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Indsendt: 10. aug. 2018 kl. 4:33
Opdateret: 11. okt. 2018 kl. 15:24

A fairly short point and click adventure roughly 4-5 hours in length. Kind of bummed Steam failed to record my time for it but I pretty much finished it in one sitting. I really enjoy adventures like this, set in modern times exploring ancient folklore. It falls with Broken Sword and Gabriel Knight.

GRAPHICS: The locations are absolutely beautiful. I found them very pretty to look at despite being outdated. It's probably the game's biggest selling point. Sadly, each location only has limited actions to what you can do. Most of them are hardly utilized, you have to wonder why they made it an option to go there in the first place. Overall, the world is very, very small with not a lot of npcs. Most of the gameplay is backtracking to Sylvie's home and the site, and every other place is only touched upon once.

GAMEPLAY: A pretty standard point and click. I really appreciate Sylvie putting back items you'd only need once but I'm sure people see this a backtracking gripe. There were some instances where items and hotspots were placed out of view (and they're very small), luckily, the interface offers a hotspot viewer on the bottom right corner. That being said, you also have to right click things in your inventory to activate some actions that Sylvie does not do automatically so you have to be thorough when you pick items up and checking to make sure you can't do anything with them that way.

There's a lack of direction in what to do or what to need. Some event scenes are not triggered automatically, which makes you wonder "why am I doing this puzzle" or "why do I need this" or "why am I still here". Sylvie doesn't help in telling you what her next course of action is. If she does, it usually doesn't help you figure out how to get to that point.

Unfortunately there's no fast travel, double clicking directions does make Sylvie run but otherwise you have to wait for her to walk from scene to scene. There's also a problem of being unable to click out of dialogue you've already seen.

My biggest interface gripe is that there are areas that are no longer necessary but they remain present, it makes you suspicious that you missed something or you need to go back there again but no, you don't have to. They're just leftover ghosts.

PLOT: To be honest, the story was engaging at first but then the ending fell extremely flat. Maybe the devs had to cut it short, the climax being really rushed. Most of the exposition is done in writing, a lot of writing.
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