(Click here to skip intro and go straight to list of titles.)
When the computer magazine PC-Active switched from diskettes to CD-ROMs for its monthly shareware picks, and most people had made the transition to Windows 3, a regular item on these CD-ROMs was "Oberon games" demos. Since they were demos, which I associate with "half-playable games that are a pain to uninstall", I didn't try them out. Two decades later, when I bought a shiny new Acer laptop with Windows Vista 64-bit, the glittery junk software that is always deleted in short order included "Acer Gamezone" and some one-hour game demos linked with the name Oberon: Cake Mania 2, Diner Dash, Dream Day Honeymoon to name a few. As they were pre-installed anyway, I thought I'd try before trashing. It was my first taste of both "time management" and "hidden object" games. Finally, I picked up some games from a supermarket bargain rack, which had a little "Oberon" logo on the box. Third time's the charm: I was hooked.
Soon, my computer was taken over by cute little icons.
The games I bought installed more one-hour demos and referred me to the online game sites "Games voor iedereen.nl" and "Break for Games" (see the links), while the actual games were made by yet other companies. After some surfing, I figured it out: Oberon Media is the umbrella company collecting a large number of very similar games from a variety of gamemakers and selling them from its own game site and through outlets like like Sandlot Games, Acer Gamezone, and the two sites mentioned above. This company specializes in "casual games": non-open-ended Flash-like games that are played out in a matter of days, after which new games can be bought cheaply online. And you get what you pay for: the games are never original but always a variation on some existing game, the similar format means "play one, played 'em all", and the translations for the Dutch outlet range from poor to awful: the "hidden objects" games sometimes have incorrect object descriptions, while spoken/written text is stilted.
So, if the games are so unoriginal and recycled, why am I hooked? Because Oberon uses a very simple, successful formula. In today's overcrowded computer game market, games have to be very impressive in both graphics and gameplay to get any attention; they preferably have to be open-ended to keep that attention; and they end up pirated or bitten on the butt by their success because people won't buy new games since they're still enjoying the old ones, or can't afford the hardware that the latest super-duper game requires. This while the revival of retro games shows that the consumer appreciates simplicity. The Oberon games are simple. They go back to the old linear concept: play game, solve game, buy new game. The pricing is low, encouraging buying and discouraging piracy (which doesn't hurt as much for low-priced mass-produced games anyway). The games are designed to make gameplay a satisfying experience. They are relatively easy, which does wonders for my self-esteem. They have beautiful graphics, amusing sound effects and often a historical setting and/or background story to give some meaning to the game. Many are puzzle games, incorporating one or more puzzle game types from the previous pages. In the "hidden objects" genre, my favourite, the rich, lustrous graphics and the ambient background music combine to make a "chill out and enjoy the scenery" game.
The games can be bought online for, on average, $20 or less at Oberon's game site or the sites of its affiliates, like Acer Gamezone and the Dutch site "Games voor iedereen.nl". For members - people who subscribe for a monthly game of their choice - the price is on average $10 per game, and the ones I fished from the bargain bin were cheaper still. They can be downloaded as one-hour demos, and activated (the time limit is removed) by a code emailed after payment. Oberon's site has the most titles to choose from, Acer Gamezone has a smaller selection but some combi packs that I didn't see on Oberon's, and the Dutch site has the least titles (translated, so I wouldn't want them anyway) but at least it will show the games in alphabetical order for easier browsing. There is a "UK" page on the Dutch site which has more titles (they didn't have to be translated!) and even some titles, like Glyph 2, that I couldn't find on Oberon's site (too old? ditched?). Since only Oberon's site has all the Dream Chronicles games, I subscribed for a year at about $7 a month and $7 more for any additional games purchased. Where the demo is downloaded from doesn't seem to matter: I used an activation code from Oberon to register a demo downloaded from Acer Gamezone (for a title they both carried, obviously). The Dutch site uses a different system of codes and also installs a "Game Center" to run games from. I'm glad I opted for the main distributor, although I wish (as with all companies I've bought software from) that Oberon would stop spamming me. (The handy opt-out button in the mails has no effect.)
Of course, these games need the most generic, widely used platform there is: Windows. The requirements on the box start at "Windows 98SE" (probably for its DirectX version) and go via "Windows 2000" to "XP". The oldest game I bought even needed a CD in the drive, a by now archaic form of copy protection. If the computer has good graphics drivers and the DirectX version is right, they'll work on any current Windows version. The reason given for the one-hour demos is that players can test whether the game works on their computer. All games I've tried so far work on my new-ish laptop under Windows 7. Games may run slowly, though, especially those that use DirectX 8, and they may even hang. My solution (doesn't work for every game!) was to find the game process in the Task Manager and give it a higher priority.
And yes, under Windows, that is my username. Bleep you, Microsoft.
By accident, I've found that the process hogging all my resources is the Windows process polling for network connections. All networks under Windows have now been deactivated, and are reactivated only when I need to go online to redeem a game. As a result, all games now run smoothly.
If I can't complain about the games' requirements, I do have a problem with the way they install. Unlike most modern Windows users, I like my OS on C: and programs on D: or other logical drives. The oldest game (needing a CD in the drive) asked me on which drive to install, where to put a shortcut in the program menu and whether to add a desktop shortcut. That's how it should be done! The game from "Break for Games" also lets me choose a drive and path, but nothing else, and when I let it install the extra demos, it puts them on the C: drive. "Games voor Iedereen.nl" will let me choose a drive and path for the games and demos, but puts the Game Center that is needed to play all games and keep track of what's registered in "C:\Program Files\OXXOGames", and moving the Game Center to another drive means that some games will no longer start. And even though games can only be run from the Game Center, the installation will still, without asking, clutter the desktop and menu with separate game icons.
Acer Gamezone is even worse, plonking everything on C: and adding shortcuts to the menu - but only one portal link to the desktop - without asking anything. Oberon, which won't even let me download the whole game for offline installation, but instead downloads a tiny instruction file that then installs the real game while I'm online, and lets me hunt for the installation executable somewhere on the C: drive, does that and worse: I do get a desktop game icon, and the only "choice" Oberon offers, and which is ticked by default, is whether to install unwanted spam-enabling junk along with the game.
No, a full install should not mean having your browser tampered with.
But then, the main Oberon site seems to be for stupid users who want everything done for them. I've already mentioned the neverending spam mails, but when Oberon Media announced that it was going to move to a different site, it also advised customers to pay for any demos they had installed before their accounts were migrated - I suppose because the demos are hardcoded to connect to the old site when I click the Buy button, and of course I totally could not manually enter the URL of the new site in a browser and look for the game there!
