Tampilkan postingan dengan label Puzzle game. Tampilkan semua postingan
Tampilkan postingan dengan label Puzzle game. Tampilkan semua postingan

Jumat, 31 Oktober 2014

The Cat Lady - Halloween Special Review (PC game)

Susan is no longer with us; she’s gone to the world and, even before her suicide, she’s been gone a long time from society’s apathetic eye. But even after taking copious amount of sleeping pills Susan is still unable to escape her miserable existence as she awakens in a field, unsure of whether this is life, death, or somewhere in between you take control of her life and guide her staggering footsteps through the world, searching for a way out; of where, neither you nor Susan truly knows. Whereas death is supposed to be the end of a story for Susan Ashworth, it’s the beginning.

Developer:
Harvester Games

Genre: Adventure/Horror/Point and Click
Release date:
December 1st 2012
Platforms:
Microsoft Windows
ESRB:
M - Mature

‘The Cat Lady’ follows Susan’s journey back to life after she meets an old woman who wants to strike a deal with Susan to allow her the peace she longs for. Susan is instructed to seek out and destroy several monsters that lurk in the world of the living on behalf of the old woman. Despite Susan’s misgivings she finds herself powerless to resist and, after a brutal and bloody way of sealing the deal, finds herself transported back to ‘life’ but with a catch; she’s now temporarily immortal. For many, this would be a wondrous gift but for an exhausted, suicidal woman it’s an ironic curse that points and laughs in Susan’s face as she treks on with her journey and seeks to complete her task just so she can rest her weary soul and finally be allowed to die. 




It’s a cryptic, surreal and often disturbing journey that encourages you to lose yourself in the darkness of depression before guiding you out of it again. This is a game where the monsters are not aliens with guns or gloomy figures lurking down the other end of a corridor, this is a game where you are the monster in the dark as Susan is flung between anger, doubt, regret, fear and anxiety as she longing for death yet craves revenge. The creatures you encounter are reflective of the demons of Susan’s soul that, as anybody who has suffered from depression will tell you, are not easily vanquished. There will be a blood, and not just a little bit, the game is unashamedly macabre and Susan is forced to undergo several brutal deaths only to be cruelly resurrected again. The imagery of the game is morbid as well and at least every single chapter has a way in which the player may allow, or actively encourage, Susan to kill herself. There’s plenty of black humour in the game as well which I found appealing as, though this game touches on very serious subjects, it’s easy to become jaded to the horrific nature of things when you’ve lived with them for so long. Whilst the game has some extreme scenes of gore these tend to be offset by slower, storyline focused cutscenes so it’s not just a blood-fest, it’s a very well written and intelligently explored blood-fest. If anything, I would describe this as a game that is beautifully horrific. 




Whilst the narrative is by far its strongest point the puzzles are actually fairly good, though not extremely difficult, if anything they are there to provide you with a means to an end rather than as something to frustrate you and slow your progression. Since the game is mostly about atmosphere and storyline I didn’t mind that the puzzles were a little easy but, saying that, they were no walk in the park either and I had several moments of backtracking and getting confused as to what I had to do next. Importantly, the puzzles didn’t feel repetitive and the constant switching of environments helped in this aspect as nothing ever felt like a chore to proceed and it was all very much necessary and interesting. Some puzzles feature some obscure clues about how to complete them that are not just restricted to visual ones, there’s a fair few aural cues which are great for the atmosphere of the game. Generally, I found the audio very good even though the voice acting came across as a little stiff now and then and there’s a very irritating sort of static noise that’s quite loud and intrusive yet entirely intentional. I would have preferred that to have been either non-existent or with the option of turning it off as it was distracting and often made the characters hard to hear. The musical score is brilliant and I have no complaints there and, whilst I said the voice acting could be a little wooden at times, it occasionally did suit the atmosphere and I get the feeling that the developers wanted everything to be very drab and unemotional. Unfortunately at times this style did not suit the on-screen events. 




The beautiful horror of this game is wrapped up in its storyline but enhanced by the unique art style that is a cross between animated newspaper cuttings and old Polaroid photographs giving the entire game a gloomy yet striking appearance. Just like Susan’s life, everything feels a little pasted together but despite this the animations are smooth, the facial expressions are detailed and everything just flows so perfectly. Visually, the game feels very much like a 1990s game which for a point and click puzzle game is just the perfect era for me, especially with it being a horror game as it reminds me strongly of much beloved games such as ‘I Have No Mouth and I Must Scream’, ‘Sanitarium’ and ‘Phantasmagoria’. Amusingly, the game also feels quite 1990s due to the very low resolution that it plays in but this doesn’t bother me so much. There are a couple more problems with ‘The Cat Lady’ though that does tend to spoil the experience a little; the controls for instance are fairly unresponsive, especially during dialogue when you’re trying to skip lines you’ve already read. Susan also does walk incredibly slowly and at one point I was quite sure I had time to go make a cup of coffee in the time she walked from one side of the screen to the other. When you’re lost and backtracking to find things, this is extremely irritating though it may just be my own impatience. Simply, a ‘double clicking to skip to the next screen you clicked on’ feature may be good as I recall several point and clicks doing this in the past. 




Complaints aside, I was utterly entranced by this game and it’s by far one of my favourite point and click adventure games, even with the huge spattering of horror and gore that’s been slapped all over the place. It’s a brilliant example of mature themes that have been done right in a way which is thoughtful, sensitive and intelligently where it doesn’t shy away from controversial issues yet doesn’t make a mockery of them either. If themes such as suicide, mental illness, depression and death offend you then this is not a game you’re going to get on well with as it is utterly unashamed in its approach to the reality of how some people want to die and will go to any length to do so. Whilst the gore side of things can be sometimes a little over the top I found it shocking yet, oddly, refreshing as there have been plenty of these sorts of games that never go too far and tend to pull back before things go too far. ‘The Cat Lady’ never pulls back, it’s in it to win it and I love that about it. The story is fantastic, full of emotion, suspense and drama that will keep you on the edge of your seat and second guessing yourself the entire way through. Susan herself is a brilliant character with genuine character development as you see her go from shy, meek and weary to a woman with a purpose, confidence and strength and quite simply it’s a pleasure to guide her through these changes. If there’s one game you play this Halloweeen, make it ‘The Cat Lady’, you won’t regret it.

