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Recent reviews by svenevil

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Showing 1-10 of 699 entries
19 people found this review helpful
28.0 hrs on record
Review by Gaming Masterpieces - The greatest games of all time on Steam.

Is this game a masterpiece? Probably not, but it is still not a bad game. Although… fall damage kills you, and I don't know how often I got shot mid-air and fell to my death. Or just couldn't grab the ledge and fell. I hate fall damage even more than spikes. This game also has spikes on the ground, but you would die in many cases even without spikes and just from the fall. Realistic, but annoying.

The world is corrupted by a strange plague, horrible monsters roam the area, most people no longer leave the few (still) safe cities. You play an Inquisitor in the service of the King's Priest. At the beginning, you can choose between six different specializations (classes). Do you want to play a Frontline Fighter, Flameweaver, Spellbender, Nightshade, Wyldwarden or Skywarden? You can also choose between a male or female character and customize a whole host of visual details to your liking. Hairstyle, hair color, skin color, voice and tattoos. You also have to give your character a name. Then it's time to get started.

At the beginning, you attend a ceremony. A witch has been captured (at considerable cost) and dragged into the church, where she is being miserably tortured by the almighty King-Priest. Unable to bear her screams, you put the witch out of her misery. Something happens... it looks as if the spirit of the tortured, dying witch takes refuge in your body. In any case, from now on you can hear her seductive voice in your head - without having to take any drugs. The king's priest is not happy about your act of mercy, but stands behind you so as not to lose face in front of the assembled mob. In private, however, he is pretty pissed off and gives you the order to take part in the search for a second witch that has been spotted near the town. You are to ensure that this witch is brought to him alive. And off you go out of the safe city, where you encounter the first stray wolf after just a few meters (and turn it into minced meat).

The journey continues in 2D, where you meet Ulfar - a traveling merchant from whom you can buy and sell weapons, food, potions, clothing, etc. in the future. You can also have a few things crafted here if you have enough resources for Ulfar. You move through the world, fighting enemies and collecting various resources. You can either sell resources or use them to craft new items once you have found the corresponding blueprints and your service provider is at the required level. You not only have to improve your own character, but also invest resources in improving your service provider. The blacksmith just needs a bigger anvil... Soon, however, you'll have more than just one NPC to level up - which means you'll be running around the world, collecting resources and then spending them on leveling up all the stores. Quite a bit grindy.

The battles require tactics and patience. Dodge, parry, duck and strike in a planned manner - button mashing definitely (I've tried it) doesn't lead to success. If you don't pay attention to your stamina, you'll soon be waving your sword harmlessly in the air like a fly swatter, causing no significant damage to your opponents. Fortunately, stamina regenerates quite quickly - a little restraint and you can strike again at full power. Especially in the multi-phase boss battles, it is necessary to learn the behavior patterns of each enemy and coordinate your attacks and spells to be more efficient. Essentially, however, with the standard enemies it boils down to landing a hit, dodging the counterattacks by rolling, landing another hit yourself, rolling when the enemy strikes... and firing the odd fireball (I play a flame weaver) in between to cause a little extra damage. Or quickly gulp down a healing potion or mana potion if things aren't going so well after all. Sometimes I got the feeling I am not really doing lots of damage at all.

Killed enemies give you essence. You can use this to increase your level at a witch stone, or you can use it to buy things from merchants. If you lose your life, you will wake up again at the last activated witch stone. The essence accumulated since the last save is located at the place of your death and can be collected there - unless you lose another life beforehand. Consumables are not lost on death. When you level up, you receive talent points that you can invest in your talent tree at a Hexstone. an The six different skill trees are quite extensive, but at their core are mainly improvements to your stats. It makes sense to concentrate on one weapon type and one talent tree, as some skills are useless with other weapons. If you want to play a hybrid style, you should limit yourself to two neighboring skill trees to get the best of both worlds. Witchstones are very versatile - they also serve as fast travel portals.