Update: as of autumn 2011, the Oberon site is now called Casualgames, while Acer Gamezone has become I-Play. And now installs in the same style, see screenshot below. An Oberon install is still messier, though: it disguises what's being installed and how this affects the registry, making it harder to transplant the game to D:, and the screenshot below shows me reinstalling the Acer Gamezone (now I-Play) version of a game that I'd downloaded from Oberon, tried to transplant, failed, and uninstalled as completely as possible (causing two demo timers to be set to 0 again, a chance for extra screencaps of expired demos), after which I installed and transplanted the I-Play version instead.
Acer Gamezone, how could you.
Most Oberon games fall into either one of the following puzzle game
categories: hidden object, match-3, tetris, adapted board or card game, or a
combination; or the main non-puzzle category: time management. Other non-puzzle
categories are: arcade, side-scroller, simulation game. The graphics also come
in different types: painted/photorealistic (perfect for hidden objects),
cartoonish like a flash animation (good for the busily animated sprites of time
management games), or dopey Pixar-like 3D. It's generally easy to make a screen
capture with the PrtScr key, although sometimes the captured screen is black.
For most games, this is because I Alt-Tab to the desktop to paste the screencap
into a graphics program, and I have to exit and restart the game, but there are
games that, for some reason, are impossible to capture. Below are descriptions
of the games I've played, either to the end or as a demo, the latter meaning
that there might be more to the game than I can say. Screen caps are included
when possible, but mostly in the form of thumbnails: click on the small graphic
to see the bigger one.
Games by category (these do not necessarily match the
categorization on the game sites):
| Mahjongg Artifacts | Jewel Quest Solitaire | Jewel Quest Solitaire 2 | Jewel Quest Solitaire 3 |
| Mahjong Memoirs |
| Ocean Express | Puzzle Express | Green Valley | Age of Emerald |
| Cradle of Persia |
| Wedding Dash | Diner Dash | Farm Dash | Cake Mania 2 |
| Mystic Emporium | Turbo Fiesta | Go-Go Gourmet: Chef of the Year | Diner Dash: Hometown Hero |
| Chinese Temple | Supercow | Fairy Godmother Tycoon | Eye for Design |
| Artist Colony | Tradewinds Odyssey |
Hidden object games, also called I-spy games, are screens on which many objects are superimposed, often on a deliberately cluttered background image - if the collection of so many objects isn't cluttered enough in itself - and the player then has to find these objects and click on them, which will be rewarded with a little animation and sound effect, and possibly points or, if the player finds a number of objects quickly one after the other, an extra hint. Hints may at any rate be necessary for the first-time player, because the objects may be hidden in the most devious ways: lined up to match a background colour, shape or pattern, almost completely covered with something else, almost transparent, recoloured to match the background, or shaped out of clouds, shadows or snow. (This is why I always play with the laptop plugged in, so the screen is at maximum brightness; on a dimmed screen, such objects are easy to miss.) Even if the object is in plain sight, its description may throw the player for a loop: "ten" may be the number 10, the word itself, or an X (Roman numeral), while a "dog" may be an actual dog, a stuffed dog toy, a picture of either, the little dog depiction on a "No Dogs Allowed" sign or even the word "DOG". And that's without taking into account words with several meanings, like "pitcher" or "bat", and, a great favourite with hidden object games: "king", "queen", "club", "spade", "knight", that can refer to chess and/or cards. If trying to guess what object such a word refers to isn't enough, the object description can be a riddle, like "waters plants" or "fits on head". The objects the player has to find are generally listed on the left or at the bottom of the screen, generally in writing - by name, or as riddle, or as multiples: five "planes", each of which can be an aeroplane or a paper aeroplane or the tool that shaves planks - but sometimes as silhouettes. Or the description might be a general instruction: everything that fits with a certain theme, or doesn't belong in a room, or has a duplicate of itself in the same scene. Apart from the usual wide screen, there are split screens where the player has to click on the differences; or the objects are invisible until another object (like a "lens") is dragged over them. There are often many more objects hidden in a screen than the player has to find: the object lists can be randomly drawn up whenever the screen is loaded, so the game won't be the same every time it is played.
Though sometimes line drawings, the objects are most often photographic, probably 3D objects that can be rendered in various positions and resized to hide them better. The same object can be used in more than one screen, which can be annoying when, in screen 1, I've looked fruitlessly for a "lobster", and in screen 2 the lobster is staring me in the face, only now I'm looking for a "parasol". I suspect there is a pool of such objects shared by all game companies, because sometimes objects from one game will pop up in another. I also suspect that the game company employees take a devilish pleasure (or just a purely aesthetic one) in arranging these collages.
The object search is always (I haven't seen any exceptions yet) linked to a narrative to give the player a sense of progression. Detective stories, with their emphasis on discovery, are ideal, but the first game of its kind that I played was about souvenir-hunting during a honeymoon. Per stage in the narrative, a game may have several search screens available so that the player, being stuck on one, can switch to another and back before time runs out. Almost every hidden object game has a timer, and every game that I've tried has penalties - usually, losing a hint - for too many wrong clicks.
This is my favourite type of game, so this list will be longest. It strikes
me as the kind of game that's good for children, training their powers of
observation while improving their vocabulary (even adults may come across words
unfamiliar to them - I had no idea what a "dowel" was) yet still challenging and
entertaining for grownups. On me, it has a therapeutic effect, because I am the
kind of idiot to miss things that are staring me straight in the face, and panic
if I don't finish something fast enough.