The Good: 



  • Strong character development
  • Interesting, captivating storyline that keeps you guessing
  • Mature themes done right
  • Striking yet low-key appearance is very appealing
  • Decent inventory/dialogue puzzles that challenge but don't frustrate
  • Very surreal and disturbing atmosphere
The Bad:
  • Some audio issues such as hit and miss voice acting/distracting static
  • Some may find the use of gore over the top
  • Controls can sometimes be unresponsive, Susan walks too slowly
The Score: 9/10 

Final thoughts: "This has definitely become one of my most beloved point and click games, everything about it feels a bit 90s adventure game which I love and frankly it's been too long since I played something this surreal and this creepy."

Senin, 15 September 2014

5 Unusual But Memorable Escape Games (Free browser games)

There are quite literally hundreds of room escape games out there on the internetz but many of them are nothing but bland, unoriginal pixel hunts through plain, 3D rendered rooms with no semblance of story or purpose. Now, after a while of trekking through the same sort of scenario; you’re in a room for some unknown reason, find a way out of it, I had completely fallen out of love with the genre so decided to look for something a bit different. As it turns out you can still find that addictive escape centered gameplay but without the constraints limiting it to just one or two rooms. Here I’ve compiled 5 escape games, rooms or otherwise, that set themselves apart from that ocean of key hunting, door handle wrestling and keycode hunting so you can experience something that’s a bit different, creepy, funny or just downright weird. 
 
5 Unusual But Memorable Escape Games Daymare Town

Loom Dawn

You begin this game in a completely dark room and your main objective is to illuminate this space, piece by piece, uncovering more and more of your surroundings as you advance. For much of the game you’re unable to see where exactly you’re trapped and this element of the unknown adds a slightly spooky atmosphere to the game as you find another little light source here, uncover a small area there, and the absolute silence generated by a lack of music is all the more unnerving. As you light up pieces of the room you’ll uncover puzzles and these are most definitely not easy ones to the point where you may find that you spend a good hour or so fumbling about in the dark though, thankfully, you can save your game should you want to come back to it later. Loom Dawn’s challenging nature borders on the frustrating but it really is an exceptionally well crafted game that offers up a very satisfying feeling as you solve each little puzzle and get a little closer to finding out its intriguing secrets. If you fancy a challenge and something that’s more like your traditional ‘room escape’ game then Loom Dawn, part of a large series of ‘Loom’ escape games, is something you certainly cannot go wrong with. Just remember to settle down with some kind of caffeinated drink and sustenance as you’ll be stuck here in the dark for quite a while. Try playing the game on its original website here.

 
Loom Dawn screenshot room escape review

Samsara Room

Samsara Room is Eastern in its philosophy as Samsara tends to refer to the endless cycle of reincarnation and, with this in mind, Samsara Room is about breaking this cycle, escaping the room and achieving enlightenment. What this translates into is a very surreal and disorientating game where you must travel through the same room but in different perspectives, solving a puzzle here and there in the form of collecting things and using them in the appropriate ways. The game is not particularly challenging once you understand the logic of the game but it may start out being rather confusing as everything is just so unusual. There are some very unexpected moments and you’ll find the whole experience rather dreamlike but with a definite, logical pattern to the way in which you do things so it’s not unapproachable. Overall I loved the stylish simplicity of this unusual game and as room escapes go this is definitely a memorable one. Try it out by following this link here.

 
Samsara Room pc game room escape


You Find Yourself In A Room

The title may sound simple but this is anything but, to begin with you interact with the game by typing in the commands you want to perform similar to the old text parser games from the 80s. Unlike most other room escape games this one has no graphics and instead everything is done through text on an otherwise blank black screen. This may sound boring but the draw of this game is that the game itself is self-aware and doesn’t really like you. What starts out as the passive-aggressive chiding of a game descends into a full scale aggressive onslaught on your feeble puzzle solving abilities and generally inferior existence as a human being. It’s absolutely hilarious and most definitely not for minors but this is a rather unforgettable, utterly unique game that will change your outlook on the genres of not just text games but room escape games too. The game takes not much longer than 5 minutes but it’s a 5 minutes well spent and can happily be played by following this link here. 


You find yourself in a room screenshot

Mystery of Time and Space


Fondly known as MOTAS this is the room escape that will truly challenge your puzzle solving abilities and is, for those unfamiliar with room escape games, supposedly the original in this genre. What sets this game apart from the others is not only its function as a blueprint for future generations but for its intelligent, logical puzzle system that doesn’t degenerate into a pixel hunt where you click in every conceivable portion of the screen. There are over 20 levels with a variety of different puzzles that pleasantly follow an intriguing story about parallel universes and unlocking the mysteries of time and space. Whilst the ‘storyline’ of a room escape game tends to focus around some sort of hazy back story MOTAS’ story evolves as you play and keeps you wanting more. The puzzles all vary in their style and difficulty level so whilst in some cases you’ll be using lateral thinking to advance you’ll find that, in later levels, you must travel back in time to earlier levels to acquire the items needed to continue in the present. The game boasts quite a few features you don’t normally see in flash games; you can save your game, which is a brilliant feature as the game is so long and difficult, switch to full screen mode and chat to others in the online forum it supports. MOTAS is possibly my favourite of all the room escape games and is a definite recommendation for those new to point and click escape games and hardcore puzzling veterans alike. You can play it here via the developer’s website. 


Mystery of Time and Space PC Game MOTAS Screenshot

Daymare Town

Daymare Town actually consists of a series of four ‘room escape’ type games with three spin-off titles and rather than escaping a room you’re trying to escape from Daymare Town, a place that’s both haunting and fascinating. Daymare Town appears to be deserted and you’ll go through the usual motions of finding items, piecing together puzzles and clicking around the place in an effort to escape this eerie, black and white sketched town. The atmosphere is perhaps its most notable feature and there were a few times where I was genuinely creeped out and jumped a few times which I found to be unusual, in a good way, for this genre. Whilst room escapes tend to have a subtle ‘how did you get here’ vibe there’s usually nothing creepier than a pool of blood or a bit of knocking on a door but Daymare Town ranks it up a notch and there were several times I was genuinely convinced I could die if I lingered too long. The puzzles are, in my opinion, pretty damn difficult especially when compared to the creator’s, also excellent, Submachine series and I struggled to get through it without a walkthrough. Everything tends to be very well hidden with very specific locations you must click on that can be easily missed especially considering the art style of the game. Whilst the Daymare Town series is no pixel hunt there’s still a definite need to scour every area thoroughly before moving on. As an added bonus, you can pay a small fee and get any of the Daymare Town games in fullscreen mode with HD graphics, enhanced sound effects and a sneaky hidden extra. Of course you can always play any of the free versions online by following this link. 

