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Found 19 results

  1. Harrison Lee

    Review: Oxenfree

    Developer: Night School Studio Publisher: Night School Studio Platform: PC, PS4, Xbox One Release Date: January 15, 2016 ESRB: T for Teen Prior to starting Oxenfree, I knew next to nothing about the game. From the very brief trailers and the Steam description, I gathered that it was about teenagers and paranormal experiences on a strange island. Naturally, however, I figured the best way to jump into the game was to go in relatively blind, devoid of expectations and any sort of plot spoilers. I offer that same disclaimer to you. If you have any interest in walking simulators, point-and-click adventures, ghost stories, and coming-of-age tales, Oxenfree is an easy recommendation. If you want to know a bit more before you hit the “Buy Oxenfree” button, read on. The premise of Oxenfree is more or less what I intimated in the introduction: a group of teenagers decide to have a party on a mysterious island that hides plenty of dark secrets. The group initially consists of three teens: the player-controlled protagonist, Alex; her over-exuberant best friend, Ren; and Alex“s new step-brother, Jonas. All three arrive to the island by way of a ferry, but seeing as they get to their destination late in the evening, the trio is stuck on the island until dawn. The group then links up with Ren“s crush, Nona, and the ever-cynical Clarissa further inland. As they swap stories and play “truth or slap” (it“s exactly what it sounds like), Ren decides to check out the creepy caves where folks have supposedly tuned in to non-existent radio stations. And so the affair begins…. I won“t divulge further plot details, but suffice it to say weird stuff starts to happen. Oxenfree, however, really isn“t interested in telling the story of the island“s dark past. Rather, the narrative is focused on growing up, the relationships we form, and the nature of time and our existence. The latter topics are only hinted at, but the central crux of Oxenfree“s run-time is dedicated to getting to know each of the characters. Every participant, from Alex to Clarissa, is wonderfully characterized and voiced. The teens are all presented with diverse personalities, though with just enough of the expected teenage angst to keep it grounded. The more you play, the more invested you“ll likely become in learning their backstories and holding conversations with them. Much of the gameplay consists of talking with the other characters as you walk around the island. Conversations are conducted via a selection of two to three text bubbles. Each one offers a different emotional response, suggested through a sampling of the script in the bubbles. In most situations, you can choose to be sarcastic, sympathetic, or some combination of feelings. The responses aren“t that cut and dry, which I sincerely appreciated. The dialogue feels natural and realistic, so it“s less about trying to choose the right emotional tone and more about the sorts of things one might actually say in that instance. Conveying the feel of the conversations is somewhat tricky, so I“ll give you an example of one interesting dialogue mechanic Oxenfree uses. Players can interrupt conversations at any time with their own thoughts, or they can remain silent and allow the other characters to carry on. The others will comment on your silence, should you so choose not to speak. At first, interrupting the group members felt frustrating as I genuinely wanted to hear what they had to say. The more I considered it, however, the more I realized it was a perfect lesson in how we never take the time to listen to others. In my teenage years, I tried my best to give friends and family the correct space and time to speak, but I“m sure I could be just as impatient as the rest. Oxenfree projects this clearly (almost to a fault) by forcing players to interrupt conversations with interjections before the dialogue bubbles disappear. It“s a relatively simple mechanic, but one that further humanizes the cast of characters. The rest of Oxenfree mostly involves walking from location to location, carrying out limited interactions with the environment. You won“t be solving many puzzles, though you have a radio at your disposal for a few scavenger hunts. Beyond this, Oxenfree relies on the character interactions to carry the narrative forward. If the quality of the scripted dialogue was weaker, the game would be difficult to recommend. Fortunately, Oxenfree“s writing and voice-acting are stellar, creating one of the more memorable experiences I“ve played in some time. The atmosphere is just creepy enough to be unsettling, but I“d hesitate to call this a horror game. It“s more along the lines of an exploratory game with some neat bonfire ghost stories. There“s far more to it than that, but you“ll have to discover those bits for yourself. If you“re a fan of artistic design, Oxenfree should be up your alley. The hand-painted look of the environments and the beautiful settings breathe considerable life to a relatively straightforward adventure. Small environmental details add just enough spookiness to make locations uncomfortable, even if there are no threats around. The zoomed-out camera means you“ll be looking at the environments, rather than the characters, for much of the game. I would“ve appreciated a little more movement in the settings, such as local wildlife, but it does effectively sell the loneliness of the island. The soundtrack is also well-orchestrated. It“s a relatively simple affair, with some minimalist horror tunes and synth productions humming in the background. Occasionally, the songs will repeat as they don“t have terribly long run-times. The voice-acting, mercifully, overcomes any musical shortcomings. The actors deliver their lines in a believable manner, and it sells the teenagers as relatively realistic characters. You can tell what each character is thinking based on his or her dialogue and tone, which is a welcome respite from the usual voice-acting. That significantly enhances the experience of making dialogue selections. I“ve said quite a bit about Oxenfree, but I“ve tried to leave out as many important details as possible. Part of the experience is discovering it for yourself. The premise begins like any number of those ”80s teenage slasher films, but Oxenfree is a very different animal. The plot doesn“t resolve as tidily as I“d like, and some clarification on what decisions affected the multiple endings would“ve been appreciated. All that said, Oxenfree is absolutely worth your time. It“s a slow-burn, but if you have the time and patience, you“ll be richly rewarded. Pros + Strong characters and voice-acting + Beautiful environmental design + Subtle mechanics for a walking simulator + Interesting narrative Cons - Music can be mildly repetitive - Ending is somewhat unsatisfying Overall Score: 9 (out of 10) Fantastic Oxenfree is absolutely worth your time. It“s a slow-burn, but if you have the time and patience, you“ll be richly rewarded. Disclosure: This game was reviewed using downloadable code provided by the publisher
  2. Jason Clement

