing you in with glimpses of dreadful secrets and leaving you shocked, yet satisfied, with its twisted narrative.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

Walkthrough: Yesterday

March 13, 2012

Review: Shadows On The Vatican: Act I: Greed

game format: classic point-and-click adventure

puzzles: inventory | logic

playtime: 5 hours | difficulty: easy | size: 2 GB

developers: Adventure Productions | 10th Art Studio | links: official site | buy this game

Shadows On The Vatican Act 1: Greed
game brief: A blood-red sky surrounds the city of Rome in a surreal, neverending twilight. Under the shadow of St. Peter, an American ex-priest investigates a series of events that exposes a deeper, more complex web of political and religious intrigue than he ever could have imagined.

review: Read my review @ Adventure Gamers® | rating: 3/5

summary: The debut episode of the four-part Shadows On The Vatican sets great expectations, but Act I: Greed serves mainly as a prelude to the real deal, saving the action for the sequels.



This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

February 13, 2012

Review: The Jolly Gang's Spooky Adventure & The Jolly Gang's Misadventures in Africa

game format: casual point-and-click adventure

puzzles: inventory | logic | arcade

playtime: 2 hours each game | difficulty: easy

developer & publisher: Alawar Games

links: Spooky Adventure | Misadventures In Africa

Jolly Gang Adventures
game brief: (1) Investigate eerie hijinks and uncover a mystery with Moxxie and her pals. Get the scoop on the next huge tabloid story by solving puzzles and chatting with a colorful cast of characters. (2) Join the Jolly Gang as it heads to Africa in search of treasure! Once there, embark on a madcap adventure through the African outback in search of a missing professor, his gems, and a way to give the pesky customs officials the slip!

review: Read my reviews @ Adventure Gamers®

The Jolly Gang's Spooky Adventure | rating: 1.5/5

The Jolly Gang's Misadventures in Africa | rating: 2/5

summary: The Jolly Gang's Spooky Adventure focuses neither on the gang nor on the spooks, and offers at best a couple hours of lighthearted but linear, generic casual adventuring.

The Jolly Gang's Misadventures in Africa fixes some of its predecessor's design flaws and considerably improves the puzzles, but still disappoints with its often-ambiguous gameplay and subpar production quality.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

December 14, 2011

Review: Time Mysteries: The Ancient Spectres: Collector's Edition

game format: casual hidden object adventure

puzzles: inventory | logic | hidden object

playtime: 6 hours | difficulty: moderate | size: 934 MB

publisher: Big Fish Games | developer: Artifex Mundi

Time Mysteries: The Ancient Spectres: Collector's Edition
game brief: The year is 1830, the dawn of the Victorian Era. You are sitting in your room and contemplating your orphan life in London. Someone knocks on the door. You open it and… nothing will remain like it was before. Change the course of history and reveal the mystery which has influenced your family for ages. How is it all connected with the evil witch Viviana? Will you manage to untangle all the secrets? (Official site)

review: Read my review @ Adventure Gamers®.

This review is a part of the 'Casual Collection: November 2011 New Releases' article.


Left at an orphanage as an infant, Esther has no link to her origins save an ornate rattle and a medallion, plus frequent nightmares of a strange mansion and an ancient oak tree. On a hazy day in 1830, she receives a letter from a distant aunt urging her to return to her estate, not only to learn more about her illustrious ancestors descended from Merlin the wizard, but also to prevent a power-hungry witch from escaping the magical container built by her family. Artifex Mundi's Time Mysteries: The Ancient Spectres starts in earnest as Esther reaches the abandoned, decrepit mansion – the same one from her nightmares – and discovers the crystal cage which she must keep from cracking by finding magical tokens scattered across Europe and time.

This sequel to Inheritance is loosely linked through the Ambrose family tree: Esther is the grandmother of Vivian, the heroine of the first episode, who travelled through time to rescue her father from the clutches of his kidnapper. But The Ancient Spectres is far superior in both complexity and production quality to its predecessor, which used time travel as a mere plot device to generate diverse visual backdrops. Here, time and space are linked intricately through action and consequence, and Esther must constantly flit between both to achieve her goals, whether collecting items from one century to use in another, setting up events that yield results years later, or gathering clues and objects from past versions of the mansion even as the witch progressively destroys it in the present day.