 
5 Unusual But Memorable Escape Games Daymare Town


Hopefully you enjoyed this post of my 5 top escape games, be sure to +1 and comment if you did, feedback is always appreciated! Happy gaming and watch this space for more of my Top 5 lists :)

Jumat, 01 Agustus 2014

Broken Age, Act 1 - Full Review (PC/Linux/Mac, Android and iOS Game)

'Broken Age' seemed like the perfect game for me to play but, upon completing Act 1 in its entirety, I was left with a confused, almost guilty, feeling of disappointment and frustration. What made it worse was that reputable, professional websites had glazed the game with sickly sweet praise and admiration, hailing it as a fantastic example of point and click adventure games. I rather strongly disagree, as you’re about to find out, and though I admit the storyline is fantastic there are far too many basic elements missed out for this game to be considered as ‘one of the greats’. That said, this game is certainly a steal at its low price and overall the game is very good value. 
 

Broken Age Act 1 Vella and Shay sleeping

Developer: Double Fine Productions 

Genre: Point and click adventure 
Release date: 26th January 2014
Platforms: Windows, Linux, Mac, Android and iOS
ESRB: Not rated (some mild threat, no blood/gore)

The backstory behind the development of this game is far from ordinary. To begin with, 'Broken Age' is one of the most crowdfunded video game projects as it acquired a whopping $3.45 million from more than 87,000 backers. The project began in 2012 and the game marked Tim Schafer’s return to the point and click genre after his fantastic game, Grim Fandango which is being re-released for PS4 and Xbox One and which was originally released in 1998. Despite its extreme backing though it appeared that this may have actually lessened the quality of the game. The end result is, whilst visually polished, wrongly suited to the originally intentioned audience and, quite simply, an inadequate addition to Schafer’s portfolio. As a standalone indie game this would be fantastic but unfortunately it failed to live up to the hype.

Gameplay and storyline

'Broken Age' Act 1 is made up of two different stories, that of a girl named Vella and of a boy named Shay and each story has vastly different settings. Regardless of which character you start with you’ll likely find that the game comes across as very cutesy and perhaps even a little too sickly sweet but this is simply a façade. Without going too far into the storylines the characters have in common a desire to break traditions in their lives that have, up until now, gone unquestioned. The gruesome realities of what is actually occurring strips away that initial sweet demeanour and instead the cheerful nature of the characters and environments take on a whole new form, one that is much darker and much, much more unnerving. 

 

Broken Age Act 1 Vella in dialogue about cloud shoes

It’s here where 'Broken Age' truly excels as the storyline is quite fascinating and will draw you in with its twisting story and cheerfully disturbing atmosphere. The ever present, in your face, indication that something is wrong but nobody else seeming to notice it is a constant source of fascination and you will desperately want to find out what’s going in in the two strange realms that you’ll inhabit. The characters too are likeable though, admittedly, quite unemotional and rather bland despite the famous voice actors. Whilst the storyline is interesting enough and with brilliant twists there are some key issues with the game that are very difficult to ignore. To begin with, it feels as though it’s being aimed at a much younger audience and not at those who would have previously enjoyed classic graphic adventures such as Grim Fandango and the Monkey Island series, both of which Tim wrote for previously. The complex puzzles, standard ‘pick up everything you can find’ mentality, vast environments and wry sense of humour that typically lift a standard point and click to a successful one have all been stripped away leaving something quite superficial in its wake.


Broken Age Act 1 Vella at the Maidens Feast

Overall there’s a genuine lack of content and substance as characters have very few dialogue options and the environments are very limiting so there’s simply not much to discover in what could have been sprawling worlds of characters, places and puzzles. The few characters that are present are quirky and interesting but you can never just chat to them and waste away a couple of hours getting to know their unique personalities so, in this sense, the game feels a little sparse. There’s this strange, unfinished feel about the game that’s reflected in not only the lack of character development but the small, limited environments. These rather simplistic environments quickly become a problem when you’re faced with one of the many puzzles in the game. Often, a point and click adventure game would have you picking up random bits of, seemingly pointless, tack with plenty of red herrings thrown in there just to screw you up. Large locations or, in the very least, a broad variety of areas where the solution to your puzzle may lurk is key to making a puzzle difficult as often you’ll be searching doggedly for more items, racking your brains to figure out what kind of obscure combination you need to come up with. Broken Age lacks this, entirely so. At one point I had to find a particular, very important, item that had been lost but I found it sitting out in plain sight on just the next screen. Another puzzle simply consisted of getting to end of a conversation. It’s almost as though the developers didn’t trust their players to continue playing if they found the puzzles too challenging and this lack of faith in players is evident in the huge amount of hand-holding that takes place


Broken Age Act 1 Shay at a children's playpen terminal
  
When important plot elements have been stripped away of challenge it’s not just frustrating, it’s disappointing. I find it hard to imagine this game ever becoming ‘one of the greats’ and instead it sits as something which is nice, different, but nothing special. The lack of puzzles and choices meant that the length of play was disastrously short and far too easy for seasoned graphic adventure gamers and, whilst some hail this as a return to the 'nostalgic' era of point and clicks, it feels painfully modern with a strong focus on visuals and not enough on actual, substantial, gameplay.

Graphics and audio

The artwork of the game may not be to everybody’s taste but it truly is quite beautiful with a strong hand painted, fantasy appeal. The style and design of the worlds and its inhabitants does nothing for its childish feel however and overall it’s all a little bit too cute and quaint. Despite this, the worlds are gorgeous with a stunning array of colours and details that make each and every area feel bursting with life. The contrast between the two storylines is very apparent, not only in its gameplay content but in the design of the environments. The differences between the smokey oranges and dreamy pinks of Vella’s world to the moody blues and vibrant preschool colours of Shay’s world simply add layers onto the, already distinctive, atmosphere. A curious feature present within the game is its ability to be played in a ‘retro’ graphical mode which makes the game appear in an slightly pixelated, pre-renovated 'Monkey Island' 1 and 2 type design. Whilst usually I would have been extremely interested in this it’s clear that the game was not designed to be played in this format so it comes across as a very low quality conversion. If anything, it looks as though you’re just squinting at the HD version. 