    Review: Broken Age: Act 1

    Developer: Double Fine Publisher: Double Fine Platform: PC, Mac, Linux (Android, iOS, OUYA in the future) Release Date: January 28, 2014 ESRB: Not Rated (E recommended) Tim Schafer has been responsible both entirely and in-part for some of the most memorable point-and-click adventure games over the last 20 years or so. His work with LucasArts alum Ron Gilbert has been the stuff of legends, with such games as The Secret of Monkey Island, Maniac Mansion, Day of the Tentacle, and Grim Fandango being hailed as hallmarks of the genre. Thus it comes with much fanfare that his first adventure game in some 16 years, Broken Age, is finally here. Broken Age follows two seemingly separate narratives - one following a teenage boy named Shay who lives alone aboard a spaceship and is perpetually doomed to live a life of safety and boredom thanks to an overprotective computer that treats him like a child (literally), and the other following a teenage girl named Vella who comes of age and rejects her "honorable fate" as a traditional sacrifice to a large monster that selects maidens to consume from different villages once a year. You can select either storyline at the start, and in an interesting move by Double Fine, you can actually switch between the two stories at any time if you get stuck on one or otherwise want a change of scenery. Like most point-and-click games, you'll need to talk to the different characters you come across in your journey in order to gather information or accomplish certain objectives, all the while making use of various items you collect to help you progress through different areas and situations. For the most part, items have uses that you'll be able to deduce in short time, though there were a few instances where I got stuck before I realized what needed to be done. Both stories, while having similar undertones, actually have a different gravitas or atmosphere to them. If I had to pick one that I enjoyed more, it would definitely be Vella's story; not only does it seem longer, but it also has the more intriguing plot and displays more of the whimsical design and characters that Double Fine is known for creating. Vella herself is also a genuinely likeable character; she's intelligent, funny, and a down-to-earth normal human being like many people, and yet she still believes in her own ideals when no one else does. In contrast, Shay's story is very different in atmosphere. Whereas Vella's situation is much more of an adventure, Shay's is more akin to a mystery that gradually unfolds. You'll gradually discover why the ship is treating him in such a sheltered way and get to explore his surroundings, and the story does a good job of keeping things suspenseful and in the dark until the very end. There also seems to be a bit more puzzle-solving in this arc. Vella's story is more about conversation and finding out certain things while Shay's is more about accomplishing a few objectives, so while they're different in nature, they fill two sides of the same coin nicely. Also, it can't be understated just how good the game's visuals and sound design are. Broken Age is quite possibly the most beautiful point-and-click adventure game I've ever played, with its painterly visuals and storybook-esque edge. It's also fully voiced, including the likes of talented stars such as Jack Black and Elijah Wood. Black's role is actually a cameo but it's in keeping with his zany sense of humor, while Wood puts in a solid performance in the role of Shay. The music is quite good as well, with some especially nice tracks that play during Vella's arc. Ultimately, Act 1 of Broken Age is everything that point-and-click fans could have hoped for; it's a great first half that ends with an interesting cliffhanger. And though it's a shame that we'll now have to wait for Act 2 (which will arrive as a free update), Double Fine assures that it's expected to arrive sometime later this year. Act 1 came out to just over 4 hours of gameplay on my first time through, though I do have to admit I got stuck at one particular point and spent a lot of time trying to solve a puzzle. Still, it's well worth playing if you don't mind only getting half of the story for the time being. And even if Act 2 doesn't live up to expectations, Broken Age has me hoping that it's only the first of (hopefully) many more point-and-click adventures to come from Double Fine. Pros + Beautiful, hand-drawn illustrated characters and backgrounds + Great voice-acting + Story is interesting and whimsical atmosphere is well-done Cons - Some situations might require backtracking or may have you at a loss for how to proceed with little in the way of hints or help Overall Score: 8.5 (out of 10) Great Broken Age proves that point-and-click adventure games are far from dead. If you're ever been a fan of the genre or you're looking for a good story, dive in and see what all of the fuss is about. Disclosure: This game was reviewed on PC using downloadable code provided by the publisher
  3. Marcus Estrada