As usual, you will repeatedly get stuck in certain places. You see a glowing chest - but at an unreachable height. You are standing in front of a chasm that is simply far too wide to jump over. You are standing in front of another obstacle that you simply cannot destroy. Just as you need a key (or a set of lock picks) to open locked doors, other obstacles can only be overcome if you have the appropriate skills or tools at your disposal. And you often only get them much later than when you are standing in front of the obstacle. So you have to remember that paths are still blocked or resources are not accessible at this or that point. As soon as you have the opportunity to move on later, you can return there. The usual Metroidvania backtracking. An automatically drawn overview map helps you not to lose your bearings. As the game mechanics are not always completely self-explanatory, the glossary is extremely helpful. It explains both the mechanics and the various characteristics of your character in detail.

Conclusion:
The game doesn't bring any groundbreaking innovations to the genre - but it doesn't have to. It is based on the mechanics established in recent years that are expected of a Metroidvania. Upgrading your character and the merchants does take some grind, though. And combat/platforming is a bit hard - you die fast in this game.
Posted April 25.
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33 people found this review helpful
35.8 hrs on record (33.6 hrs at review time)
Review by Gaming Masterpieces - The greatest games of all time on Steam.

Is this game a masterpiece? YES! This is the Command & Conquer game I have been waiting for since Generals.

Speed! That's what beginners need to master first in Tempest Rising. Quickly raise buildings, quickly collect resources, quickly produce the largest possible troop accumulations, quickly attack. Forget the countless subtleties of the game - by the time you have pulled the first slightly damaged tank back from the front and brought it to the workshop to be repaired, only to stand idly next to the workshop afterwards, five new tanks from the five tank factories have already run and automatically advanced into the combat area. Units and buildings die quickly in Tempest Rising - but are also quickly produced anew.

Tempest Rising offers countless micromanagement mechanics. However, these are only for professionals. The computer produces units on an assembly line that attack you incessantly, and you have to do the same or perish under the onslaught of mindless enemy orcs. Yes, an Engineer can take over enemy buildings - but by the time you get the lame and vulnerable crutch into the enemy building to take it over, your armored hordes will have razed it to the ground ten times over. I love the little drone soldiers with their extra controllable drones - but if you start worrying about controlling individual drones while your armies and base are beset by enemy attack waves at five corners, it's not going to end well.

Tempest Rising plays like a classic Command & Conquer - build, baby, build. And then tank rush! This applies to many missions - and especially in multiplayer. Of course, there are also scenarios in the single-player campaigns where you only have limited resources or limited units at your disposal. Only in this case does it make sense to delve a little deeper into micromanagement and really think about how you can fulfill your missions with manageable options. Only here does it make sense to heal units, repair vehicles, use special abilities and, above all, pay attention to the rock-paper-scissors principle - and only attack certain enemy units with units against which they cannot defend themselves or cannot defend themselves well. In the large mass battles, you (almost) don't need to worry about such details. However, you shouldn't just use tanks against an opponent fighting mainly with anti-tank helicopters... although what if you make it to the production buildings?

Conclusion:
The new benchmark for C&C clones. Command and Conquer lives!
Posted April 25. Last edited April 25.
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26 people found this review helpful
27.1 hrs on record
Review by Gaming Masterpieces - The greatest games of all time on Steam.

If you are just interested in point and click adventures go here: The Adventure Library

Is this game a masterpiece? No, but Amerzone from 1999 was the first computer game by the now sadly deceased French artist Benoit Sokal, who went on to celebrate his greatest success with Syberia (2002). Amerzone has already sold a good million copies. The graphics are now a little outdated, which is why Microids has released a new edition that doesn't have to hide behind the graphics of current games. The remaster is basically based on the original game - however, some additional puzzles have been added and some of the puzzles are now more complex than in the original.