The Dream Day Wedding games:
The games are listed in chronological order: it starts with a wedding planner
making sure Jenny and Robert have a "dream day wedding"; going off to their
honeymoon, they leave her to arrange the weddings of two friends, during the
second of which she meets a new prospective client. Ironically, the game that
started it, Dream Day Wedding, was the last one I played. A "vintage"
(ie. old) game, it was available both as a separate download and part of the
Romantic Discoveries bundle. I can recommend the latter, as the former was
apparently too old for my system, because the background music crackled
annoyingly, a problem that still does exist, but is not as extreme, in the
bundle version. It has an option for "software 3D rendering" which may explain
why I couldn't make screen captures. Having bought the bundle and played the
game out to its end, the best way to describe it is as the less glamorous but
still psychedelic sister to Dream Day Honeymoon. I know this game started
the series and as such has a status of venerable pioneer, but can say that as
the series progressed, it improved - a lot. Apart from the flower shop, the
scenes are almost ugly, and the total disproportion of objects - a matchstick
can be the biggest object in the screen - a bit jarring. Sometimes, there would
be two of the object listed, and where later games would list "2 keys" this one
lists "key", and the first key found, goes. (This is echoed in Honeymoon's hotel
room, where I have to find five hearts, and there are six.) And the music would
start to crackle after a while, so I'd either lower the volume, or quit and
restart the game, or endure it. So, to describe them in the order listed:
Dream Day Wedding, while playing chamber music and showing shop
settings rather than tropical resort scenes, is of the same quality as Dream
Day Honeymoon, which sadly means the scenes are slightly blurred as they
were clearly made for lower resolutions. Instead of Birds of Paradise it has
Bluebirds of Happiness, like little oil paintings with red smears on their
chests. The hints are arrows shot from a Cupid statue to where the item may be
found and then rising in a cloud of hearts, which means I still don't know where
exactly the item is!! These problems have been fixed in subsequent games, that
have crisp, clear graphics and clearly highlight the item sought. Lastly,
although Wedding has less items per screen than Honeymoon, the
proportions are even more off, one pen in a shop being "hidden" by having the
size of a tree trunk.
The first of the Dream Day Wedding games that I played, and that made me want
to collect the sequels, was Dream Day Honeymoon, the first Acer Gamezone
demo I played on my brand new laptop before chucking the lot. I hate anything
with the words "wedding" or "honeymoon" in it, and so decided to tackle what
looked like the worst game first and save the better ones for later. It was
certainly not what I expected! In a scene that looked like a psychedelic
children's colouring book, I was, to make the game even more childlike, asked to
find a list of objects camouflaged by the background, against a soothing
soundtrack of touristy Hawaiian music. This was my first encounter with hidden
object games. What makes the screen look psychedelic is not just the many hidden
objects, but the fact that they have been resized to fit, so that a giraffe may
be tiny, while a matchstick may be the biggest object in the room. The best part
of the game was the Birds of Paradise, three per screen, which would give me an
extra hint for every five birds collected. They let out a little trill when
clicked on, so collecting them was fun whether I needed the hints or not.
While the first newlyweds are honeymooning, the wedding planner already has a
double new assignment in Dream Day Wedding: Married in Manhattan. The
background music is largely absent here, replaced by ambient sound, like the
traffic and occasional cry of "taxi!" outside the Cloud 9 travel agency. Apart
from nicer and more proportionate graphics (the Honeymoon scenes made my head
ache sometimes, especially Cap'n Dave's boat rental scene) and less oily
Bluebirds of Happiness (they look like painted cels here), this game also has
more minigames alternating with the object searches; where Honeymoon had
only a matchgame, Married in Manhattan has pipe and domino games and lets
the player locate the lists of objects by solving simple puzzles.
Dream Day Wedding: Viva Las Vegas, where the player has to arrange a
marriage in situ while staying in the same hotel as the engaged couple, replaces
the birds with dice and creatively uses the casino for minigames. A new and
clever twist is having the item list in a foreign language - Italian, for the
ice cream bar - until the player finds the dictionary. For the rest, all games
work the same way: there is a total number of objects to find per game stage
which may be one or two less than the total number of items on the to-find list,
so it's possible to skip particularly invisible items, catching a ringing phone
on time may add or subtract items from the list, the game stages are separated
by puzzle games, and every so often, after the player has become familiar with
the locations, there is an "emergency" game in which the player has to find the
list of items in about four minutes in a version of a location where all the
items have been rearranged.
The birds are back (and oily again) in the latest and best game so far,
Dream Day Wedding: Bella Italia, starring in the intro. It opens with a
flight scene and blue birds opening a book, turning the pages. This book forms
the storyline, each turned page meaning a new chapter, with one or more search
scenes and/or minigames, starting with a cellphone giving a spoken message as
introduction. And yes, being a modern game, this one has voiceovers, though not
to a tiresome degree. Another modern feature is hidden objects that are not in a
static scene, but hidden under other objects which have to be dragged out of the
way - easier for the gamemakers, as more stuff can be hidden in a smaller
space, but annoying for the player. A nice new technique, though, is the zoom: a
click on a swirly bit of a search screen expands that area into a new search
screen. Some puzzle games require a heretofore unheard-of amount of dexterity:
getting the rings etched before the battery runs out took several tries. There
are three playing modes, Carefree (no timer), Classic and Experienced (longer
lists of objects to find, puzzles non-skippable), of which the last has to be
unlocked by finishing in Classic mode at least once. In the timed games, finding
items in rapid succession buys more time on the clock, and increasingly praising
comments. Sadly, the hints are nice and vague again: an arrow exploding into a
fuzzy circle, at the centre of which, if I look closely, I may find what I'm
looking for.
The story: in response to a call from a client she met in Las Vegas, our
intrepid wedding planner flies to Italy, almost losing baggage at the cluttered
airport, stays at a sumptuous hotel with operatic background music while helping
him propose to his Italian sweetheart, then goes to her parents' mediterranean
mansion to prepare the wedding, including the picking and sugaring of almonds,
while they vacation in Florence. Everything goes wrong, of course, and is set
right at the last moment. The family love her efforts so much that they offer
her a holiday in Capri, which translates to a beach scene search screen with
three zooms. A perfect game for those who crave a holiday in Italy, but don't
have the money to go there. Unlike the demo, the bought game let me make
screenshots:
For the avid collectors, there is now a six-pack combining all the Dream Day
games. The sixth game being, I assume, Dream Day Wedding: First Home.
Since that game must have come out shortly after the disappointing starter of
the series, I no longer regret not having waited long enough for the 6-in-1
bundle to come out. That game is available both on its own and in other bundles,
anyway.
Nora Roberts: Vision in White from the Bridal Party
Bundle - 2 in 1
The first time I started the game, I was treated to a badly lip-synched intro
by the book's author, thanking the game company for having made her novel into a
game. Eep. Fortunately, the game has very pretty graphics. The main character is
"Mac", a bridal photographer working for a company called (wat a witty acronym)
"VOWS", discovering the love of her own life on the job, and giving comments on
each scene in a laid-back drawling voice. I've heard worse voice-overs, although
I still click through them as fast as possible. The background music is also
very laid-back and peaceful. After a sugary childhood scene of her snapping pics
of a pretend wedding, the player sees Mac's cluttery office and house, the
decorated hall where the wedding will be held, and the snow-covered grounds,
since the story plays around January, in daytime and, magically, at night. The
hints are plentiful (collect the craftily hidden doily-like letters of "VOWS"
for an extra one) and instead of getting a hint for whatever item in the list is
still unfound, I can choose. After finding all the items, a "snapshot" is made
of the screen. It is possible to switch to a custom mouse cursor, although that
slows the game a bit.