    Adventure Game Machinarium Coming to Vita

    Here's something few would have seen coming. Machinarium, a popular indie point and click adventure game, was announced for release on Vita today. What makes this strange? Well, the game has seen attention drop since it released on PCs back in 2009, although it did come to PS3 just last year. Regardless, Amanita Designs has the chance to get their game out to many more players thanks to this partnership. The PS3 version, itself late to the party, included a host of new features such as zooming into the scene, as well as Trophies. The Vita version will of course have all these same features, but more are being added in which are specific to the handheld. As you might expect, this means the game can now be controlled via touch screen or rear touch pad. Since the game has already been out on PS3, there will not be a Cross-Buy promotion included. Cross-Play was also unmentioned, so don't expect it to be functional unless Amanita confirms it later. Machinarium hits the Vita PS Store on March 26th for the price of $7.
  4. Marcus Estrada

    Review: Edna & Harvey: Harvey's New Eyes

    Developer: Daedalic Entertainment Publisher: Daedalic Entertainment Platform: PC (Steam) Release Date: October 16, 2012 ESRB: N/A (Teen suggested) What is it that people want out of an adventure game these days? It still seems that, despite technical advances, people just want a good story. Although there have definitely been hits and misses over the years, it seems that one series deserves much more attention. This series is Edna & Harvey, which just released the second game in its series: Harvey“s New Eyes. Although the original came out on PC here, it wasn't widely loved. Experiencing this newest entry though really makes it seem that this is an adventure game that more people should be playing. As soon as you begin Harvey“s New Eyes it seems like a very simple, silly game. It introduces you to a young girl named Lilli living at a convent school. She is, by the narrator“s suggestion, the most virtuous girl in the world. As you start playing, a fourth wall-breaking tutorial begins and seems to hold the player“s hand a lot. At the start, it seems like this game may be made for children. In fact, many sites who covered this game simply stated it to be an adventure game for kids. If you can make it past the very beginning though you“ll quickly realize this is the worst assessment possible. This is not a game for children but for people with a taste for dark humor. As you investigate puzzles and talk to others you quickly realize that there is a lot lurking beneath the cute veneer. Although the narrator says things like he“s speaking with a child, the words that come out of his mouth are usually tinged with disturbing ideas. The juxtaposition between the supposedly simple world of Lilli and the things she does is hilarious, although quite creepy upon reflection. Such writing isn“t really common for adventure games which is why it was so surprising to experience. Although the game was originally in German, Daedalic learned something after the original game. The first of the series, Edna & Harvey: The Breakout, garnered many low scores due to sloppy translation. On the other hand, Harvey“s New Eyes has such good writing that it feels like English was its native language. There are a few spelling issues here and there, but for the most part it sounds perfectly natural and voice actors also seem to be fluent speakers. Each character is weirdly compelling, but none so much as Lilli herself who never actually says a word. She is so odd because she only ever makes meek little sounds. Her voice actor is probably the most annoying, which is a shame, because she barely even has to say anything to be a bother. How do you interact through Lilli if she doesn“t talk? The game gives you options for dialogue but as soon as she makes a tiny sound, the conversation partner will tend to just talk at Lilli. In comparison to the developer“s other adventure series, Deponia, this is a bonus. Having a character who barely talks may be better than having one who talks too much and is a huge jerk. As for the puzzles, they are at a pretty good difficulty level. At the start you will rarely be stuck wondering what to do because characters will slyly mention solutions. This not only makes it easy for regular players but also for those who are new to adventure games. As you make it into later chapters puzzles then start to ramp up, but still not too much. Thankfully the logic rarely tries to force you to do something truly outlandish. There are also minigames which take logic to solve. They are pretty neat and varied, although there is at least one which is a bit more trouble than its worth. There is even a sort of meta-puzzle which gets kicked off in the second half of the game. From then on, your character is set up with a series of blocks to her actions. It“s weird at the start, because it means that you cannot perform various things which will be necessary to solve puzzles. However, the way the game allows you to unlock them is creative and a lot of fun. It also brings up a whole slew of new, strange locations to explore. For all the greatness the story has to offer, the same cannot be said for the visuals. It“s obvious that there was an attempt to make some sort of distinct style, but it fails more than anything else. Aside from Lilli, characters hardly look attractive (in any sense of the word). Even beyond her design, the plain art style just seems sloppy. In cutscenes you can see the weird, wiggly outlines of characters. Overall it seems rushed rather than stylistic. This is such a shame because the game is so compelling but it just isn“t that great to look at. Visuals are rarely the reason to love or hate a game. Even with the unfortunate look of the game it rarely detracts from the experience. The overall storytelling experience with Harvey“s New Eyes is so fun (in a creepy way) that you can“t help but enjoy it. The adventure is mostly easy to clear and under ten hours. If you“re looking for an interesting story to be had with an adventure game then this is definitely the game that should be next on your list. Pros: + Script full of dark humor which is rare for games + Flow of puzzles is mostly logical + Meta-puzzles add new layer as an adventure game Cons: - Visuals seem to have been done quickly and look sloppy - Lilli“s sound effects are more annoying than characters who actually talk a lot Overall Score: 8.5 (Out of 10) Great Edna & Harvey: Harvey“s New Eyes is an adventure game with such a sinister sense of humor that it deserves more attention.
  5. Marcus Estrada

