vendredi 13 novembre 2015

Lost Souls: Timeless Fables Collector’s Edition HD in Review – Didn’t Really Get Lost In This One

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The concept of entering paintings or books in order to travel to another world is certainly not a new concept, even in the realm of games.  The first title in the Lost Souls series covered the painting side of the subject, and now Lost Souls: Timeless Fables handles the book side of things.  I didn’t get the chance to play Enchanted Paintings, but I have played other games with a similar theme, and to be perfectly honest Timeless Fables felt a bit flat in comparison to those other titles.  It’s not a bad game, mind you, but as I’ve said before, in such an over-saturated market as the hidden object genre being mediocre is almost worse than being bad, because at least a bad game still has the potential of standing out from the crowd.

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In Timeless Fables you must help a nondescript protagonist named Bella rescue her brother, who somehow got sucked into a magical book.  There’s never really a good explanation as to why he ends up in the book or what the significance of the other books that you must enter are, but I suppose it’s really not necessary in order to play the game.  It sure would have made it more interesting, though.  On top of that, since the stories you have to take part in are based on actual classics, it helps if you are familiar with the source material before taking on this quest.  I had an extremely cursory knowledge of most of the tales and knew nothing about the Call Of Cthulhu, so while I found the journey somewhat interesting, I didn’t truly appreciate what was going on in each of the books.  I assume that at least some of the information correlates to the books’ actual literary counterparts.

The game is standard hidden object fare.  Each of the five books requires you to complete a quest for the first person you meet, which means you’ll have to traipse through several locations gathering items to solve object puzzles, playing mini-games to unlock certain items or areas and searching through rooms full of hidden objects to find some of the goodies required to solve the object based puzzles.  One thing I did like was that each of the books was broken down into several major areas denoted on a “world” map, each marked with the number of tasks left to complete in that area.  Of course it wasn’t always obvious when there was still something left to do in a particular area, and it often took several random taps before the game would tell you that there were no tasks available in your current location.  There were plenty of object based puzzles, and if you got stuck on one you just had to try using everything in your inventory until something worked or you realized you didn’t have what you needed yet.

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The hidden object scenes were broken down into two types: one that provided you with a list of items to search for and another that gave you pictures of the objects you needed to hunt down.  The former usually had a couple of items that were truly hidden, but instead of having to use one object in the scene with another in order to reveal the hidden item you just had to tap something to move it out of the way.  The pictures could sometimes be difficult because the object would be positioned differently than what the picture showed, and sometimes so little of the object was showing behind the clutter that it was easy to miss.  All trivial things, mind you, but issues that add up when they occur on every hidden object scene.  The mini-games were mostly variants of ones that you’ve played before, though occasionally presented in such a way that they were enjoyable.  There were a couple of times that I found myself scratching my head for a bit because the help for a particular mini-game left out a crucial detail necessary for understanding how to complete it, but I never had to skip any of them.

To rescue your brother you have to play through the first four stories: Call Of Cthulhu, Robinson Crusoe, Jack The Ripper and The Three Musketeers.  There are a couple of things that I find odd about the whole setup of the game in this regards.  First, the amulet that unlocks the book your brother is trapped in gets split into five parts, one of which enters each book, so I’m not sure why you don’t have to complete all five books before your brother is safe.  Second, the final tale, The Titanic, really has nothing to do with the overarching story other than the fact that it’s the same protagonist.  Finally, since the only thing that ties the other four books together is the fact that you retrieve a piece of the amulet from each of them, I’m not really sure why you couldn’t play the books in any order that you wanted to.

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As this is a collector’s edition you would expect there to be some extra goodies in the package.  Of course one of the bonuses is the Titanic adventure, though usually the supplemental adventures tie into the main story better than this one did.  For this “deluxe” edition the main extras are a few screen shots that you can use as wallpapers and a jukebox where you can listen to the various tracks from the game.  One menu item I found interesting was the Trophies option, which takes you to a room filled with objects from the various games that you can purchase using coins you find hidden throughout the game.  These trophies are profile specific, so I don’t know what real significance they have, but at least it gives you something to do with what otherwise becomes a tedious exercise in trying to spot all these tiny coins on each level.  The game also has 17 achievements which get reset for each profile but whose corresponding achievement in Game Center only gets set for the first person to complete it.