Having bought the game, I found out that it has nothing to do with the Dream Day games and is more like a slightly cheesy romantic
paperback. Mac has issues with her parasitic bitch of a mother which prevent her
from emotionally committing to the "sexy academic" that just stepped into her
life. Not wanting her to drawl the word "sexy" again (she does it more than
once) I turned off sound and, for some scenes, the embarrassing "ooh aah" music.
The BGM is not always peaceful; it blares when the employers of VOWS, all pretty
women of marrying age themselves, rent a limousine to paint the town red and
are, apparently, the hottest chicks in the club. After this overload of stiletto
heels and champagne corks, it's back to the mansion where they work and live,
and Mac, agreeing to come to the academic's house on a date, finds the list
drawn up for him by a more dating-savvy friend, that starts with "Shower .. wash
ALL body parts!" Inquiring minds do not even want to know. This game is saved by
its pretty graphics, because otherwise, urgl. It ends on the announcement of a
sequel: Bed of Roses, which I might just want to avoid.
Fabulous Finds
This was one of the games bought at a discount in the supermarket. The story
goes: someone's "aunt" (very friendly neighbour) has willed her a fabulous house
in California. The problem: the house is a bit run down, and there are taxes to
be paid. In a letter, the aunt advises her to collect the junk that's been
gathering in the house, and hold junk yard sales. The aunt also tells her to use
a "lucky ring" when she needs help: clicking on this ring gives hints. After the
introduction of reading the will, deed and letter, the player is shown a map of
the house with its various rooms, and told which room is open for searching. A
look at the local newsrag tells the player what the yard sale theme will be, and
then the search begins. The objects are not disguised, as in the Dream Day
games, and relatively easy to find. When they have all been found, they are
scooped up in a cardboard box, and the yard sale can begin. This is the harder
part of the game; animated stereotypes walk into the yard, and a list of cue
cards to the right tells the player, in riddle form, what buyer to drag to which
item before the buyer loses patience and stamps out. I could guess most
stereotypes, but for some I just dragged all guests to the item until the right
one bought it. The money made in the sale is then used to redecorate the now
uncluttered room according to instructions, which, if done correctly, gets the
player an extra hint. When the game has been played out, the rooms can be
redecorated at will.
Mystery of Unicorn Castle
This was another game bought cheap in the supermarket. A Dutch translation,
it has some spelling and vocabulary mistakes, as well as rather wooden dialogue.
The objects are mostly not disguised (made half-transparent, recoloured etc.)
but there is much variation both in the style of object-finding, and the little
interim games. The story: Jane Morrisson, an average American girl who has a
recurrent dream about unicorns, is summoned to England after the death of a
relative. There, in a castle which will go to the person who solves a certain
riddle, she meets the other contestants: a wealthy young couple, as well as a
police officer, a scholar who hopes to access the castle's library, and the
creepy butler. The scholar asks if anyone would like to help him with his
research; of course the pooch-toting rich woman declines, and the humble Jane
accepts. Apparently there is a unicorn legend that is connected to Jane's dream,
and she will have to find a secret entrance, forge a broken sword, mix a potion
and rescue everyone else (including the beloved pooch) from both the
castle ghosts and the creepy butler. The story is flimsy but ties the scenes
together well enough, the music is pleasantly eerie yet with mundane sound
effects (footsteps, ringing phones, smoke being exhaled in the smoking room) and
of course the castle is the kind of extended musty attic I would love to
inherit. The object-finding takes the following forms: straightforward finding
using a list of descriptions: finding things in a dark room (first, find candles
and matches to light them), finding things using their outlines, finding
doubles, finding different objects with the same description (as in the butler's
room where the player has to find only keys, and these do blend very well into
the background), and clicking on the differences in apparently identical
screens. Hints are dispensed by the ghosts swimming in the blank photograph
above the item list.
The minigames are adorable. Jane is constantly having to pick locks, whether
by solving a pipe game, playing match-3 with animal masks, or arranging silver,
bronze and green cogs. Or something is broken, and she has to put the pieces
back together. The match-3 game is particularly hypnotic: the eyes of the animal
masks light up every so often, and when three or more masks are lined up, they
start to spin and then disappear with a whoosh. There are two endings: Jane
defeats evil and everyone lives happily ever after, or Jane takes a potion of
eternal youth and has to spend the rest of her life isolated from humanity. Both
good to me.
The Count of Monte Cristo (demo)
While I like having games on CD rather than as downloads, the supermarket
games found it necessary to install demos of other games. One of these was the
Dutch version (spelling and vocabulary errors guaranteed) of the game adaptation
of this famous novel. What did I see in the 60 minutes playing time: a crudely
drawn comic telling me about the implication of Edmond Dantes in some plot, and
his subsequent arrest. A screen where I can choose various locations to
"question" various suspects, that is to say, find a lot of objects in various
scenes. The graphics have the right historical and yet slightly bizarre feel to
them. There are maps to be puzzled together, and in a dark cave I can try to
find gems for more hints.
Insider Tales: The Secret of Casanova (demo)
This too was a demo installed by a game on CD, and also a Dutch translation,
although I can't recall any glaring arrors. Of the demos off CD, this was the
one I liked best for its graphics and story - of course, that was before I'd
found the Oberon game site and the Dream Chronicles games. An Italian...
detective? art student? is given a message to come look up the secret of
Casanova. Arriving at an office, she manages to find a diary and a heart-shaped
locket with bits missing inside. These bits will have to be retrieved from four
capital cities renowned for their beautiful architecture: Prague, Venice, Paris
and Rome. The one-hour demo time is just enough to finish one of these four
expeditions. I remember having to put together a breakfast for a security guard,
"repair" a telescope and let the beam of light it focuses fall on the
sought-after object, and move a "magnifying glass" over a scene to discover
otherwise hidden astrological symbols. And of course there is general
object-finding, in a Parisian street, a jeweller's shop and a garden with an
adorned statue in it. If the Insider Tales appear as a bundle on the Oberon
site, I will definitely buy it.