The game is a fantasy adventure game from a first-person perspective with controls similar to Myst, the inventor of the sub-genre. You move from point to point and can look in all directions at any location, and sometimes interact with objects. Benoit Sokal had a particular love for mechanical constructions - so, as later in Syberia, you will encounter some fantastic devices. Most of the devices you will find are rusty and look like something out of a steampunk scenario - but they always work (more or less) perfectly. These include, for example, the flying vehicle that you use to set off from France to South America - a small flying boat with a computer that still needs to be fed with 3 1/2 inch floppy discs…

It's not easy being a journalist. Actually, we're not even accredited journalists yet, but maybe this is our chance. Our boss has just bought us a train ticket from Paris to the Atlantic coast (and back, without an overnight stay on site, that would be too expensive) to interview an old researcher. The man by the name of Professor Alexandre Valembois was on an expedition to a South American (fantasy) country called Amerzone in 1932 and brought back the egg of the legendary white birds (there is only ever one per generation...). Or rather, stole it. The white birds are a very special species of bird that is threatened with extinction. The animals have no feet because they never land anywhere. They only live in the air, propelled by the updrafts of a volcano... no idea how they lay the egg. But somehow it makes sense that they are threatened with extinction. The country of Amerzone is now ruled by a brutal dictator who has completely sealed it off. As a result, there is hardly any information about the country - and Alexandre Valembois is considered one of the few experts in the field. So we've been asked to interview him because our newspaper is publishing an article about Amerzone in a few days' time. Our chance!

We meet Professor Alexandre Valembois, who lives in seclusion in a lighthouse, talk to him briefly and he dies before our eyes. Before that, he begged us to bring the egg back... to make up for the damage he caused with his expedition years ago (the game is set in 1998). So we throw a blanket over the man who has just died and search his residence. The small lighthouse quickly turns out to be quite extensive, almost like a Nazi submarine bunker... But we don't find a submarine, just a few clues about the life of Professor Alexandre Valembois and his expedition to Amerzone at the time. And we soon find the secret star of the game - a vehicle designed by the professor, which he has named Hydroflot Mk II. Mk I did not survive the first expedition in 1932. Mk II is now supposedly an improved version... but looks almost exactly the same. The thing is quite flexible. A few simple steps and it switches between aeroplane, submarine, helicopter, sailing ship and other vehicles. So we fill the 20 litre tank, sit in it, are shot into the air with a rocket and fly (together with a group of Amerzone geese accompanying us from now on) from Brittany to the coast of Amerzone (near Brazil) in just 9 hours completely on autopilot (the route was saved on floppy disc). Not bad, especially with the ancient boxer engine and the tiny wings. We land in the sea off a small island where only a grumpy fisherman lives. Here we have to solve a few puzzles to finally find another disc that leads us to our next destination, a village in the river delta. Incidentally, the disc also updates the Hydroflot's operating system and gives it a few new functions. And I'm not talking about the horn, windscreen wipers and headlights, which were already activated when we left. After a helicopter flight and a sail along the river, we reach our next destination a little deeper in the country - and again need a (locked) disc to move on... the Professor has previously sent these necessary discs to several confidants in Amerzone. And so it goes until we reach our final destination. We drive (sometimes without fuel and using only wind power) along the caiman-infested river through the rainforest, plunge down waterfalls (upstream), encounter hippos, rhinos and water buffalo, play with unknown animal species, travel from the Atlantic coast to somewhere on the southern border of Venezuela in just a few hours - none of this is realistic, but it's still fun.

The controls are very simple. Press the mouse button and pull on a door to open it. This is exactly how you open drawers or pull levers. You can also interact with objects from your inventory at the hotspots. Most of the time you will be enjoying the 360-degree panorama and searching for hotspots. When you find the hotspots, the puzzles are rather simple. You find a shovel, and there's a buried chest. You find a knife and there's an obstructing rope... the main difficulty lies in discovering all the necessary objects/hotspots. The individual locations are relatively extensive. The manipulation of various machines is also necessary again and again - replacing a defective part, turning the right knobs and pulling levers... until the thing works.