Broken Age Act 1 Vella talking to a tree

The audio is, overall, very good and I liked almost all of the voice acting except for several occasions where I found the protagonists to have a lack of emotion. Despite pushing the budget out and employing the talents of very talented actors including Elijah Wood as Shay I felt as though Shay’s emotion was completely out of context with what was occurring in the scene. When his dialogue was supposed to indicate frustration the voice came across as depressed, when he was supposed to be confused he sounded passive. Though this is partily intentional as Shay is fairly a depressed character this uninterested tone persists even in moments of great peril where what he is saying suggests he's feeling emotion. The voice of Vella too had some inconsistencies between script and the voice acting and overall I felt there to be a lack of emotion when faced with action packed, highly distressing scenes and this tended to ruin the scene’s atmosphere. Aside from this, the game sounded as good as it looked and there was plenty of general chit-chatter in the background and little comments from the protagonist which gave you a better insight into their character.

Overall

It would be easy to simply look at the game, its history and its origin and stamp it with the mark of ‘fantastic’, ‘ushering in a new era’ and things of the such but upon closer examination, Broken Age does none of these things. It’s boringly simplistic, painfully unemotional and with very, very little build up to anything that happens. I found the storyline enjoyable, gripping even. My attention was constantly drawn to what was going on on the screen and Shay's story in particular was a mixture of fascinating and hilarious. My desire to find out more about the strange world I’d been dropped into was what primarily kept me going however as the gameplay was rather simplistic and, generally, the more I progressed the more let down I felt. 


Broken Age Act 1 Shay receiving hugs

The game had a lack of depth, a lack of real challenge and, also, a lack of something else, something I can’t put my finger on, it’s as if it very much lacked the heart, soul and dedication you’d have expected from a game with so many backers, so much time poured into it and so many people working with it. I don’t know what happened to render this game so disappointing and it’s a great shame to say that about what could have been one of the greatest modern age point and clicks. I hope wherever Tim Schafer is now that he looks on this game and thinks to himself, ‘I could have done better’ because if he doesn’t then I’m not sure what happened to his creativity in that sixteen year hiatus. Whilst my disappointment is evident I’d like to finish by saying that I will play the upcoming Act 2 to 'Broken Age' but, truly, it’s only to find out what happens in the end. I can only hope it presents something more appealing to lovers of classic point and click adventure games.

The Good: 

  • Different, original storyline
  • Attention grabbing with its odd premise
  • Beautiful, hand painted graphics
  • Lovely animations
  • Nice variation of environments
  • Likeable, personality filled characters
  • Great cliff hanger
The Bad:
  • Far too easy, a lot of hand-holding
  • Not enough puzzles
  • Voice acting can be off in places
  • Limited, small environments
  • Not much to explore or discover
  • Very little to no item combination
  • Feels superficial and focused on its graphics
The Score: 6/10

Final thoughts: "I'm looking forward to playing the next part of this but only because of its storyline. The game is far too easy with limited environments and, generally, it just doesn't feel like a traditional point and click."

Jumat, 25 Juli 2014

Kill the Bad Guy - Full Review (PC game)

This monochrome game looks and feels as though it has more ambition than it can handle and, whilst it has some decent moments, tends to come across as pointless and repetitive. Unfortunately, a sleek look and some tongue-in-cheek humour is just simply not enough to elevate this game to the status it desires as an intelligent and imaginative slaughter fest. 

Developer: Exkee
Genre: Puzzle, murder simulation
Release date:
May 28, 2014  
Platforms: PC, Mac and Linux
ESRB: T - Teen


‘Kill The Bad Guy’ is an indie puzzle game that revolves around assassinating targets using objects in the environment whilst remaining undiscovered and is generally depicted in a simple, understated artistic design with plenty of dark humour. Though the game suffers from some key issues you’ll still manage to squeeze a few hours of good old fashioned puzzling fun out of it even if it is an incredibly slow starting game. This is a puzzle game that puts you at the heart of revenge murdering individual targets who are more often than not based on real life offenders.

Gameplay

The objective of the game is rather self-explanatory; for each level you must kill a bad guy in various, unusual ways. The game comprises of 60 of these bone shattering, blood splattering levels and for every level there will be some way in which you can manipulate objects within the environment to bring about the doom of your target. At the start of every level you read a fairly amusing profile about your intended victim which tends to include details of their crime and a name that vaguely points towards somebody in real life like ‘KimDotKom’ in reference to Kim Dotcom or ‘Oscar’ in reference to Oscar Pistorius. After reading your target’s profile you’re then dropped into a white environment with black objects such as cars, ropes hanging on walls, steam vents and pianos that you can pick up, rotate and combine. You’re given very little guidance on what to do from here, except on the first few levels, so instead you have to work out what it is you can do that will result in your target’s death. By selecting dark coloured objects you’re shown a large array of arrows that point to where you can place objects, be that on the top of buildings or just simply anywhere on the ground. Objects that can be combined are coloured green after you pick up one of the constituent parts so, in this sense, it’s not particularly challenging to work out what goes with what. 

Kill the bad guy game kickstarter screenshot

During gameplay there are very few controls other than picking up, rotating and combining but after you have managed to pull off your mission you can watch, cinematic style, as your target is killed over and over again in a replay mode. During replay you can switch the angle of the camera to get the best shot but, though not a particularly offensive element of the game, it does come across as a rather pointless. During actual gameplay you can, rather helpfully, pause the game and look around the area but you cannot manipulate anything whilst the game is paused meaning that, when you decide what you’re going to do, you need to do it quickly. This is fairly useful as in the later levels there are usually so many elements to contend with you need to give it a few moments before you figure out what it is you’re going to do. It’s not a simple matter of strapping a spear to a glorified slingshot and flinging it halfway across the map into the poor sod’s chest though, oh no, you have CCTV and the police to be concerned about. The real challenge of the game comes with doing everything undetected as these obstacles, and later on bodyguards, all have lines of sight. If you’re caught doing any of your dastardly assassinating then its mission failed and you need to try again but with less probability of your assignment being plastered all over YouTube.



Kill the bad guy game kickstarter screenshot

As you progress through the levels you’re not just exposed to new challenges like the police and cameras, there is also a pretty significant increase in the variation of objects you’re given and thus the ways in which you can assassinate your targets. It must be said however that the first ten levels of this game are by far the worst of them all. Truthfully, I was amazed that I even progressed beyond them and discovered that the game did actually contain something challenging and interesting. Although these first few levels are intended to be tutorial levels that ease you into the mechanics of the game what you instead experience is something painfully dull and excessively lengthy. Never has a ‘tutorial’ chapter dragged on so slowly and so uneventfully and, worse still, it doesn’t even feel like a tutorial as there are very few instructions on what to do or how to do it. Instead you must trawl through what feels like a rite of passage before being allowed into the real game as you suffer through level after level of repetitive music that sounds as though it’s been put together by two thirteen year olds, deaths that all look the same bar one electrocution and one screaming guy on fire and an incredibly limited set of tools to experiment with. Now, whilst I’m of course glad that’s not all there is to this game I doubt many people enjoy the feeling of suffering for somebody else’s art.