The Dream Chronicles:
The Dream Chronicles games have the following formula: a woman wakes in a
dream-like state. Someone has cast a sleep spell on the world and the woman has
to put things right while walking around in surreal surroundings. There are also
dream jewels to complete, by collecting the gemstones that fell out of them;
through the succession of games, these become progressively less significant.
My first Dream Chronicles game was Dream Chronicles 2: The Eternal
Maze from Acer's Goodie Bag Bundle - 3 in 1, and because I thought
the other goodies in the bag weren't all that good, this one was paid for last.
When I redeemed the 3-in-1 bundle that contained this second game, I saw that a
Dream Chronicles bundle containing the first three games had been released.
Argh! Now I have three game icons instead of one, and two extra games that I
don't like. It was a search for the other Dream Chronicles, though, that
prompted me to become a platinum member of the Oberon Media site, since it had
all the games in the series. Not quite a hidden object game, The Eternal
Maze struck me as a graphical version of a text adventure, with lots of
little puzzles to solve, and, of course, graphics, lovely graphics. Dream-like
graphics. A perfect game for anyone who wants to escape from grim reality.
The first game is essential to understanding what's going on in the other
games, though not to enjoying them. It is easy, as despite the absence of hints,
if there is no mouse activity for a while, the next findable or otherwise
clickable object will start to twinkle. The ironically named Faye wakes one day
to find her husband gone. She doesn't know that her husband, bearing the manly
name of Fidget (his own father is called Tangle) is - that's what makes her name
ironic - a fairy. Not only has Fidget disappeared, but their infant daughter
Lyra is fast asleep and won't wake up. The cause of this: Lilith, Fairy
Queen of Dreams, who has come to collect the man promised to her in marriage,
only his parents decided that he should be allowed to choose for himself, and he
married a human instead. Fidget, who feared the day would come that Lilith would
abduct him, has left Faye a diary of sorts to help her find him. While she finds
ways to get into her daughter's room, her inlaws' house, and finally Lilith's
domain, she must also collect the pieces that have fallen out of the dream
jewels Lilith has stolen. These are not important to the game, but the
percentage of completed dream jewels is part of the high score. As each piece is
clicked on, a sometimes humorous message appears to say what fairy made this
stone. The fairy family is a very extended one, and the departure of Tangle and
Aeval - king and queen of the fairy realm, no less - has caused such upheaval in
their world that Lilith feels she is only doing the right thing in collecting
her husband to restore order. Even allowing for the fact that this is supposed
to be a dream, Faye's own human village called Wish looks like something
straight out of a fairy tale, making the line between human and fairy very thin
indeed. The game ends on a cliffhanger, as Faye arrives at Lilith's mansion only
to see a dim outline of her beloved Fidget before he is whisked away again.
The second game starts in the "prison" (limestone pit with greenery) that
Lilith has sent Faye to. Aeval, her mother-in-law, speaks to her through the
plants, promising to guide her and urging her to hurry before Fidget loses hope
and marries Lilith, although the scenery is so pretty and the background music
so soothing that I'm tempted to linger. Some puzzles and two dream jewels later,
Faye is in the musty maze that the game is named after, to return to the mortal
world, find a scientist-turned-plant called Merrow, and go to the Tower of
Dreams where her husband is kept, and possibly her child, who, Aeval reports,
has been whisked away also. This time I have to pick up not only the precious
stones, but also the dream jewels they are set in; there are eight, much less
than in the first game, but they do contribute to the score, and each completed
dream jewel gives a hint. Some dream jewels vary per game, so in one game I
start with a snail, and in another, with a lizard. Completed dream jewels also
let me piece together some fairy lore, one of them foreshadowing the next game
by telling me that Lyra may be the Chosen Child. After more puzzles, including
the gathering of instruments and musical scores for a little concerto, Faye
finds Fidget, but Lyra remains missing.
The third game again completely switches scene: Brennan, a dedicated
seamstress who keeps a dream journal, lives happily in an absolutely magnificent
tree house. Until, one day, the image of Fidget appears to her via a crystal
ball. Finally, I get a look at this husband of hers to see if he's worth all
that trouble, because, really, I would have difficulty leaving that tree house
to go back to my old life. Brennan is guided by notes left in various places to
the nexus, a place from where she can teleport to various locations, like the
herbalist's house where she can brew a potion to restore her memory. (Warning:
collecting items ahead of time here means not being able to find vital items
later.) The dream jewels play a part in this: it is by arranging them on the
nexus control panel that the player can access new locations. They are also
quite prettily designed! Part of the game is finding a way to forge new jewels.
Thanks to the nexus, the game goes all over the place and ends in the underwater
fairy retreat where a pregnant Lilith is resting, and where I play the organ
more than is necessary. Since for once she is not the villain of the story, she
gives Brennan/Faye the last bit of information needed to finish the game.
The Book of Air starts with an intro showing images from previous
games. It is Lyra's 18th birthday, but just as she is about to receive a present
from her grandfather, surrounded by birthday guests, she is transported to a
deserted dream version of her village, Wish, and the box granddad had meant to
give to her plops down out of thin air. (Anyone who has played the third game
knows who's behind this.) It is up to her, like her mother before her, to solve
all the puzzles, aided by her grandfather's notes and, this time, an actual hint
button. To start with, she must break into the school, do some deciphering, and
find a way to the ornate airship (hence the title) that her father made. This
airship is shown in the game menu, with sounds of stones grinding together as
concentric circles revolve around it. Then, she must find the Keeper of Time,
and travel to three areas to find three keys. On her triumphant return, she sees
dark clouds gathering over Wish: this is another cliffhanger. The ship is,
amusingly, fuelled by a session of SameGame with pebbles, and the dream jewels
are mere colourless shards of diamond that will activate a new power if enough
of them are collected. Being a newer game, this one sadly has voiceovers,
although they are bearable to listen to. I keep the sound on at any rate to I
can hear the fairy tune once Lyra has remade the musical scores. As she says:
beautiful music. The game can be played in hard and simple mode, but the final
brain-breaking puzzle at the end (even if only because I don't know what to do
with these heads and chalices) is the same for both. Hint: find the plank
combination that goes with each decorative bit of metal, and place on wood
accordingly.
