Indsendt: 28. februar
This game is a terrific dose of decent point and click style with a compelling story, good voice acting, and very pretty landscapes.
In its time, the graphics were solid and the gameplay manageable. Nowadays it looks and feels dated. That being said, if you have an opportunity and like point and click adventure games then definitely carve out some time for this one.
This game, unfortunately, falls short in a few key areas. The writing is weak, the characters are not terribly complex, and it is rife with clumsy dialogue. Our hero, Kate Walker, is pushed around by an uncaring boss with unrealistic expectations, a fiancé who is the biggest jerk in the whole world who cares absolutely nothing for the needs of Kate and her own ambitions in life, and a "best friend" who thinks she should just stop all this 'having a job' stuff and get back to being a 'good wife' to Dan the previously mentioned fiancé.
The interactions with these shallow one dimensional characters is punctuated by phone calls in which the writers try to draw out a character arc with Kate that literally has one of them saying, "Wow Kate, you've changed so much in the past few days." Perhaps this passed for decent writing in the past, but nowadays it just seems rough and juvenile as if the writers had no idea how to write a strong female character.
There are moments in which I found myself rooting on Kate as she told off Dan, solved puzzles, and bested the very jerks she had been placed in this world with but all in all I began to dread the phone calls, the interactions and the conversations with other characters. The puzzles were the biggest relief from that.
Unfortunately some of the puzzles suffered from hints that were too vague and ground the game to a standstill without referring to a walkthrough. Thankfully these were few and far between and in general the game had fantastic puzzles that were challenging and intuitive while being fulfilling.
Ultimately, this game does what point and click adventure games do well: provide a story to generate a plot driven reason to solve puzzles. I just wish the story weren't so aggravating, the characters so thin, and the conversations so utterly long winded.