Amerzone is played from a first-person perspective. When you move, you see the environment in motion - which can certainly cause nausea in susceptible players. Of course, it's not as bad as a pure 3D game with extreme head-bobbing, but after a few hours of playing I always had a queasy feeling in my stomach. However, I am also relatively susceptible to motion sickness. For me, the game was still playable, but if you are very sensitive, it may not be for you. Cloud saves are supported, as are gamepads. If you get stuck, you can display hints - from very general tips to detailed solutions for every problem. Once you have solved the game, you can select each chapter directly to search for details that you did not discover on your first playthrough.

Conclusion:
Amerzone is a good-looking, entertaining adventure game - not too long, not too complicated, and with an unusual story that only a creative genius like Benoit Sokal could come up with.
Posted April 25.
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85 people found this review helpful
21 people found this review funny
26
2
2
36.2 hrs on record (28.1 hrs at review time)
Review by Gaming Masterpieces - The greatest games of all time on Steam.

Is this game a masterpiece? It is the most decorated game of all time, so it probably is not bad.

The time has finally come for PC gamers to play it. It continues the story of the first instalment. Joel and Ellie have gone into hiding in a remote town. They live a semi-normal and largely peaceful - post-apocalyptic - life here. The area is so remote that only relatively few infected people end up in the vicinity of the village. Even though life in the village is largely normal, a large part of the daily tasks naturally consists of always being on the lookout. The immediate vicinity of the village is constantly monitored in order to recognize and, if possible, eliminate any emerging dangers. To this end, regular patrols are carried out along predetermined routes. As cars are now in short supply, horses are used for these excursions.

After a brief introduction, the game begins four years after the events of the first game. Ellie has now grown into a 19-year-old young woman and Joel has a few more grey hairs. The game really begins when Ellie sets off on a patrol with Dina. And there you have the big change from the first part - this time it's not Joel who plays the main role, but Ellie. And she's not accompanied by Joel, but by Dina. But I won't say any more about that - except that a little more happens here than what you can already imagine (if you have such a dirty mind like I do). And then you play a second character - Abby. Another quite strong-willed woman. She has deep-seated personal reasons for being in the neighbourhood. And so, disaster takes its course, and Ellie and Dina are soon travelling alone in the wilderness (and the ruins of Seattle), while another new faction - a fanatical religious cult - appears on the scene alongside the Washington Liberation Army. While part 1 was a desperate road trip in which our hero accompanied a defenceless girl (at least at first) through a post-apocalyptic world full of infected and human scum to find a cure for the plague, the story of part 2 is a bit more complex and offers some dramatic moments.

The game uses the same gameplay mechanics as its predecessor. If you have already played the first part, you will have no problem getting to grips with the - rather complex - controls. You can walk, run, ride, climb in certain places, jump or squeeze through narrow passages, you can sneak and - for the first time - also lie flat on the ground and crawl. Your ability to locate nearby enemies through walls/obstacles based on the sounds they make is particularly useful. You have various firearms and ammunition, plus additional tools such as Molotov cocktails, bricks, empty bottles, traps, bandages for healing... everything as in the first part. Throw things, reload, use bandages or other equipment - you always have a few options to choose from. Tools have to be crafted first, which requires rare resources that you can find scattered around the game world. In addition to ammunition, you can also find pills to permanently improve Ellie, and you can find cards from a trading card game (like the comics in the first part). If you find metal parts, you can use them to permanently improve your weapons at workbenches.

The main game mechanics are the battles. Your opponents are either infected - whereby the same enemy types appear as in the first part. Blind - but extremely deadly - clickers, sighted - but also defeatable in close combat - runners, as well as huge enemies familiar from the first part. In addition to the former humans infected by the plague, there are also normal human opponents who will attack you in groups and using firearms. Enemies are best killed silently by sneaking up on them/cutting their throats from behind, or in firefights using the weapons at your disposal.