Thankfully the game opens up after a couple of hours play and you’re exposed to more than one way to kill your target with these methods becoming gradually more complicated. The animations of your dying target do become a tad more varied in that they fall over when they are electrocuted but overall there’s not much difference between driving a spear through your target’s head, dropping a car on him and crushing him with a wrecking ball as, either way, he ends up as a bloody smear on the pavement. In a game where the method in which you kill your target is designed to be the be all and end all of the gameplay I would have expected more death animations such as a crushed, flattened body or some pierced limbs. 



Kill the bad guy game kickstarter screenshot

The game has some degree of re-playability as within each level of the game there are ‘secondary objectives’ which include the same basic tasks; catch the tooth of your fallen victim, kill them on the first day and find a hidden passport. The only interesting additional objective is to kill your target in a specific manner as the rest are repetitive and restrictive. The passport tends to be in locations like beneath cars or objects and hidden within buildings that become transparent as you pan over them. By completing these unimaginative challenges you gain stars which count towards unlocking a bonus level at the end of each chapter. These bonus levels are, ironically, quite a bit more interesting than the main game as they tend to have more varied objectives like killing 30 zombies before they hobble over to the other side of the screen. Despite the fact that the bonus levels are pretty fun it’s still a shame about the ways in which you must unlock them as repeatedly clicking on a tooth that bounces away from your target after he dies is extremely dull. Searching for a passport in the environment is also very boring as, due to the unfurnished nature of the area, it’s very easy to spot them. Even though they are sometimes hid under an object this really adds in little to no depth and, frankly, I don’t know why they wouldn’t offer up different objectives. 


Kill the bad guy game screenshot

As a final note I found that the game’s humour often borders on the tasteless as there are sometimes very graphic descriptions of real life crimes such as those perpetrated the Columbine killers that some, if not many, may find uncomfortable. Generally the profiles of your targets are humorous covers of less invasive crimes such as fraud and embezzlement but when the game describes in graphic detail the crimes of the monstrous Albert Fish then the vibe of what is supposed to be a carefree, slaughter orientated romp is very quickly killed and is instead turned into something much darker and not at all light-hearted. Questionably dark humour aside the profiles still do offer good, immersive introductions to the start of every level and are relatively engaging. Besides, since all the targets look the same it’s good to offer up some way of distinguishing between them.

Appearance and sound


The game is decked out in a very simplistic design of pure white backdrops and solid black interactive objects. This professional feeling environment comes across as clean and crisp and, overall, it’s all very pleasant. The simply designed streets and parks never feel too plain however as, once your assassination attempts start, the landscapes are quickly cut through with bright red blood, fiery orange explosions and piercing blue water. Your targets also stand out vividly in comparison to their surroundings as they each support a yellow jacket and massive red bull’s eye target on their faces so there’s no chance that you’ll mistake a regular pedestrian for them. Unfortunately all of the targets look identical to one another and any kind of variation, even if it was just the colour of the jacket, would have done the trick but, regardless, I enjoyed how apparent they were in their surroundings.





I’ve already mentioned that I didn’t like the music and, whilst initially I enjoyed it, it quickly grates on you as essentially it’s just a sort of rap lyric of ‘kill the bad guy k-k-kill the bad guy’ over and over again to a beat. Thankfully the music only plays at the start and end of every level and not during gameplay as it would quickly become unbearable. Aside from the music the game has very good sound effects with plenty of appropriate noises for almost every action you can perform. There are

Overall

Whilst the game starts off slow and simplistic it quickly develops into a more robust murder simulation with some fairly imaginative solutions to the dilemma of how to discreetly kill your target. I particularly enjoyed the rather difficult task of luring your target to a particular spot or changing the path they were following by quickly putting obstacles in their way without them noticing. The level of difficulty scales as you play but even when the game becomes more complex there are moments where it comes across as pointless and repetitive. The secondary objectives are uninspiring but add in a reason to replay the previous levels and the bonus levels are a nice change of pace if you’re tired with the base game. Currently the game feels incredibly overpriced at $15 as it feels very much like a free, online game that’s been bulked out with additional levels and a couple of added in features. I would recommend waiting until the price has dropped but if you enjoy flippant murder simulation games with stark graphics and environmental manipulation then perhaps you’ll enjoy this more than I did.


The Good:
  • A good concept
  • Cool bonus levels
  • Achievements are always fun 
  • Nice looking map area
  • Quite challening in later levels 
  • Sometimes pretty amusing
  • Nice use of CCTV and other obstacles to put more pressure on player
The Bad:
  • Boring and uneventful
  • Very under-developed
  • Overpriced, feels like a free game
  • Repetative and unexciting
  • Lack of varation in death animations
  • Pointless challenges
The Score: 4/10 

Last thoughts: "Thank god I don't have to play any more of that dreary rubbish..."

Selasa, 15 Juli 2014

Blek - Quick Review (iOS and Android game)

Never have I quite played an iOS game that is as elegant and unique as 'Blek' is and, amongst all of the faceless, duplicate puzzle games that swarm Google Play and the App store, this intuitive brainteaser stands out vividly.

Developer: Denis Mikan 

Release date: December 3rd 2013 (iOS), June 30th 2014 (Android) 
Genre: Puzzle 
Platforms: iOS and Android

The game is excessively simplistic and takes full advantage of touchscreen technology where the aim is to draw lines that hit all of the circles on the screen. It sounds a lot easier than it is as each time you draw a line it will repeat on itself, over and over again until either all of the circles are collected, it bangs into dangerous black spots or wanders off the edge of the screen. The way in which the line comes to life is quite an intriguing thing as the way in which you draw it dictates the way it will move once you’ve finished drawing it. Draw arches as though tracking the path of a bouncing ball and the line will follow this track as though actually bouncing itself. 