At least the game looks pretty good.  There were a couple of times where the hidden object scenes seemed a bit dark, but overall everything was pretty sharp and nicely detailed.  Most scenes had at least one or two animated features, giving some sense of a living world that you were exploring.  Sound effects, on the other hand, were grossly underused.  There were plenty of times where something as simple as rushing water or air slowly leaking from a pipe would have done wonders towards enhancing the ambiance of a room but nothing like that was really employed.  They did have voiceovers for the various characters which were sort of a mixed bag, some of them feeling spot on and others simply missing the mark.  The music wasn’t bad when listening to it through the extras menu, but in the course of the game it basically got lost and in the end was pretty much forgettable.

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Timeless Fables falls under the category of “I wouldn’t avoid it, but there are plenty of better hidden object games to play first”.  From a lesser publisher or a developer with no titles under their belt I might be more forgiving, but G5 usually selects the best of the bunch and I know Fenomen Games has at least developed one other Lost Souls game, if not a few other titles as well.  I just don’t think this was quite up to the standards of other recent G5 releases.

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App Summary
Title: Lost Souls: Timeless Fables, Collector’s Edition HD Developer: G5 Entertainment
Reviewed Ver: 1.0.4 Min OS Req:  iOS 6.0
Price: Free App Size: 1023.20MB
  • Well balanced game play
  • Nice visuals
  • Story felt flat
  • Lack of sound effects
  • Music was forgettable

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Lost Souls: Timeless Fables Collector’s Edition HD in Review – Didn’t Really Get Lost In This One

vendredi 6 novembre 2015

Dub Dash in Review: The Beat Rolls On

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At one point after I received a copy of Dub Dash to look at the developer asked for an update on my review, and I told them I wanted to wait until I had finished at least one level before writing something about the game.  After I don’t know how many times playing the first three levels I was ready to concede and write the review even though I hadn’t completed a single one yet, and then wouldn’t you know it – I actually managed to complete the first level!  If there’s one thing I’ve learned over the years when it comes to rhythm based games it’s that I’m not real good at them, so this was an exciting achievement for me.  Thankfully it was born from a desire to actually accomplish something in the game, and not simply because I “had to” for the sake of this review.  To me that’s the best sign of a game being worth putting some effort into.

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Dub Dash has no complicated plot or deep meaning.  It’s simply a game about trying to get from point A to point B by following the beat.  The majority of the game is spent tapping the left or right sides of the screen to move in the appropriate direction, though sometimes that just means “swerving” to the left or right while at other times it actually rotates your avatar 90 degrees.  It’s basically the same game play, but the shifting perspectives and slight modifications in the mechanics (a hard turn versus a drift, for example) make the journey constantly feel fresh.  Occasionally you’ll even go into “flappy” mode where you hold the screen to go up and release to go down – you know the drill.  Personally I could have done without these particular sequences, but there’s no questions that it adds an extra bit of variety to everything that’s going on.

Each level is a unique experience, in no small part due to the brilliant combination of visuals and audio that comprises your surroundings.  As with a fair number of rhythm based games the music isn’t something I’d normally just sit down and listen to, but as a backdrop for the action in this game it is wonderful.  The beat is naturally synced with the terrain, and if you’re not careful you’ll end up embarrassing yourself as your head bobs up and down to the music that no one else hears, at least if you use headphones like you should in order to fully appreciate the tunes.  The visuals have a blocky look, but in a slick way and not a “this looks like every other blocky game on the App Store” way.  Parts of the background will light up with the beat, much like some of the awesome displays people put up on their houses over the Christmas season.  There’s not much in the way of sound effects, but in reality you don’t actually need any.