    Review: Deponia

    Developer: Daedalic Entertainment Publisher: Daedalic Entertainment Platform: PC ESRB: N/A (Teen suggested) Release Date: Out Now When you think of adventure games, what comes to mind? There's probably the thought of contrived puzzles and loads of pixel hunting. Thankfully, most adventure games in the modern era have evolved to rid themselves of these problems and leave players with a good story. When looking at Daedalic Entertainment's Deponia, it's easy to tell they wanted very much for it to be a streamlined, fantastic title. Although there is a fair amount done to modernize it, there are still some things that hold it back from greatness. So, where does it fall on the scale - better or worse than your average adventure? The heart of any point-and-click adventure title is the story. In this game, the story focuses around a young man named Rufus. He's spent his life on a trash heap of a planet named Deponia. More than anything he wants to get off it and head to a supposedly majestic and heavenly planet. The only problem is that no one ever makes it off Deponia... Well, no one except Rufus's father who left without him long ago. Will you be able to get Rufus out of his horrific home or is the guy doomed to live out his days on a wasteland? The setup is fun because it helps set the stage for where you're going to spend your time in the game - Deponia. The planet is a complete mess and it makes for a very lively environment. Each screen is packed with mechanical doodads, trash heaps, and rusty junk. You can tell there was a lot of work put into making sure the art accurately represents what the planet was said to be like. Because everything is just such a mess it also makes sense that you might find various items within the trash. Having so much on screen also often presents the player with many objects to look at although it may be a bit overwhelming at first. When it comes to the hero of our story though, the game doesn't fare quite so well. Rufus is not a nice guy. He's a self-centered jerk who is completely unlikable. Maybe others will find him funny, but for me, he was pretty detestable and I didn't find myself agreeing with any of his ideas or assertions. It's not a requirement for a piece of fiction to have a likable lead character but it bothered me all the same. What poses a bigger problem is that he really undergoes no change as the story progresses. Typically you expect to see a lead go through trials and come out changed. Rufus changes, but only in the slightest amount. Because of his wholly gross demeanor I was unable to enjoy the game as much, which is quite a shame. Ignoring the possible Rufus problem then, the thing worth looking at is all the other characters. It's apparent Daedalic understands how to make characters that aren't jerky because they did it well for others in the game. For example, Rufus's ex-girlfriend is a fantastic character who is likable despite her quirks and overbearing nature. Similarly, the short friend of Rufus is an entertaining guy even if he's a smartypants know-it-all. As you come across other characters, they all have charming, strange demeanor. Encountering characters often gives you many possible lines of discussion, even though the majority don't help you solve puzzles. Simply talking to these unusual people is a joy and would have been better if the main character were simply a funnier guy to bounce discussions off of. Point-and-click games don't just survive by their stories. They also require good puzzling mechanics to keep players going. Deponia provides a mostly sane puzzle-solving experience with only a few hard ones. For the majority of the game you'll find yourself sailing through puzzles. While they are not completely inane, they are puzzles that simply thinking about logically will solve. There is no hint system, but usually there are hints slyly put into item descriptions or conversations. The only problem with this is that sometimes the hints are put in places that aren't directly related to the puzzle at hand. Either way, this method of hint-giving just trains you to pay attention to everything you hear. It's a good thing that most puzzles are relatively easy to solve because the game is bursting with them. Almost every second