Laura Jones and the Legacy of Nikola Tesla (demo)
This is a game I only found at Acer Gamezone, although it may have turned up
at Oberon's site since. There are several Laura Jones games, following what
looks like a nine-year-old girl and her pet possum on their adventures, but from
the irritating voiceover and the equally irritating bag full of junk plus
cellphone that I'm supposed to rummage around in, I gather that Laura Jones is a
teenage bimbette, to make it worse: from America. Why this is bad is that she
has gone to her grandmother in Europe, that faraway fairyland (from the target
demographic's point of view) to find out about Nikola Tesla, the famous inventor
who was sooooo popular with women. Reality check: Tesla lived in the USA, was an
obscure and impoverished inventor who basically had his inventions stolen by the
FBI after he died (and by famous "inventor" Edison while he lived), and was
unlikely to ever have interested a woman; since he is rumoured to have been a
germ-phobe, I doubt he even wanted to. The game puzzles are like kiddy howtos.
Add that to the irritating main character and the falsification of history, and
I had no problem deleting this game mere moments after installing it.
The Mushroom Age (demo)
I had high hopes for this humorous time-travel game, but it has exactly the
same problems as the Laura Jones game: dumb lead,
annoying voice-over, irritating puzzles and misinformation. If you've noticed
that so many main characters in Oberon games are female: that's not feminism,
that's the eye-candy factor. Apart from characters like Faye from the Dream
Chronicles games that never come into view, characters are designed to look and
act ditzy, and in case players don't realize this is supposed to be attractive,
the game itself will remind them. If Laura Jones was a teen with the face of a
nine-year-old, this lead character who acts like a teen is supposed to be
engaged. She goes to the lab of Dr. Einbock, who is a dead ringer for Einstein,
to investigate the disappearance of her fiance (maybe he's on the run from
having to marry her?) and the professor instantly faints because this charming
young woman reminds him of his deceased wife. Brought round by the scent of
lilies, he has her help him activate a cellphone-like time machine that will
transport her back and forth through time to find the missing assistant. Whooo,
travelling through time is like riding down a Magical Colon, and it's not
everyone who gets an audience granted by Nostradamus, but every hidden objects
puzzle has objects that need to be moved - I like my scenes static, thank you -
and when she cleans a T-rex's teeth and tells it to avoid tooth decay by going
vegan, my jaw drops with a clunk. Firstly, carbohydrates are what mouth bacteria
feed on, and what foods contain carbohydrates? Exactly: vegetable-derived foods.
Animals store their energy as fat, and no matter what the other disadvantages of
animal food, it won't make your teeth rot. Secondly, the division into "do eat"
and "don't eat" food, a transparent ruse to scare the T-rex out of eating the
girl, includes a flying saucer (made of metal) on the "animal" side and a
cake (presumably made with eggs and butter) on the "vegan" side. And if cake
won't rot your teeth, I don't know what will. Game deleted!
Magic Academy (demo)
This is an older game from Nevosoft Positive Games, the company behind The Mushroom Age. Uh-oh. Still, I got as far as the oracle,
within the demo's time limit, without being offended. I can see the game is
older because the screen is fuzzy (meant for lower resolutions), and without
moving objects or voiceovers. I can also see the gamemakers were still learning
the language (a surprising number of game companies working for Oberon are in
non-English-speaking countries, possibly to keep costs down) because the English
is a bit stilted, and an hourglass is called a "sandglass". The game gets around
this by alternating item lists with silhouettes of the hidden objects. The
background music is soothingly generic-fantasy.
The story: Annie, the sister of Melamori, who looks like Harry Potter (or
Ernie Eaglebeak, for those who remember the Spellcasting 101 text adventures) has
disappeared. The search for her starts with helping the local Dumbledore. I like
"wizard school" games, so this one is on my "buy" list.
Haunted Hidden Object Bundle - 2 in 1:
My, my, my. The graphics of Deadtime Stories (play on "bedtime
stories") are incredible even by Oberon game standards - too bad the game
wouldn't let me make screencaps, so the left half of the game launch screen will
have to do. Ooh, that colourful clutter in the magical weed patch, the kitchen,
the basement. And the creepy background music, hoooo. Tracing the life and death
of a voodoo woman in last century New Orleans - a newspaper snippet mentions a
Germany on the verge of WWII - it is mostly ghostly chanting around the woman's
house and garden shed, the swamp and the house of the evil person who asks for
her services, but inside the pharmacy it tails off into a scarily jazzy tune.
The little upstart in the top hat is Edward Black, who has personally designed
the cemetery he invites the player into, and points out the grave of this
installment's main character, whose story will retell itself as the player finds
objects and brews potions, through cut scenes with - argh - voiceovers. The
voices are bearable and fairly authentic; still, I turn off sound effects (which
includes voices) except when solving the piano puzzle. An evil woman, said to
murder her servants, wants the local voodoo woman to curse a newcomer for
getting invited to "all the best parties". She agrees to pay a princely sum of
150 dollars, but in the end pays only 25. The voodoo woman takes revenge, but
her revenge also means her own end. The game is full of ghosts and spirits, and
there are grinning voodoo dolls at the bottom of the game screen.
Dr. Lynch, on the other hand, is a sceptic whose reaction to all ghost
reports is "bah, humbug". Since his book sales have dropped, he needs a new
ghost story to debunk. Coincidentally, a ghost has been seen at an excavation
site near a charming Cotswolds village, where the excavators have taken turns
watching at night to find out who's behind the constant sabotage attempts. This
game's setting is very British, like the Agatha Christie games
below, making this a more relaxing game to play, even though this game has a
timer and Deadtime Stories doesn't. Also like the Agatha Christie games,
it takes the form of an investigation introduced by a drawn comic and divided
into stages, each stage followed by an interim puzzle that gives the player an
extra hint if completed. Per stage, there are several locations to find objects
in, and as the investigation progresses, the player has less time to find
everything. Neither the saboteur, nor the ghost, nor even the local vicar are
what they seem, and what should be a tense case - there are three murders - is a
delightful wandering from prehistoric standing stones to formal garden to tea
house to pub to souvenir shop, pictured below. For each completed level, one of
the characters offers some comment or insight on the case, and they, like their
surroundings, are so stereotypically British that I was surprised by all the
Russian names in the credits.