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So you manage to actually finish one or more of the 7 levels that currently exist, but does the game offer more?  Well, there are 3 musical notes to collect on each level, so there’s incentive to replay the level if you don’t get them all the first time.  Of course so far they seem to primarily inhabit the “flappy” sections of the level, which is bad news for me.  The game also offers 28 achievements through Game Center, and since there are only 7 levels that means they require more than completing a level in order to earn them.  Also, on the level selection screen there appear to be 2 progress bars for each level, so I’m guessing that you might get to play through a – dare I say it – harder version of each level once you’ve completed them all.  Someone with actual skillz will have to fill me in on that some day.

Overall I’m pretty happy with the game, but if I had to wave my mythical game altering wand and change something I’d love to see save points.  Of course that actually seems to be a fairly unpopular feature among rhythm games, and I suppose it might harm the flow of the game somehow, so I’m not holding my breath.  Also, I wish that instead of simply spiraling me into another attempt at losing a level the game would actually ask me if I want to play again.  That might actually make it just a bit easier for me to tear myself away when I know I should be doing other things.  Of course a little willpower might help there as well, but then I’d have to take responsibility for my addiction.

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The concept of rhythm games, inasmuch as they look like cheap knock-offs of Guitar Hero, still manages to elude me.  However, as long as developers keep making bizarre alternative like Dub Dash, I’m more than willing to pretend to be a fan from time to time.  Slick visuals, lively music that keeps the head bobbing and a different mechanic than you see in most rhythm games make Dub Dash enjoyable even if you’re not a fan of the genre.

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App Summary
Title: Dub Dash Developer: Headup Games GmbH & Co KG
Reviewed Ver: 1.0 Min OS Req:  iOS 7.0
Price: $0.99 App Size: 55.94MB
  • Challenging, addictive game play
  • Great visuals
  • Exciting, dynamic music
  • Decent replay factor
  • No checkpoints

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Dub Dash in Review: The Beat Rolls On

mardi 3 novembre 2015

Gabriel Knight: Sins of the Fathers in Review: Rose Colored Glasses Might Be Required

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I feel a certain bit of irony as I write this piece.  Over the past 10 years, most any time I’ve written a review of a third person perspective adventure game I’ve made some sort of reference to the legendary Sierra On-line games catalog.  Now I’ve finally gotten the chance to play one of these legendary games on my iPad and I’m not sure what to make of it.  The game is Gabriel Knight: Sins of the Fathers 20th Anniversary Edition, and in my defense, I never actually played this particular game the first time around.  Still, I believe it’s regarded as one of the best non-Williams Sierra games from the “old days”, and yet I’ve really struggled to get into it.  As a result of that I didn’t get very far into the game before my time ran out with it, but I’ve decided to give you my impressions thus far, rather than an actual “review with a rating”.  It might feel like a review, but I’ll leave that distinction up to you.  (For those curious, I say my “time ran out” because I was playing the game through Testflight, a system which allows me to play the entire game without buying the IAP, and my Testflight build has expired).

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Sins of the Fathers is the story of a struggling writer with a failing bookstore that gets sucked into a murder mystery in the heart of New Orleans.  Sounds like a recipe for success to me, yet after roughly 2.5 to 3 hours of playing the game the most gripping part of the story for me has been the graphic novel prequel that came out before the game was even released.  Part of the problem I’m sure is the size and pacing of the game.  The overall happenings are broken down into ten days, and after a few hours of playing I’m still only on day two, which gives you the potential scope of the game assuming the rest of the days follow suit.  I guess you could compare it to the network version of The Shining versus the movie.  It’s basically the same story, but the movie has to get to the important points more quickly because it has a shorter run time.  Sins of the Fathers is the mini-series version of Gabriel Knight’s life story, and I need the blockbuster movie interpretation.