has some puzzle in your face no matter how simple it is. A handful of puzzles are harder and more involved and these may pose a challenge to gamers. Even being used to adventure games isn't a surefire way to get through them. There were times when I knew basically what had to be done but couldn't figure out the one point necessary to set things in motion. It's a good thing that these puzzles weren't more common, but it doesn't seem like they follow logic quite as well as the rest in the game. One problem with the game is that it leaves you hanging. There is probably hope for a sequel but right now this is all we have. After working through puzzle after puzzle and seeing the story build it's natural to want to get some kind of resolution. Instead, all your work is put into the game to leave you with a cliffhanger. It doesn't invalidate the rest of the game or anything, but is kind of annoying after putting so much effort in. Weighing the various pros and cons, Deponia still ends up as a pretty good title. The humor is pretty nice (minus Rufus's entire character) and the story keeps things interesting. As you venture onward, more is revealed and you start to understand more about the "importance" of the journey. Overall, the game isn't as funny as classics in the genre but is still a good attempt. If nothing else, this is definitely a game with high production values (for a point and click game). As was stated earlier, the backgrounds are excellently designed. Every character has voice acting and a lot to say - they'll even talk more if you unlock the bonus mode. It's easy to see that a lot of time and effort was put into making it a very involved experience. There are a few glitches that were encountered in the game, although none ruined it. There were times when items in the menu would simply be "invisible". They were in the inventory slots, and could be used just fine, but the slot itself would look blank. The first time this happened to me it was early in the game and I thought I'd lost a necessary item. After searching around a few more times I realized it was there, just not displayed. It's an annoying thing that happened with multiple items so hopefully a patch fixes it soon. Once, the game switched languages on me when attempting to combine an item. This was funnier than it was a bad thing as right after that the language switched back to English. Finally, the last cutscene in the game froze for me so I was unable to view it until after beating the game. None of these problems are game-breaking but they should be fixed to help make the game a nicer experience. If you're looking for a humorous point-and-click adventure then Deponia will definitely fit the bill. If you want something with puzzles that aren't incredibly difficult then this is also a great choice. If you'd like to see a game with a story that isn't the same as everything else then this is still a game worth looking into. Basically, Deponia is a nice adventure game with only a few unfortunate flaws to keep it out of the classics club. Pros: + Fantastic environments + Humorous writing and lots of it + A fairly long adventure filled with puzzles Cons: - Main character fails at being a likable jerk - Story ends without any resolution - Inventory glitches will definitely confuse players until they figure it out Overall Score: 8 (Out of 10) Great It might not be the next great adventure game but Deponia is still a solid addition to the genre.
  6. Marcus Estrada

    Deponia Screenshot 3

    From the album: Review Images

  7. Marcus Estrada

    Deponia Screenshot 2

    From the album: Review Images

  8. Marcus Estrada

    Deponia Screenshot 1

    From the album: Review Images

  9. Leah

    Resonance 3

    From the album: Leah's Review Images

    © xii games/Wadjet Eye Games

  10. Leah

    Resonance 2

    From the album: Leah's Review Images

    © xii games/Wadjet Eye Games

  11. Leah

    Resonance 1

    From the album: Leah's Review Images

    © xii games/Wadjet Eye Games

  12. Leah

    The Dream Machine 4

    From the album: Leah's Review Images

    © Cockroach Inc.

  13. Leah

    The Neverhood

    From the album: Leah's Editorial Images

    © DreamWorks Interactive

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