Agatha Christie Bundle - 3 in 1:
These three games, I assume adaptations of Agatha Christie novels and
featuring Belgian detective Hercule Poirot, illustrate the development of hidden
object games, though fortunately stopping short of voiceovers. The first game
(fuzzy... low resolution...) has slideshow interludes imitating cinema in the
silent film days. Suspects can be interrogated between investigations. The
investigations have several stages, with timer and several scenes to find
"clues" in, time getting shorter for each stage, and games between stages, as in
Dr Lynch - Grave Secrets. In the second game, the
interludes are crudely drawn comics and the interrogations have been replaced
with "clue cards", also as in Dr Lynch - Grave Secrets; the resolution is
higher and the graphics are more crisp. Unlike the first game, which had
oriental-flutey background music, the second game's background music is also
similarly relaxing, even though there is a murder to be solved. The third game
is exactly like the second except for two improvements: the interlude comics are
more finely drawn, and for those who have finished the game and are wondering
just how much hidden objects there are in each screen, there is a "find all"
game mode. These four games are the kind of games I play to forget about my
money troubles, although, ironically, they all center on problems caused by
(lack of) money.
In the first game, Poirot happens to be on the same cruise as the
honeymooning Linnet and Simon Doyle. Awkwardly, Simon Doyle's old flame, who
introduced him to Linnet, has come along, and it appears that, one evening, in a
drunken rage, she shoots Simon and then kills Linnet in her sleep - only at the
time of the kill, she was in bed with a dose of tranquillizer. During his
investigation, Poirot finds that almost everyone on the trip has a reason to
hate, if not Linnet herself, then her unscrupulous-businessman father. And there
is a jewel thief involved. Not only does this game convey a holiday spirit
spiced up with a little mystery, but its objects are suitably dated: if the
object list says "camera" or "radio", I know I should be looking for an old
model. Simon's "safari hunter" quarters are only outdone in colonial Britishness
by those of Poirot's English colleague.
Staying in the holiday spirit, now in the twenties and thirties, Poirot and
his chronicler are staying in a seaside hotel on the coast of Cornwall when a
Miss Nick stumbles into view, trying to avoid what she claims is a bee, but what
Poirot finds is a bullet. She lists the coincidental near-death encounters she's
had, and Poirot suspects they are not coincidence, although Miss Nick's best
friend assures him she can be a dreadful liar. She owns End House, a charmingly
situated mansion that has sadly fallen into disrepair, and will do anything to
get the money for it to be fixed. As well as some dashing friends, she has
neighbours who claim to be from Australia. Add a local sanatorium, and there's
plenty of beautiful scenes to hide objects in.
As twentieth-century as it gets: Poirot is called by a murder novel writer,
who has been hired by a wealthy couple to organize a "murder hunt" at their
party. She has a nagging feeling that something awful is going to happen. Poirot
agrees to come, and pretends that he will be handing out the prizes. At first
sight, nothing seems wrong. The rich owner and his slightly retarded wife, the
architect employed to patch up the crumbling folly (a marble mini-gazebo) in the
woods, the dopey village girl who agrees to play the victim; none of them seem
suspicious. Of course, nothing is as it seems. Scenes for this game: the
mansion's bedroom and its front lawn, the refreshments tent, the
fortune-teller's tent, the garden of the former owner's house, the boathouse,
the yacht of cousin Etienne and, of course, the folly: pure, high-calorie
eye-candy. Finding three or four objects in a row quickly gives me an extra
hint, so in the "find all" game, I also try to collect as many hints as I can; a
hints highscore, as it were.
Amazing Adventures: Special Edition Bundle:
This is an older set of object-finding games bundled together, meaning that
it was made for a lower screen resolution than mine, and looks a bit fuzzy, and
as long as Windows is hogging resources by polling for network connections, its
DirectX version may make the computer lock up. Unlike most bundles of older
games, though, this is not two games with a launcher app, but a genuine
two-in-one game, so that I only have to change the process priority when
starting it, and can then switch between games. If I'm quick, I can reprioritize
both "AmazingAdventuresBundle.exe" processes in the Task Manager before the
monitor goes black and the game screen opens.
The first game is centered on Egypt, although the saloon and the
horse-in-stable screens make me think the gamemakers hadn't decided on a locale
yet when they started developing. The "story" is a journal that covers 20
missions: for each finished mission, the journal opens on a new page, revealing
a tidbit of information on ancient Egyption culture and a piece of the puzzle
that will finally lead to the secret tomb that the player has set out to
discover. During the mission, the player has to find 10 hidden objects in a
scene, solve a jigsaw/swap-tiles/match-tiles/spot-the-differences game , find 10
more hidden objects in the next scene hinted at by the interim game, etc. Each
screen or game is considered a level; several levels make up a mission.
The hidden objects screens are amazing. As always with hidden object games,
especially the older ones where the objects are shamelessly out of proportion
(like a tiny chest dwarfed by a huge matchstick), the objects are shrunk, made
half-transparent, recoloured and/or made to seem painted or carved just to
escape my notice; and to make it harder, some descriptions are in riddle form or
generalized for multiple objects, so that "2 knives" can equal "knife" and
"putty knife". Each screen is crammed full of objects, so that the number of
objects seems overkill compared to the 10 or so to find, plus the 21 scarabs
that must be found to unlock the "secret game", but each location is frequently
revisited, so there are many opportunities for finding the scarab it hides.
Hints are given by the hint button, which takes a while to "reload" after
each use, but doesn't cost the player anything. However, there is a whopping
15000 point bonus for not using it. This is a points-collecting game: each
object found is good for 2000 points, quickly finding one object after another
means extra points, and not using hints adds a bonus when the level is finished.
When I get enough points, a message appears, sometimes while I'm in the middle
of an object search, that I've been promoted to a next rank. Annoyingly, though,
when I go to a new location and pore over the screen trying to locate three
objects to click in succession, the game decides I'm taking too long and goes
into Pause mode to show a reminder about the hint button. It does this, not once
for every new game, but in every location. Less annoyingly, it also shows
a message when there are only 3 minutes left. The time for each location with 10
objects to find (or more if the direction is "n objects") is about 15 minutes;
time doesn't get shorter as the player finishes more missions, nor does the list
of things to find get longer, which is just as well, as this game has so many
searches that it can't comfortably be finished in one sitting. After the nth
visit to the wall painting, submerged temple, airport etc. I was ready to
scream.
The interim games can be: jigsaw puzzles of part of a location; swap-tile
puzzles of part of a location (often, the same graphic can be used for both); a
split-screen where you have to click the differences between the two halves; or
a match-tiles game where you have to match two identical images, two similar
images, two images of the same colour or two complementary images (like cocktail
and shaker), just to keep the player awake. These games garner points, and again
there are extra points for speed. The elements of all these games are used in
the final game, where (spoiler, as the hint button won't work here) I have to
drag stuff, rotate stuff by right-clicking and swap tiles. Failure to understand
this means running out of time, and having to start over while feeling a right
twit. Unlike the object screens, some interim games do get harder with time: the
spot-the-difference games add more and more differences.