The main adventure has about a dozen hidden object screens and as many logic puzzles interspersed with numerous inventory quests to collect tools and puzzle parts, all taking over five hours to complete. The hidden object searches are quite challenging, with attractive, detailed screens smartly stocked with era- and situation-appropriate items, some of which require minor interactivity. These screens are revisited twice each, but all previously collected items are excluded from later searches. Besides the rechargeable hint, a 'sonar' feature helps by showing silhouettes of the listed items. Interestingly, if you don't feel like trawling the search screens, you can opt for an addictive symbol-matching arcade game to move ahead.

The standalone puzzles are simple and cover the usual gamut of jigsaws, rotators, and pattern- or image-matching, but are nevertheless entertaining as they're well-integrated with the story. One that requires lighting a city's streets is especially elegantly designed. The backbone of the game, however, are Esther's tasks to locate objects and create situations by teleporting between the Ambrose estates in London and Venice over multiple centuries using the time machine, like the clever quest to produce a bottle of wine. These add genuine complexity to the linear flow, and the sense of accomplishment as minor activities significantly alter the future is satisfyingly real.

Unlike Vivian, Esther has no wisecracking sidekick; instead she must rely on the letters and instructions strewn about, which are archived in her journal along with her objectives. The time machine also serves as an interactive map, marking out locations – across time – where tasks are pending, and those which have changed since Esther's last visit. By allowing teleportation to specific destinations, this invaluable facility eliminates the tedious legwork that cripples most casual games.

The attention to detail extends from the plot and puzzles into production as well. The richly coloured scenes reflect their eras and moods, such as the Venetian mansion in the grips of the plague or its British counterpart crumbling under the witch's onslaught. Comparing locations through the centuries is a delightful pastime in itself. Ambient animation, like wavering sunbeams and footsteps on dusty floors, is subtle and efficient, as is the orchestral score, which is lovely in parts and ominous in others. Cutscenes are spectacular, be it Esther's nightmares, the witch running amok, or the release of fire-moths from the crystal cage. The time machine animation is also sleek and never gets stale despite many repetitions. Unfortunately, the screens are annoyingly cluttered with multiple hotspots (and repetitive comments) for non-essential elements that are never deactivated, resulting in a lot of extra clicks. Conversations and cutscenes are expertly voiced, though in-game commentary is text-based, with coherent, easy-to-follow dialogues.

While the main game ends with a blazing cliffhanger and the announcement of a sequel, the Collector’s Edition returns to the past for a complicated half hour story of a woman trying to save both infant and adult Esther from her fiery predicament. Along the way, she must repair the time machine, visit an outlandish lab and a herbalist's hut, and solve a handful of easy minigames. A notable exception is a poorly clued, visually and mentally taxing pattern-matching puzzle that may make you grateful for the skip button. The bonus chapter has four more repeating hidden object searches, and is a fairly unnecessary extension of play time unless one is really keen to learn how Esther arrived at the orphanage or manages her predictable present-day escape. A unique extra is an encyclopaedia of key characters and objects, though having it on hand while playing may have made it a more useful reference.

Time Mysteries: The Ancient Spectres is most certainly another very good game from Artifex Mundi (immediately following the stellar Enigmatis: The Ghosts of Maple Creek). Its fantasy-based story is laid out plausibly and ties in actual historical events, the reasonably challenging gameplay flows smoothly and stays aligned with the plot, and the production is largely superlative. But what elevates it to a great game is the way it links its core time-travel concept into the gameplay to create an experience that is complex and thought-provoking beyond the pretty window-dressing. It connects actions to consequences with rare rationality, and is confident enough of its own potential to avoid deceiving players with unnecessary backtracking and ill-informed quests, making it a casual adventure that's well worth your time.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

December 5, 2011

Review: Dead Mountaineer's Hotel

game format: classic adventure; supernatural thriller

puzzles: inventory | logic | arcade

playtime: 5 - 7 hours | difficulty: easy | size: 2.3 GB

publisher: Akella | developer: Electronic Paradise | links: official site | buy this game @ Steam

