Summer | Added on: November 20, 2012
Somewhat surprising for this usually excellent developer. This offering was fairly weak. While the story seemed interesting (although *heavily* occultic, many would not care for that, the main character is a sort of psychic who actually casts spells later in the game, although the game calls them "rituals") it was also disjointed and confusing. There were so many elements that didn't make sense, which makes it ultimately disappointing- the end doesn't really explain anything. I felt like I had more questions than when I started. The game played well but it often wasn't clear what to do or where to go next to continue the story, so I had to make heavy use of the hint to show me what direction or what building to go to next. Making the "antidote" was very confusing- I did most of it by accident, just trying things; and I couldn't understand why procedures you knew needed to be done couldn't be done yet. Some parts seemed to be transparent busy work. The puzzles (including some that weren't mini-games) don't do a good job of providing instructions. The pros- The HO scenes themselves were fairly good, clear, and not impossibly tiny, the art has a pleasing comic book look and it doesn't have the horrible English grammar and spelling so common in these HO games, so it was nicely playable, when you knew where to go. It has what all these games need - the ability to skip puzzles, no timer to get in the way of immersion, and unlimited hints, and you can choose long or short hint recharge at the start of the game. The length seems about right, or at least, as long as I wanted spend being confused. Just if you are really wanting a story to make sense, this isn't it. Not only the overall plot but also some technical details tend to be illogical. It was rather funny that in a story seemingly set in the 1940's or so the dialog mentions an "email" being sent, (although the actual message was through some kind of code machine). The term email was coined in 1978!