Between battles, there are regular peaceful sequences in which you can search for resources without enemies and time pressure - or continue to the exit and do without the resources (or other information such as notes lying around). The game is linear. So once you've left an area, there's no going back. Sometimes this can be annoying - for example, I find a safe and while I'm still looking for a clue to the code, the ground beneath me collapses and I find myself in the next section - with no way of ever reaching (and looting) the locked safe. Saves are created automatically, and the last automatic save is overwritten when a new section is started. It is also possible to save manually, but who thinks about that all the time? If you die in a battle, you will be reset to the last automatic save point - usually directly before (or during) the battle.

Conclusion:
For me, this game is one of the best action-adventures of all time. And I say that even though I liked the first part even better, but for me personally the first part was THE best game I've played in the last 50 years. Tastes differ, but I loved the first part. However, the second part is nearly as damn good - the gameplay is (largely) identical, the graphics on the PC are stunning (the water, the animations, the cutscenes,...), the voice acting is extremely professional - only the story of the second part is a little weaker in my opinion. But that doesn't change the fact that it's still extremely exciting to sneak/fight your way through linear sections (and solve a few small puzzles) in order to enjoy the twist-filled story (and the many scary moments).
Posted April 4.
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32 people found this review helpful
1 person found this review funny
28.8 hrs on record (27.1 hrs at review time)
Review by Gaming Masterpieces - The greatest games of all time on Steam.

Is this game a masterpiece? Only for fans of the genre. It is an AGS game, and it was made more or less by one guy, so you cannot expect the polish of a large production.

If you are just interested in point and click adventures go here: The Adventure Library

We play Harley Leger, a former boxer who now wants to lead a somewhat quieter life and travels by train to the frontier town of Rosewater on the edge of civilization to take up a job as a freelance journalist at the local tabloid. The town isn't big; apart from the sheriff, newspaper publisher, saloon, theater and a doctor, there isn't much to see. However, we are soon out and about in the surrounding area, where Indians live, a fort stands in the desert and we meet Mexican freedom fighters and the daughter of a snake oil salesman. We also find an abandoned laboratory and a settlement of a fanatical sect. If you think I've already spoiled half the game here, I can reassure you - all of this is discovered in the first two hours. It was almost a little too much for me - how many more Western clichés does the game throw at me in a very short space of time?

The year is 1850, airships criss-cross the sky and steam-powered tractors stand in the fields. Of course, this is not a historical setting, but an alternative past, based on the Wild West we know from the history books, and polished up with a little steampunk. The story takes place in Vespuccia, just like Lamplight City, the last game designed by Francisco Gonzalez. It is not necessary to have played Lamplight City, but it doesn't hurt either. Aethericity also makes a reappearance, a new form of energy that already played an important role in Lamplight City. Rosewater is not really a sequel, but just another story from this world.

Rosewater is the name of the game, but it is also the name of the small town in the border region where the story begins. Our first assignment as a journalist takes us to interview an (ageing) western hero who has just appeared in the town. However, we learn something else from him - he is looking for the (supposedly enormous) fortune of a scientist who disappeared in the area. After all, many investors have supported this scientist. Since he can make good use of our skills as a former boxer, we join him. We are joined by his assistant, a young Chinese man who is extremely good with his pistols. We are soon also joined by an Indian woman, and a Mexican revolutionary with an academic education completes our strange group. So we search for traces of the scientist, only to find his abandoned laboratory and a sect that worships him - and finally a clue as to where he has gone. Off we go in the steam carriage to begin our journey across the country to El Presidio!

Double-click to leave a location immediately and press the mouse wheel to display all hotspots. You can save at any time; there are no dead ends. The right mouse button opens the inventory. The mouse is used to interact with hotspots or items in the inventory, whereby sometimes there is only one interaction option, but sometimes there are also a few action options available as text - works quite well, but is somehow unusually solved and a little confusing. Overall, however, there is nothing really to criticize technically. The plot develops depending on how we interact with our companions. I've always loved it in adventure games when there are several possible solutions to a particular problem. And this is exactly what Rosewater focuses on. Many situations can be solved in different ways. As a result, you can discover completely new locations on a repeat playthrough, and a few encounters on your road trip are even randomized.