Dead Mountaineer's Hotel
game brief:The remote hotel stands atop an ominous snow-peaked mountain, and death permeates every inch of the place. A crime has been committed here, and the remote nature of the retreat means that the culprit is still roaming the halls. Which of the guests is capable of this? Whose past hides sinister truths and who has the most to gain? (Steam Page)

review: Read my review @ Adventure Gamers® | rating: 1/5

summary: The long-awaited Dead Mountaineer's Hotel is finally open for business, but the pointless quests, clunky gameplay, exhausting backtracking, subpar production quality and absence of a coherent plot will surely leave you cold.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

November 9, 2011

Review: Reincarnations: Back To Reality: Collector's Edition

game format: casual hidden object adventure

puzzles: inventory | logic | hidden object

playtime: 6 hours | difficulty: moderate | size: 575 MB

publisher: Big Fish Games | developer: Vogat Interactive

Reincarnations: Back to Reality: Collector's Edition
game brief: In Reincarnations: Back to the Reality four angry entities insist that you return to the past and correct your own mistakes! Travel into your past lives, set things right, and restore your karmic balance in this thrilling Hidden Object Adventure! (Official site)

review: Read my review @ Adventure Gamers®.

This review is a part of the 'Casual Collection: October 2011 New Releases' article.

Driving on a lonely road one night, a young woman is attacked by four vengeful spirits, who use dangerous tricks like blinding and freezing to crash her car, killing her on the spot. Before reaching its final resting place, Jane's soul arrives in an astral library, where she must investigate her past lives to solve grievances and improve her karma enough to earn another chance at her current life. Those familiar with Vogat Interactive's Reincarnations series will recognise the concept as well as the mystically-gifted protagonist, and there's little new in this third installment, Back to Reality. But the good news is that this edition is lengthier, with four cases to solve over five-plus hours this time, and the quests are a tightly-knit collection of moderately challenging inventory, hidden object and standalone puzzles set against attractive, well-designed scenarios.

Jane's first incarnation is a village doctor in the early 1900s, who must solve a heinous murder to save the locals who have been blinded by a ghost. The second case is more contemporary, as a museum guard has to recapture a chaotic ancient spirit unwittingly set free by a student. The third story is set at the North Pole, where a child rescued from a shipwreck must free her adoptive family from the clutches of the accidentally released and terribly annoyed Spirit of the North. The final case is the most elaborate and unique, and has a boy trying to save his sister from scientists researching human life longevity via gruesome experiments on a weirdly-forested island in the Pacific. The first and last cases are morbidly fascinating, though the gameplay and styling of the mysterious island is easily the winner.

Letters, notes and photos reveal more about each case as events progress, and clicking any hotspot provides straightforward instruction about what to do with it. Quests include collecting practical tools as well as pieces of esoteric puzzles, and then using them to resolve the big problems. The 21 hidden object scenes are stocked with somewhat-relevant objects, and often require multiple numbers of items to be collected, which ups the count well beyond the listed dozen. There are some interactive items too, like wheat to be ground into flour, or a wooden idol to be carved on the spot. Each scene yields one useful object and is repeated once, though items found the first time are left out of round two. Many objects are shared between different search screens, and several are hard to find as they are partly hidden under other things. The independent puzzles cover variations of jigsaws, pattern- and image-matching, easy math, light beam redirection, and the often-maddening Lights Out tasks. Some are creative, like fitting animal cutouts on pegs on a wall, and some are fairly challenging, such as a deceptively difficult jigsaw of a seahorse.

There are three modes of difficulty, and without the benefit of sparkles in the tougher two, you have to pixel hunt for hotspots and revisit scenes frequently to check for hidden object areas that may have been reactivated. Playing time is padded with superfluous activities like moving aside leaves one at a time or clicking repeatedly to clear piles of stone or ice, but thankfully multi-purpose tools like hammers and axes stay in the inventory for as long as needed, thus eliminating repetitive quests to gather generic tools. There is a comprehensive task list, though given the linear format of the game, it's more a helpful guide than a crucial reference.