The difficulty level of the game goes through several phases as, at first, it’s quite an unusual concept to adjust to but after just a few levels you’ll think yourself an expert at it. It’s not until you get about midday through the game, there’s 60 levels overall, where you’ll start really struggling with some very tricky and often frustrating puzzles. Not only is the gameplay and premise very enjoyable but the game itself oozes personality in its sleek, stylish graphics and dreamlike music. It’s for the best that the music is so calming as, when you’re forced to think outside the box in an abstract manner, there will be times where you’ll be too frustrated to continue playing for much longer. The game is best in short bursts and is very easy to dip in and out of as the levels often take very little time and, overall, the entire 60 levels won’t take you much longer than a couple of hours to complete. Due to the various ways a level can be solved however there is some degree of re-playability and, besides, 'Blek' is such a likeable, attractive game that it’s nice to return to even after completing it.


Currently there is some concern with the way the game has been ported onto Android phones as there’s no clear way of how to exit the game and, upon pressing the back button, you’ll be taken back a level and not to the home screen. A lot of users have also reported crashing which is such a shame as the game is truly elegant and quite beautiful.

The Good:

  • Imaginative game that encourages thinking outside the box
  • Addictive and time consuming 
  • Challenging but rewarding 
  • Lovely music, beautiful graphical style, very elegant 
  • Innovative gameplay stands out from the crowd
The Bad:
  • Some control issues with buttons and menus
  • Very short lived and will not take long to complete 
  • Difficulty curve becomes quite steep mid-game
  • No S-Pen support for Android users
The Score: 8/10

Final Thoughts: "Finally, an iOS puzzle game that actually makes you think about you next move."

Senin, 14 Juli 2014

Orbitum - Quick Review (iOS game)

Never has the very real threat of falling into a black hole felt so calming. Orbitum is a strangely hypnotic game where every second counts in your struggle to stay alive by hopping from one orbital line to another. 

Developer: Happymagenta Ltd.
Genre: Action arcade
Release date: 2nd July 2014
Platforms: iOS (Ipad and Iphone)
ESRB: E - Everyone. 


Essentially you’re playing as a very bright, white planet that is being steadily dragged into a black hole by its extremely strong gravitational pull and, though you can hop away from this fatal void and take refuge on orbits that are farther away, these quickly decay beneath you. Despite the inevitable decay of the line you’ve, in the very least, bought yourself some time to consider the nature of your existence and perhaps the overall meaning of all of this. Though it’s tempting to just flee from the danger entirely you’ll find yourself trapped in by an, equally deadly, red barrier. This barrier that switches between being an unearthly mist or a solid red line prevents you from venturing too far out and leaves you stuck between a rock and a hard place. Between this fatal barrier and the deadly black hole suctioning you in there’s not much you can do except move between lines with lightning fast reflexes. The increasingly strong gravitational forces and the ever-present blockade of doom aside there’s even more threats to contend with; red, triangular obstacles are continually thrown in your general direction to keep you from lolling about too long on any particular line. 


Ok so perhaps lolling about isn’t the right term as the game generally feels like you’re running on a treadmill with some sadist at the front of it, turning up the dial to make you run faster and faster. All the while, there’s a life threatening pit behind you that, some kind of lava filled, shark infested, spike laden ditch that you’re not too keen on falling into. So you keep running, helplessly and hopelessly because there’s nowhere to go except not in the death-pit whilst your sadist buddy laughs and throws knives at you. Why you’d choose to partake in this masochistic game of ‘stay alive and stay fit at the same time’ is questionable but, there’s no doubt about it, Orbitum is somehow very good stress-relief. On a much needed positive note you’re also thrown helpful items like a shield or extra points that revolve around on the orbital lines, tempting you into making a premature jump so you can grab them. Green hexagons are the items that give you additional points to boost your high score whilst blue cubes will reward you with some kind of helpful item, such as the shield or a hyper-jump powerup. 

Underpinning all of this is an electronic female voice updating you with what you’ve just picked up, the new level you’re on and things of that sort. A weird, hypnotic electronic music track plays continually in the background and generally I found it both distracting and helpful though it did grate a little after just a few minutes of play. Despite the grating, the rhythmic beat from the music actually gave me something to time my jumps against and, in this sense, it acted as some kind of celestial, auditory anchor in a sea of… death. The learning curve of the game is spot on as whilst you only start with one or two of those red triangles and plenty of helpful items the pressure quickly increases as you become more familiar with the game. By the time you’re a couple of minutes into he game you’re battling against multiple triangles and working within a much larger space when the game switches its background colour to pale rather than dark. Overall the game is fairly addictive and very challenging, with its low price tag and clean cut, simplistic graphics its worth playing if you enjoy reflex based arcade games.

The Good:
  • The challenging nature of later levels keeps you playing
  • Hypnotic and mesmerising game draws your attention 
  • The game design is clean cut and rather tasteful 
  • Shifts in the colour scheme and associated gameplay changes adds depth 
  • Simple to understand and easy to get into
The Bad:
  • Music can be grating and distracting
  • Not particularly original and brings nothing new to the table 
  • Not the most addictive or fun of survival games
The Score: 5/10

Final thoughts: “That was weird, I have a headache, I don’t think lava filled shark spike pits are a thing, but they should be.”

Kamis, 10 Juli 2014

The Adventures of Maddog Williams in the Dungeons of Duridian - Quick Review (MS-DOS, Amiga, Atari-ST game)

‘The Adventures of Maddog Williams in the Dungeons of Duridian’ was slightly behind the times at its time of release but is now a fantastic example of a text parser adventure game with a sly sense of humour and some really challenging gameplay. 

Developer: Game Crafters
Genre: Graphic adventure
Release date: 1992
Platforms: MS-DOS, Amiga and Atari-ST
ESRB: E - Everyone.  


The game was released in 1992 though it looks to be from a much earlier time due to not embracing the movement into a point and click interface that Sierra had started using. The game has been re-released as freeware so the original copy protection at the start of the game is now just for show, anybody can play the game for free. If you want to play it, you can pick it up from the developers web site here.

 
The Adventures of Maddog Williams in the Dungeons of Duridian screenshot

The story of ‘Maddog Williams’ is fairly standard of an adventure game; Maddog is an inventor and an antique’s shop owner who goes on a quest to rid the land of an evil wizard called Serik after stumbling along a kidnapped princess and saving her. If you’ve ever played any of the old 'King’s Quest' games by Sierra then you will feel right at home with this one and there are also plenty of humorous references to these older Sierra graphic adventure games.