This tedious pace is actually exacerbated by the point system the game employs.  This was something a lot of the old Sierra games did, and in this case it basically requires you to examine every item and hold every possible conversation, because you never know what’s going to earn you a point.  The problem with examining every item is that sometimes when you walk into a room and hold the screen to reveal all the “topic” points there might be 20-30 items in the room that are potentially worth looking at.  Then if you leave the room before you’ve finished your exploration and come back later you have to remember on your own what you’ve looked at and what you haven’t.  At least with the conversations used up topics will be removed from the list, and already visited topics with additional details are a different color than fresh dialog paths.  The issue there is that often times the dialog just isn’t that interesting.

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The interface is actually pretty nice.  If you tap on a topic point on the screen you’ll get a list of options that will always include an eye (looking at an item), and could include a hand (taking an item), a speech bubble (talking to the recipient), gears (interacting with the item) and your currently active inventory item if the object has the ability to be used with an item.  Within your inventory you can get a general description of each item, and sometimes you can examine an item more closely.  You can also combine items, and ultimately select an item to be your active item.  The one enhancement I could see here would be the ability to switch active items while on a topic point instead of having to constantly go back to your inventory, but I can’t really picture how that would work effectively at this point.  You can tap to move around the screen, but the character will automatically move to an object depending on which action you select to use on it.

Where the game really shines is in the way it builds a thriving facsimile of New Orleans.  I don’t know much about the city or how accurate the portrayal is in Sins Of The Father, but even if it was way off base, the general feeling is something more adventure games should strive for.  This might be a bit spoiler-ish, but it’s all in the details like the fact that you get a fresh paper delivered to your door every day, and when you go to get your cup of coffee you actually watch Gabriel pour it and take a drink.  Head off to the park and there will be different inhabitants depending on when you go.  Walk to one side and hear the tap dancer clicking his shoes, or slide on over to the other and listen to the band play.  Rather than just standing around or being slightly animated, many of the characters are actually walking around just like you’d expect characters to do in a real city.  More than anything else, this was the highlight of the game for me.

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Of course the whole “living city” thing might not have been quite as engaging with the wonderful graphics that Gabriel Knight possesses.  I imagine this game looked pretty good back in the day, because Sierra was known for that, but it looks really sharp now.  All the locales are extremely well drawn and nicely detailed, and again using the park as a prime example, everything is quite animated when appropriate.  The only negative I had towards the visuals was that sometimes it was hard to tell what was in your inventory.  The sound effects were good and nothing seemed out of place, but I’m not sure I how I feel about the voiceovers.  They weren’t necessarily bad, but I didn’t feel like they were always the best choices given the looks of the various characters.  I was not a fan of the narrator’s accent at all.  On the other hand, the music was quite enjoyable, and for a third time I’ll point to the park as an example of the detail in this regards.  You might have two different people playing music at opposite ends of the park, which was noted as you moved from one side to the other.

The funny thing is that in the last few minutes I spent with the game I actually started to enjoy it.  I don’t know if that means I would have come around completely or if it was a false sense of upward trajectory in the contents of the game, but whatever the case I don’t feel like it should have taken an excess of two hours to get to that point.  In the end I’d say this is primarily geared towards two groups of players: those that had reveled in the original production so many years ago and folks that prefer exploration and dialog to quick results and lots of puzzle solving.  Unfortunately I don’t fall into either category, I’m glad I got the opportunity to try the game out, but I’m not sure at this point I’d feel comfortable recommending it.  The plus side is that you can get the first day to play for free, but the game weighs in at almost 2GB so keep that in mind before taking it for a spin.  Instead of a fully detailed rating and Pros / Cons list, I’ll just leave you with an App Store link to the game.

Gabriel Knight: Sins of the Fathers 20th Anniversary Edition Phoenix Online Studios, Gabriel Knight: Sins of the Fathers 20th Anniversary Edition – Free

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Gabriel Knight: Sins of the Fathers in Review: Rose Colored Glasses Might Be Required