The hundred-odd realistic screens are detailed with shadows, foliage and textures, and distinctly represent each setting, whether the idyllic but creepy village, the museum and its cleverly-engineered tableaux, the Arctic and its Aurora Borealis backdrop, or the outlandish island with its mutant flora and mechanical fauna. A cave-art hidden object screen adds freshness to the typical stashes, and collected items are showcased in appropriate containers like a wicker basket when in the village. The minigames are especially well-designed, with expertly animated doors, rotating parts and special effects. In fact, in-game animation goes beyond the staples of drifting snow and flickering fires to include consistently believable motion, such as a robotic spider standing up or a shark lunging forward. Jane's spirit possessing and leaving her incarnations is also impressive. Unfortunately, some screens suffer from considerable pixellation beyond their native 1024x768 resolution, especially the partially-animated cutscenes, though they do scale to widescreen if you UNcheck the widescreen menu option.

Each scenario has a soundtrack suited to its mood, while sound effects are just right and do not overwhelm the proceedings; together they compensate adequately for the absence of voice acting. Sensible and considerate, Jane is willing and resourceful enough to undo the failings of her past lives. She's blessed with a script that is concise yet precise, albeit sometimes to the point of stating the obvious, and is a companionable partner to play with. Interestingly, though three of her four incarnations are male, her practical personality makes the transitions feel natural and gender-independent.

Back to life after her ordeals in the astral library, the Collector's Edition bonus chapter sees Jane soon dragged into the depths of a new mystery by yet another disconsolate spirit. Based on the urban legend of the White Lady, this story is about a rich pirate's daughter who was betrayed by her greedy fiancé and has since been exacting her revenge on random young men by drowning them in the aptly-named Disappearance Bay. The hour-long expansion is similar in gameplay to the main segment, with several inventory quests that send Jane back and forth between a series of underwater caves containing dead bodies, treasure, a shark, and four standalone puzzles including a devilish rotator with pearls to be set in three different patterns. The four hidden object screens are repeated once each. A strictly-standalone affair, the extra case is recommended mainly if the original four leave you gasping immediately for more.

Reincarnations: Back To Reality is quite like an episodic television series with a 'case of the week' formula, and loyally follows its two predecessors in concept and gameplay. It's basically a collection of four mini-stories tied together by a flimsy central arc. This is great for variety given the four diverse scenarios, but on the flip side, the stories and characters lack depth as each case is too brief to delve beyond the superficial. But Reincarnations makes up for its simplistic plots with solid execution, and is packed to the brim with engaging casual adventuring. Despite the niggles of the harder modes – tough-to-locate hotspots, hidden object areas reactivated without notice, some clueless wandering – the game provides over five hours of activity-oriented entertainment, and if you're still craving more, serves up a fifth case as the CE extra. And if even that's not enough, rest assured that yet another reincarnation is on the horizon.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

October 28, 2011

Review: The Book of Unwritten Tales

game format: classic adventure; fantasy

puzzles: inventory | logic | arcade

playtime: 16 - 20 hours | difficulty: moderate | size: 3.75 GB

publisher: Lace Mamba Global | developer: KING Art Games | links: official site | buy this game

The Book Of Unwritten Tales
game brief:In a world torn by war, the aged gremlin archaeologist Mortimer MacGuffin harbours the dark secret of a powerful artefact. Whoever owns this artefact will determine the fate of the world. While the Army of the Shadows sends out its best and most devious agents to discover the secret, the Alliance's four heroes find themselves involuntarily drawn into the crisis. (Official website)

review: Read my review @ Adventure Gamers® | rating: 4.5/5

summary: It took a while to be told, but The Book of Unwritten Tales holds an epic adventure between its pages, bringing to life a gorgeous, multi-dimensional, quest-laden world of glittering seas and fiery mountains, and filling it with some of the most endearing game characters of all time.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

October 10, 2011

Review: Voodoo Chronicles: The First Sign: Collector's Edition

game format: casual hidden object adventure

puzzles: inventory | logic | hidden object

playtime: 5 hours | difficulty: easy | size: 875 MB

publisher: Big Fish Games | developer: Space Monkey Studios

Voodoo Chronicles: The First Sign: Collector's Edition
game brief: Help out James Voodoo as he investigates a mysterious attack and goes on an incredible adventure in Voodoo Chronicles: The First Sign! Explore the forsaken hamlet of Ravenhill, then travel the world's wealthiest city, Richtown, and uncover the secret of a lost tribe in this challenging Hidden Object Puzzle Adventure game. Can you save the city from the terrifying monster? (Official site)

review: Read my review @ Adventure Gamers®.