The Adventures of Maddog Williams in the Dungeons of Duridian screenshot

The controls of the game take a little to get used to, especially the controls during combat as sword fighting is in real-time rather than being turn based. Maddog himself is moved about using the arrow keys and combat is dealt with by Maddog continually swinging his sword whilst you advance, retreat, spin and swipe by moving him about. Aside from this ‘Maddog Williams’ plays very much like a text adventure but with VGA graphics and the game revolves around the use of its text parser to interact with the game world. For those unfamiliar with these a text parser means that the player must type in commands in order to interact with things such as typing in ‘Look at drawers’ or ‘open drawers’ to see what’s inside them. Items that you pick up in the game can be used and combined together to form new ones and this is what constitutes a lot of the in-game puzzles.

The Adventures of Maddog Williams in the Dungeons of Duridian temple

There’s an instant charm with ‘Maddog Williams’ due to its vibrant appearance and interesting surroundings, the storyline is very easy to pick up and your surroundings feel open, flexible and detailed. There’s so many opportunities to die that it’s a little ridiculous and I remember, upon stumbling into some kind of cavern with a girl tied up on the table surrounded by hooded figures, that it would be a good idea to march on over to them. Unsurprisingly I didn’t live through that experience and I was treated to, in graphic detail, what happened to Maddog in text descriptions. I later realized there was a hidden passage within the wall that I was supposed to climb through. The complete lack of hand-holding is actually a breath of fresh air compared to many modern games however and it’s fairly standard to do a lot of saving and reloading with these early 90s games. 'Maddog Williams' felt very much like a point and click but with keyboard support and the puzzles, storyline and overall gameplay experience are all very enjoyable. It’s a shame the same cannot be said for the combat which is clunky, difficult to control and extremely deadly when you’re actually trying to face down an opponent. A very convenient ‘training’ option is available for you at all times to hone your sword fighting skills but I would have preferred turn based combat rather than awkwardly walking around backwards, swinging my sword. 

 
The Adventures of Maddog Williams in the Dungeons of Duridian

Another problem is that usually, in games that utilize text parsers typing, the game would be paused when you type. Unfortunately, in 'Maddog Williams' this is not the case so often you must type commands very quickly in certain situations where time is about to run out. It’s not unusual to have to reload the game multiple times so you already know what you’re supposed to be typing in unless you are extremely good at thinking, and typing, on your feet. The difficulty level of the game is very much set by your own personal skill in not just typing but controlling Maddog and solving puzzles but, with enough practice, these are problems that you can adjust to. Whilst the game’s graphics were by no means top-end at the time I found them pleasant, fairly detailed and very reflective of the overall feel and atmosphere of the game. The audio can be a little rough in places but the music is really quite lovely and, whilst the sound effects are in no way realistic, effort has been taken to make the game world come alive with many sights and sounds. Overall, you’ll get several hours of play out of this game depending on how versed you are with item combination focused puzzles so for hard-core point and click or retro Sierra game players this should be just the right level of challenging. 

The Good:
  • Fairly challenging but not too frustrating
  • MIDI music nicely ties in with the theme of the game 
  • Alternate endings makes for a little replay value 
  • Great humour, very likeable characters 
  • Some very good puzzles
The Bad:
  • Combat far too clunky with weird logic
  • Quite a short game with not a lot of depth 
  • Save game function can stop working, multiple saves recommended
  • Lack of pausing when typing causes problems
The Score: 6/10

Last thoughts: It's a shame they never brought out a sequel, as a free game this is a really fun way of spending an evening and the humour and style is very likeable.  

Kamis, 05 Juni 2014

The Last Door: Collector's Edition - Full Review (Free game/Collector's Edition PC game)

‘The Last Door’ is a door worth opening as what you’ll find on the other side is a solid, spooky and extremely well crafted game that manages to be both horribly unsettling and wonderfully enthralling. 

Developer: The Game Kitchen
Genre: Horror adventure 
Release date: May 20th 2014
Platforms: PC, Mac and Linux
ESRB: Rating pending

Created by the indie company, The Game Kitchen, ‘The Last Door’ is a point and click horror game that borders somewhere between quietly creepy and in your face horrifying. This compelling game will have you intrigued from the start as the beautifully orchestrated music plays and the sharp graphics drop down into a pixelated art style that makes you wonder why the developers have opted for this low resolution feel. Discard any initial reservations you had about its appearances as this is an extremely well made, well-polished game that is more than worthy of worldwide recognition.

Story and gameplay

The game is set in Victorian England and, after an incredibly morbid prologue, your character receives a letter from an old friend with a rather cryptic message on it. Prompted by the potentially serious implications from the letter you set out to Sussex to the lavish manor house that your friend owns but upon arrival it appears empty and abandoned. As you search the estate for clues you’ll uncover dark secrets, skeletons in the closets and a mystery that will only be explained by travelling across the country in subsequent chapters. The four chapters of this game were initially released separately and they still feel like very short standalone games that all follow on from one another, though that’s not a bad thing. If anything the use of cliff-hangers is very appealing as it builds up your anticipation to continue playing and makes the game feel even more riveting. 



The Last Door screenshot episode 1

The use of episodes splits the game into nicely manageable segments as it will take several hours to complete the entire thing though the quality of the chapters does vary and, whilst each episode has its own strengths and weaknesses, the inconsistency makes the problems glaringly apparent. The first chapter for instance excels in atmosphere and emotion whilst being the shortest and easiest of all the chapters. In the second episode there is a greater depth of experience but some of the descriptions of items have been watered down to either simple statements or overly explanatory ones which, compared to those of the first chapter, hinders the feel of the environment. That said, these are very minor issues and as a whole  the game plays fantastically with a strong focus on suspense and anticipation rather than gore and violence. 

The Last Door screenshot episode 1

As is standard in point and click games your advancement is dependent on solving puzzles and, in this case, the puzzles are inventory based. This means that you’ll be frequently be searching for things you can pick up before using them on objects in the environment or combining them into something new. Often, things can be difficult to locate as the pixelated surroundings conceal things wonderfully but by scrolling over objects that can be examined a magnifying glass does appear so you’re not left helplessly confused at what something is. Overall the game gets harder as you progress which eases you very nicely into the game though there’s nothing agonizingly difficult about any of the puzzles. Though you’ll likely get stuck now and then the puzzles are all fairly logical and not in the least bit obscure so, once you figure it out, it becomes painfully clear what you had to do all along. That said, the puzzles are varied and interesting and usually revolve around trying to access some place or another as you’re generally being led on a journey to constantly discover a secret that is hidden. 