Rosewater does a lot of things right that make a good point and click adventure game. The story is varied and (for a point and click adventure) quite long - you probably won't end up with less than 15 hours on your first playthrough. The user interface is intuitive and the hand-drawn graphics and animation are quite respectable for an indie game. Although there is an inventory, it is not necessary to combine dozens of objects with dozens of objects in order to get a surprising result. The puzzles have a claim to realism, and the story is driven more by narrative decisions than by solving tricky, contrived puzzles. So you're more likely to think about the consequences of certain decisions than how to open the lock on a locked door with 15 different objects. And very often logical approaches actually help - if someone is being absolutely stupid, a punch in the face helps (we were a boxer after all), or if I can't solve a problem, talking to a companion who then solves the problem for us works surprisingly often.

Conclusion:
Rosewater is a classic point and click adventure game, despite small borrowings from the role-playing or pure narrative genre. Puzzles, interactions with the environment and, above all, conversations drive the story forward. Good adventures are like an interactive book. For me, the quality of the story (or the texts) is therefore always the key factor in whether I enjoy an adventure game or not - and Rosewater met my expectations in this aspect. Even if the story is not necessarily a literary masterpiece, it is always clear what to do next. It is a rock-solid point and click adventure that I can recommend to any fan of the genre.
Posted April 1.
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35 people found this review helpful
12.2 hrs on record
Review by Gaming Masterpieces - The greatest games of all time on Steam.

Is this game a masterpiece? Maybe. We play Inayah, a young woman with white hair and strangely bright yellow/black eyes. She also wears an unusual wide hat. She was orphaned as a young child when she was traveling with her father and a small group of people and was attacked on a bridge by warriors wearing golden armor. When she fell off the bridge, she was rescued by her father, but he died in the process, as did the rest of the group. Inayah has no idea who her parents are - she has no memory of her mother at all. She knows nothing about her tribe, or why or by whom the group was attacked in the forest. She was raised by a man named Khonsu, who found her lying among all the corpses in the forest after she fell off the bridge. All she has of her father is a golden glove that he wore in his last battle. She soon finds the second glove - and learns to use its power.

At the beginning, we choose the difficulty level (which can be changed at any time during the game), and off we go - Inayah has now grown into a young woman, our foster father is an old man. It's time to do a little genealogical research and set off in search of our origins. First we go through the tutorial - (double) jumping, climbing, slamming, rolling - and the first clues to earlier events are hidden everywhere in the environment. And as soon as we have internalized our heroine's movements, the first dramatic chase takes place, just like in an Indiana Jones film. Unfortunately, our foster father doesn't escape the gigantic mechanical creature (but subsequently assists us as a ghost with his advice) and we flee from death on a train that is still intact (and on intact tracks...).

We find ourselves in a world in which nature has reclaimed large parts of the former human civilization. Remains - skeletons and ruins - can be found everywhere; Inayah refers to the skeletons as Ancient Gods. To me, they look more like people who died unexpectedly as a result of a catastrophe. However, the current inhabitants of the area obviously worship the dead people, as there are always offerings placed next to the skeletons. So there are a total of three storylines in the game - what happened to the ancient civilization of the Ancient Gods? Who are the current inhabitants of the world - there are obviously several tribes living here who don't necessarily get on well with each other. And who is Inayah? We can find out all this in the course of the game and also join one or other of the factions. Our decisions influence the plot and lead to different endings. The story is told through conversations, cutscenes, notes lying around and, above all, through environmental storytelling.