This review is a part of the 'Casual Collection: September 2011 New Releases' article.

In 1880, an expedition funded by an industrialist aptly named Coins plundered a tribal island while seeking an artifact that gives its possessors all they desire. In retaliation, a shaman cursed them, eradicating all but Coins and two henchmen, who escaped with the artifact and for the next twenty years reaped its benefits to their hearts' content. But the curse, undeterred by time and space, has finally caught up with Coins, and you, playing as private eye James Voodoo, are summoned to help solve his murder. This premise promises a gripping casual adventure, but Space Monkey's Voodoo Chronicles: The First Sign can't decide whether it wants to be a noir whodunit, a supernatural caper, a mythological mystery, or all of the above, and its story rapidly degenerates from a crime procedural into disjointed scenarios involving a weird cat, a wisecracking skull, a kraken and Norse gods, making you wonder by the end if you're still playing the same game you started. And despite the attractive art and lengthy five hour play time on hard mode, its puzzles are too easy and hidden object searches too tiresome at times.

The investigation is based in and around Voodoo's messy office, but he also travels on an Orient Express-like deluxe locomotive to Coins's metropolis Richtown, races through a forest in a horse-drawn wagon with feral wolves in pursuit, sails on a storm-battered ship, and crash lands a blimp on the tribal island. Each location is a self-contained chapter of a few screens, which limits both the playing area and complexity since neither quests nor objects are transferred between chapters. Instead, every scene needs to be frequently revisited to find relevant hotspots activated since the last time you were there.

The main challenge comes from the 18 hidden object screens, repeated once each. Chock-a-block with random junk, these yield one usable object per turn. The clutter isn't a hindrance, but the screens are dark enough in large patches to warrant raising the monitor's brightness, and many items are made difficult to find by obscuring them under the interface elements or behind other objects till only barely-discernible portions are visible. The dozen standalone puzzles run the usual gamut of pipes, gears, switches, pattern matches and object assemblies, and while they are well-illustrated and relevant to their situations, they rarely hold you back longer than a minute or two. On the bright side, they reward you with two hints per completion to supplement the single (very) slowly recharging hint at your disposal during hidden object searches. Hints can also be collected by locating tiny skulls lurking on occasional screens. Surprisingly, you can't access any of these hints while you explore, though given the confined areas that really shouldn't be a problem.

Progress is linear, but proceedings are confounding nevertheless as the story skips forth in fits and starts, launching arcs and characters which bear little or no relation to each other: the natives are trying to derail the investigation; a mysterious girl needs constant saving from strange situations; a missing gangster is replaced by a voodoo doll; a detective driven insane by the curse (or the case, it's unclear) is levitating in an asylum; storms and sea monsters are destroying ports and cantonments; a snarky disembodied skull like Monkey Island's Murray appears from nowhere; a cranky cat isn't what it seems to be, nor is the island when it's finally located. The ambition in attempting to string together such diverse topics and locations to create a complex stage for the adventure is evident, but little is explored in depth or explained clearly enough, relegating the game to a progression of dioramas. Voodoo himself is a crusty, scientifically-inclined gumshoe who starts strong, but even he can do little but gape at the increasing peculiarities as time goes on.

The big plus of The First Sign is the charming art, which alternately seeps decadence and reeks of grime. Scenes like the gas-lit city centre, the port at dusk, and swanky Richtown with its skyscrapers and hovering blimps, are eye-catching and detailed with fine animation like sweeping clouds, wavering shadows and steaming valves. Cutscenes are quite fascinating, particularly the Coins Express rolling into a station billowing plumes of white smoke, an orchestral recital by toy monkeys, and a burning zeppelin crashing into the island. Meanwhile, wandering aboard the lurching train, especially the brief ride atop it, is as close to reality as such animation can get.