The Last Door screenshot episode 2

Something that is particularly appealing is the game’s tendency to change the perspective that you’re playing through by quick insights into other characters or, most importantly, dreams and flashbacks that Devitt experiences himself. This continual shifting results in a richer and deeper understanding of the storyline and also the chance to do something a little different. I imagine that a constant focus on Devitt in the present time could have easily become restrictive and monotonous so it’s a welcomed addition to an already captivating game. Breaking up the gameplay experience through the employment of these dreams, flashbacks and briefly controlling other characters is not the only trick that the developers have up their sleeve as each chapter brings something new to the table. Whilst the first game is just you on your own subsequent chapters add in other character to talk to and the introduction of conversations is surprisingly powerful. Every chapter beginning starts with something shocking or disturbing that’s entirely different to the start of the last chapter so, whilst the game is short, you do cover a lot of ground and are treated to some intimately haunting scenes. The characters are well introduced, have interesting dialogue and talk in a manner fitting of the era. There are a lot of letters and diaries present in the game that you read for backstory and they’re very manageable in length and not in the least bit dull. Often, letters contain clues for puzzles and I enjoy how they not only had an atmospheric purpose but a practical one too.

The Last Door screenshot episode 2

A final critic I have is to do with the controls as in order to pick up items you must first examine them using the magnifying glass. I’m still somewhat undecided about this but the constant need to examine an object with one click then pick it up with another does become fairly irksome and, at the start of the game, it tended to result in me skipping over items thinking I had already obtained them. Of course this error went away as I adjusted but I prefer the option to both examine and immediately pick up things to not necessarily make the game simpler but rather make it less irritating. Other than this the controls are very easy to operate, the camera is perfect and the inclusion of skipping to areas you have already visited by double clicking on the exit saves a few long and boring walks. In a game where you may be stomping up and down the same corridor numerous times, this can only be a good thing.

Graphics and environments

The most important aspect of a horror game is its ability to scare you, or at least make you feel uneasy and apprehensive, and ‘The Last Door’ manages this fantastically partially due to how well the environments are portrayed. Walking through a pitch black corridor with nothing but a tiny light is as terrifying as it would be in any well-made horror game and whilst it could have been easy for it to lag behind its competition it is far from doing so. The environments are extremely detailed, spooky in some places and quite lovely in others. There’s plenty to look at and interact with and great care has been taken to flesh each individual room or area with enough decorational items that simply exist to add to the overall feel of the place.


The Last Door screenshot episode 2

Though you are initially restricted to the manor and its grounds you’ll travel to different places throughout the subsequent episodes and not once will you feel boxed in by limiting environments. Despite the low res quality of the game there are some truly beautiful scenes that are perfectly detailed and perfectly executed. The views of distant rolling landscapes and the layered, overcast skies remind me in turn of an obscure Van Gogh painting in that there’s such little information but the balance of hues and shades still results in a near perfect representation of what it is depicting. History buffs will also appreciate the many nods to the typical Victorian lifestyle and everything from Devitt’s travelling gear to the adornments of the interiors is perfectly in tune with the era it is illustrating. 

The Last Door screenshot episode 2

Low resolution pixelated art styles are definitely taking more precedence in games and it goes to show that graphics simply aren’t everything. If anything I found the retro graphics to enhance the experience of this game as it played on the notion that there was something there, in the dark, something that you couldn’t quite see. The game manages to limit how much you can see, not only through actual darkness but by also removing that customary clearness and crispness of graphics that we’ve come to rely on so much. What this results in is your imagination running a little wild and the game is fully aware of this with as it applies very delicate, subtle graphical shifts that impact the atmosphere in huge ways. For a game to be able to produce a constant unsettling unease whilst not falling back on gore and high definition monsters is, for me, very impressive.

Music and audio

In a game that provides no spoken dialogue it was imperative that all remaining audio was done to perfection, and it has been. The music is strong and intense and, especially during the opening credits, it has this inexplicable ability to instil the feeling that you’re embarking on some dangerous and mysterious journey. During gameplay there are periods of complete and utter silence that may occur when entering a room or between music tracks and, when the music stops, a great sense of danger instantly washes over you. I remember one occasion where, standing in the back of an old school room the music stopped entirely leaving me alone in a silent, dead room. Then came a noise; a noise I’d not heard before in that room despite having visited there several times, it was muffled and distant but sounded distinctly like some trapped animal or cry for help. Without the ability to explore further I left immediately, even after returning to the same spot, never heard that noise again. It’s moments like this that build you up and make you feel like there’s something waiting for you in the dark, behind a corner, something that may jump out at you. It’s extremely atmospheric and these odd little sounds that come out of nowhere, like the tapping on a window, are profoundly powerful.

Overall

This is one of my favourite modern point and click game’s and I thoroughly enjoyed the care and attention that has been poured into it. The variety of environments and perspectives that the game gives you adds an additional layer of detail and stops the game from being repetitive and boring. The story itself is curious with a mixture of themes bordering strongly on the occult but mingled in with the subjects of insanity and madness which is very nineteenth century. You can tell the game is strongly inspired by Edgar Allen Poe’s works not only from the presence of crows who consistently feature in his works but of little details like the bird tapping on the glass in a home owned by a man who’s descended into madness whereas, in ‘The Raven’ the tapping of the raven sent the narrator into insanity. Likewise, the presence of blind black cat in one part of the story is a direct reference to another of Poe’s work; the Black Cat and there are plenty of other bits and pieces in there too, considering Poe was active during the same century the game was set it feels even more appropriate. History aside, this is an indie game with a difference and is well worth a play as it is beautifully orchestrated, wonderfully written and very well designed. You may or may not find it easy and I imagine it depends entirely on how much of the genre you play and how intuitive you are. The Game Kitchen is currently fundraising so they can complete Season 2 of ‘The Last Door’ so there’s plenty more in the pipeline if you enjoyed this fantastic game. 


The Last Door screenshot episode 3


The Good:
  • Very atmospheric with lots of suspense. 
  • Beautiful music, flawless audio.
  • Decent, logical puzzles.
  • Appealing graphical style.
  • Nice range of environments.
  • Layered, interesting storyline.

The Bad:
  • A little too easy in places.
  • Some chapters are weaker than others.
  • Controls can be annoying.
The Score: 9/10 

Last thoughts: I love, love love love, this game and cannot wait for the next season. It would be better had it been longer but they're bringing more out so it's all good.
    ‘The Last Door’ is currently available to be played free. If you want the game with additional scenes and achievements you should pick up the Collector’s Edition of the game instead for just £7 from Steam, here. More details, including where to play it, can be found on their website here.