As soon as we have completed our father's gauntlet, we choose our weapon - a blade, our (mechanically reinforced) fists or a flail - but a little later in the game we can also find and use the weapons we have not chosen or switch back and forth between them. In conversations, we often have the opportunity to choose between different answers and thus influence the story. Are we nice and friendly, or do we treat other people like dirt? We don't meet very many other people - which is not surprising given the dangerous environment. However, we soon encounter the unfriendly fauna and flora - carnivorous plants, poisonous spore-emitting flowers, deadly thorn bushes, the flying enemies I hate, small spiky hedgehogs, aggressive lizards and other vermin... the usual repertoire. The levels are quite twisty, save points (which also heal you completely) are sometimes a little far apart. The individual biomes are different, but within the biomes everything looks a bit the same. I often wasn't sure whether I hadn't already run past a point - and only a glance at the map confirmed that I wasn't running in circles. As similar as the individual screens look, as detailed is the background design - I repeatedly saw dangers too late because they were well hidden in all the little details. The skill tree for improving your heroine is extremely extensive. There are dozens of upgrades to purchase for each of the three weapons - using currency found in the game. There are also implants to improve your heroine, which you can find in particularly well-hidden locations. However, you have to decide which implants to use, as you can only activate a certain number at a time.

Conclusion:
The game doesn't even try to reinvent the genre. It sticks to the standards established in recent years that we expect from a Metroidvania. Tough battles, difficult jumping passages (with nasty spikes), mazes (but an automatically drawn map), locations that we can only reach after unlocking new abilities, backtracking through the extensive areas (but with the option of fast travel). In addition, there are difficult boss fights, many hidden secrets, a small robot as a sidekick, a mysterious story, an overview of the various missions that can be viewed at any time, a bestiary with all the enemies encountered so far, an overview of the tutorials already completed (including short explanatory videos). Smooth animations (the character Inayah alone consists of over 3,000 frames), great hand-drawn graphics, different biomes (jungle, desert), as well as an extensive background story that you slowly uncover during the game, voice output (with real speakers, no AI crap) - it's simply fun to wander through the world and explore area after area. And that's exactly what I expect from a premium Metroidvania!
Posted March 28.
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21 people found this review helpful
2 people found this review funny
12.6 hrs on record
Review by The Adventure Library - all about point and click adventures

Escape from a mental asylum - and find out the shocking truth about your dead father, your dead playmate and the director of the mental asylum. Talk with your teddy bear and meet some deranged guys on the way, who are all funny and nice (apart from one, who is not so nice and should have stayed locked away).

Conclusion:
(Remaster of a) classic pnc adventure, setting the stage for Daedalic to become the world's leading point and click company - until they stopped producing point and click adventures.
Posted March 25.
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20 people found this review helpful
2 people found this review funny
5.6 hrs on record
Review by The Adventure Library - all about point and click adventures

Strange supernatural story about a sadistic multi-millionaire and his immortal victim. Quite short, but with a few decent puzzles, a funny martial arts teacher in a Himalayan monastery, good visuals and a hint for a sequel at the end. Guess I should play Yesterday Origins now.

Conclusion:
The only nude scene is censored in the Steam version.
Posted March 25. Last edited March 25.
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21 people found this review helpful
2 people found this review funny
9.6 hrs on record
Review by The Adventure Library - all about point and click adventures

Good dystopian sci-fi story in a world on the brick of destruction. Try to find out who you are and what is happening in the world. Once you begin to understand and the next chapter should start - the game ends. Still, while obviously a sequel was planned, the game has a better ending than many other stories (or games). Just do not expect to have all mysteries solved.

The visual style is rather unique (and not bad), it is fully voiced and I enjoyed the few hours I needed to reach the end. There was only one puzzle - right at the end - that I could not solve alone (but that was quite good, after I understood it).

Conclusion:
Great, but rather short pnc that never got the planned sequel.
Posted March 25.
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25 people found this review helpful
1 person found this review funny
23.7 hrs on record
Review by Gaming Masterpieces - The greatest games of all time on Steam.

Is this game a masterpiece? Yes, but of course only for fans of the genre.

If you are just interested in point and click adventures go here: The Adventure Library

The story reminds me of today's reality. One member of the ruling council eliminates all the other council members (who are too weak to resist) to become king - and then ruins the whole city due to his incompetence.

Conclusion:
In addition to a good sci-fi story (and an annoying sidekick) it has also decent production values for an indie point and click adventure - good (but low-res) visuals, full speech, cutscenes and a number of different endings.
Posted March 25.
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