The background score varies from jazz-infused tracks in town to Oriental fusion on the island, but the audio winner is the multi-layered ambient effects that effectively recreate each milieu, be it a bustling city or a burning train. There is substantial dialogue, and the full game is voiced, even the briefest cameos. Voodoo's gravelly voice, the skull's cackle and the mobsters' over-the-top Italian drawls are in sync with the drama, but other characters run amok with accents and create noticeable dissonance. English translation of onscreen text is erratic and mistakes riddle newspaper headlines, but they still recount Coins's history efficiently.

The baffling conclusion of the main game may have you scrambling for the Collector's Edition bonus chapter for an explanation, but there's none coming. Instead, it's a prequel that has neither story nor substance, nor any useful impact on the main plot. Here you play as the mystery girl who has to save native children trapped by Coins before the he activates the artifact. Five screens stuffed with typical items are partnered by three equally uninspiring hidden object dumps that follow no rules of era or location. There are no solitary puzzles, and set by default at 'easy', the chapter spews step-by-step directions to solve the juvenile inventory quests while heaping indignities on you, like forcing you to find a rope even as one you have just used (and inexplicably discarded) dangles in your face. This segment is also voiced, but the natives sound suspiciously similar to each other and their British-accented saviour. Luckily (and yet equally inexcusably), the torment lasts only fifteen minutes before the it terminates with the suddenness of a power-cut.

Voodoo Chronicles seems intended to be a series about Voodoo's cases, since this edition has no relation to the craft except for some hex bags and a couple of gratuitous references to Haiti. But any crime story, even one with supernatural elements, must have logical clarity that connects the dots with plausibility instead of distracting with mumbo-jumbo. The First Sign has all the elements of a good hidden object adventure: a plot with potential for twists; vibrant art and animation; an engaging lead; some interesting guest stars, and numerous obstacles to overcome across a variety of locations and situations, but it squanders its opportunities with tedious gameplay and incomprehensible storytelling. As a result, the main adventure is ultimately just average and the CE expansion is a joke, though the attempt to step away from the trodden turf makes you hold out hope for Voodoo's future assignments.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.

Review: Enigmatis: The Ghosts of Maple Creek: Collector's Edition

game format: casual hidden object adventure

puzzles: inventory | logic | hidden object

playtime: 6 hours | difficulty: easy | size: 860 MB

publisher: Big Fish Games | developer: Artifex Mundi

Enigmatis: The Ghosts of Maple Creek: Collector's Edition
game brief: Find a kidnapped teenage girl and save yourself in Enigmatis: The Ghosts of Maple Creek, a fun Hidden Object Puzzle Adventure game. After waking up in a tiny town in the middle of nowhere, you must piece together your memories and figure out why you ended up in Maple Creek. Discover the ancient evil that lurks in the seemingly peaceful land of Vermont and learn the truth in this thrilling detective story! (Official site)

review: Read my review @ Adventure Gamers®.

This review is a part of the 'Casual Collection: September 2011 New Releases' article.

A sleek cinematic follows a terrified woman as she flees through a storm-swept forest, chased by a faceless malevolent entity till she finally collapses on the outskirts of the titular fictional town in Vermont, USA where Artifex Mundi's Enigmatis: The Ghosts of Maple Creek is set. The game starts as she regains consciousness, but not her memories – she recollects nothing that explains her precarious predicament, or the blood on her hands that isn't her own. The settlement hasn't weathered the storm any better, reduced to a messy heap of shattered housing, fallen trees and short-circuiting electric poles in the aftermath of the tornado. The damage, however, has also shaken loose secrets long buried within walls and under floorboards, and the cluttered wreckage is ideal for some riveting sleuth work, hidden object searches, and puzzle-solving.

Some handy clues soon help our amnesiac protagonist discover the basic facts: she's a detective who was investigating the disappearance of a teenager, the latest of several young women gone mysteriously missing from the area over the past eight decades. It's up to you to scout the inexplicably abandoned town and its surroundings, which include a guesthouse, a chapel, some disheveled homesteads, a gas station, the nearby hiking trails and a sinister church. Only by piecing together the scraps of evidence – photos, newspaper articles, reports from past investigations – can you hope to solve the case before the evil consumes its newest victim, and likely you too.

But Enigmatis guards its secrets closely and yields no easy answers during its six-odd hours. You're quickly drawn into a flurry of macabre discoveries, and suspicion veers between human cult and criminal adversaries, and supernatural ones like ghosts. Each assumption is backed by plausible evidence, and debunked rationally as more clues are unearthed. The quest is led systematically by the detective, but you're not relegated to mere mouse-driving: the collaborative gameplay allows you to analyse the leads and work out the correlations between them yourself.

The investigation favours inventory-based activities and object hunts over standalone puzzles. Searching the fourteen hidden object screens thrice each is repetitive, but not overly tiresome due to the stylish art. Some lists have an object or two which require minor interactivity to find, and in an annoying oversight, these hotspots remain active even after resolution, continuing to sparkle for your attention even during later revisits. Inventory quests are well-integrated with the plot and yield not only useful tools but clues and pieces of puzzles as well. Rewards are sometimes disproportionate to the effort required, like a convoluted excursion spanning hours to uncover an object of only mechanical value, but such missteps are rare.

There are fewer than a dozen logic puzzles, but quality trumps quantity, and each beautifully illustrated challenge, be it a jigsaw or a pattern match or a lock to be picked, is entertaining to solve. In an ongoing drag-and-drop puzzle that lasts throughout the game, you pin evidence items onto a wall and group them to either clarify the dilemmas or create more avenues for investigation. Mistaken links aren't fatal, but deducing correctly on your own provides a genuine sense of accomplishment.

Progress is linear, with only a couple of activities to do at a time. Your current objective is listed in a journal, which helpfully documents your observations according to related events and connects each goal to its specific set of clues, eliminating the usual pain of rifling through scores of pages for smidgens of relevant information. A map is drawn out as new areas are revealed, and on the easier of two difficulty settings it marks out locations with pending activities. Exploration can still be irritating, however, due to an unnecessarily complicated town layout (a large portion of which can only be reached by rappelling down from a balcony and crossing many derelict yards), and the order of quests, which force you to make this and other lengthy trips again, and again, and again.

Based in the verdant Appalachians, Maple Creek is predictably scenic, and the richly coloured, tastefully drawn screens showcase this appeal, albeit in a dark, gloomy way. Snooping around endangers you to some gasp-worthy moments, and the game consistently sustains a creepy tension. This undercurrent of terror is augmented by the soulful piano-and-cello soundtrack and ambient noises like the creaking of damaged buildings, tolling of church bells and the pounding of the protagonist's heart. Some segments are voiced, like the animated cutscenes and certain conversations, and the performances are competent, barring one character whose weird hamming grates on the nerves. The onscreen text itself is crisp and easily understandable despite a few typos.

The main adventure wraps up with a cliffhanger that paves the way for a sequel, while the Collector's Edition bonus play provides a prequel set decades earlier. The hour-long extension traces a past investigation into the case, and ties up some crucial loose ends of the main game even as it tears apart its unpleasant yet somewhat acceptable explanation with a centuries-old secret that ups the ante for the next episode by several notches in one fell swoop. Maple Creek of yore is depicted in hazy, rose-tinted shades, and it's delightful to compare the town then with its current iteration, though it has barely evolved over time. The music is sweeter – soothing almost – but the sense of doom is no less oppressive as you uncover clue after morbid clue. The gripping story bolsters the chapter's easy gameplay, which features an abridged environment, basic inventory quests, five well-designed but simple puzzles, and five hidden object screens again visited twice each. And though you already know the ill-fated conclusion of the case, the finale is nevertheless gut-wrenching to witness.

A casual adventure that keeps you guessing till the end is rare; rarer still is a CE expansion that thickens the plot instead of scraping out a few extra minutes of play. Enigmatis: The Ghosts of Maple Creek is a fabulously extruded mystery, and the bonus chapter is essential if you wish to learn the real secret (and trust me, if you like tense, twisted tales, you will). A few more, and tougher, puzzles would have upped the overall challenge, but the unsettling creepiness of the quaint rural town, the baffling mutterings of the peculiar townsfolk and some genuine frights embellish the intriguing story and smart production enough to create a chilling experience that will definitely haunt you even after the credits roll.


This is an original review written by me and owned by Adventure Gamers®. Please do not distribute / adapt the text and images in any way without written consent from Jack Allin, Editor-In-Chief, AG.