After finding 21 scarabs, I can play the "secret game", which means emptying
every location of all of its hidden objects as their description appears in the
object list. There are over 80 for each location. As before, the descriptions
can be riddles or refer to two or more (maximum encountered: six) items, and
there are extra points for speed. This game's object screens really are blank
slates: finding all the objects clears them out completely, as opposed to the
screens in Luxor Adventures, where some "objects" are
part of the background to confuse the player.
The second game is much like the first, with the same hint button and point
bonuses, even playing the same suspenseful background music with scraping rock
sounds, but with even more amazing hidden object screens. As the title implies,
this game, while looking for pieces of pottery that will lead to the most
expensive diamond in the world, jumps all over the globe, which means more
possibilities for locations: a British street scene, a jeep in the savannah, a
castle room, the pages of an open book, or a motorboat facing a waterfall. I now
have to find 50 gems instead of 21 scarabs (2 per location, as there are 25
locations) to unlock two secret games: the one that clears out all hidden object
screens, and the one that lets me play all spot-the-differences games. As in the
first game, I can open the journal at its latest page, but can't leaf back to
see which places I've visited and, therefore, what screens still hold unfound
gems; but the top left screen corner tells me how many gems have been found in a
given location. The interim games have been extended with a new
spot-the-differences game that shows a split screen plus a row of objects to put
back into the screen half where they are missing, a puzzle where all tiles are
in the right place but have to be rotated, and a game of finding words in a
screen of letters. The jigsaw puzzles now have regular jigsaw pieces, or ones
that look like shards of stone. Most interim games still anticipate the next
scene, but the "spot the differences" games use the scene just played. An odd
new interim game, shown in the last screenshot below, looks like a match-3
playfield, but only one tile has to be clicked away at the time to destroy the
squares and fully reveal the scene under them.
I played like mad to find all the gems and check out the hidden games. The
number of objects per location is now between 70 and 80, less than in the first
game, but still a lot (and there are more locations, see first screenshot below,
so the grand total is probably the same) while the differences games have 10
differences per location.
1001 Nights: The Adventures of Sindbad
When I redeemed this game, the new Casualgames.com site had been up for a few
months, and the redeeming screen slipped in a new, pre-ticked option: game
backup CD, which would add money to my free order for the handling and shipping
of 1 CD, presumably a CD-R. I quickly unticked that option, and will from now on
be on my guard; much as I like hardcopy, I'm not too stupid to locate the
downloaded game and burn it to CD myself, and if that CD goes rotten, as CD-R
media tend to do, I can re-download it - right? Or is the site getting over-full
and overstrained and do its owners want to limit downloading, as well as chuck a
few oldies? But, back to the game.
This is the first game that I've seen to use drawings - fine pen and ink
drawings - instead of rendered 3D. So it uses a technique that I've seen in
other drawn games, presumably because drawings are more suitable for it: have
the player search, not for whole items, but for fragments until the whole item
is assembled. And then, generally, use the item as a tool. In this game, the
item has to be stuck in a designated spot, usually a similarly shaped hollow or
thin outline. Whole items are also looked for, through a list of objects, or a
set of riddles, or a series of silhouettes. Another variation is to take a row
of squares out of the scenery, and have the player click on the spot in the
scene where they were taken from: great when there's nothing actually hidden,
and crystal fragments or runes spring up on every located square. This is also
the first game I've seen where the eye-candy main character is male (although,
let's not forget the princess) and, like all incarnations of Sindbad the Sailor,
more a Hollywood hero than a convincingly real person. In this tale, which
starts fairly normally (for a tale from 1001 Nights) but becomes weirder and
weirder, his hero status is inflated beyond belief: at one point, he has "saved
the world the gods created". Mmyeah. In keeping with this, the background music
is the kind of pseudo-oriental music that would do well in a Hollywood film.
The story starts in Basra, Iraq, where the economy has worsened because an
evil mage is on the throne. Sindbad, a humble fisherman, falls overboard one day
and notices a sunken ship surrounded with treasures. He collects them to sell
them and buy Basra's hungry inhabitants some food, even though an amulet warns
him not to. Sure enough, word gets around, he is arrested, ordered to show where
the treasures came from and thrown overboard on that spot. Underwater, the
amulet talks to him again, telling him to assemble three objects. That done, the
ship somehow draws him in, and he stands face to face with a wooden figure who
is now part of the ship, but who was once princess Chalida, cursed to spend her
life as a ship for refusing to hand her crown with seven magical gems to a
octopus-like sea demon: the aforementioned evil mage. Only if she gathers all
seven gems will the curse be broken. Sindbad (well, the player) has to
reconstitute a map that will lead them to seven islands, each island rising out
of it when selected as a destination, and then free each gem from its guardian.
This means eight times (one extra time for the showdown at the octopus palace)
hidden objects searches within two or three screens, followed by a puzzle (slide
puzzle, pipe game or other) to finally get the gem; particularly mind-bending is
the one-but-last last puzzle whose graphic alternates between this and
previously visited islands. Each stage of the game is preceded by a comic panel.
The amulet that Chalida supposedly uses to comunicate with Sindbad is also a
self-recharging hint button, supposedly powered by insects; Chalida is
surrounded with pots and jars containing insect (and spider, scorpion, snail)
silhouettes, which have to be filled with the insects found in search screens,
about two to a screen. Presumably the hint button recharges faster when more
insects have been found. Since insects are found as late into the game as the
octopus palace, from which the heroic duo escape to end the game (with the
promise of a sequel), I return to the ship with the "Bridge" button whenever
I've found a couple.
Replaying the game to try and find all the insects (and almost succeeding,
with just one jar left empty) I found that it played exactly the same, although
there were extra findable-looking objects that could have been used to randomize
the find lists a little. The game allows just one player, so the only choice is
"new game" or "resume", and there is no score list of fastest search times. Like
just about every hidden objects game, it has at least one mistake in object
descriptions, like "polar bear" for a white seal, and this game also has a
"switch glitch", where, if I find object A, the description for object B is
crossed off, and vice versa. But those are small issues: the game is visually
beautiful, and doesn't nag about wrong clicks; rightly so, since objects can be
so narrow that it can take a few clicks to grab them. There is no timer, even
when Sindbad is supposed to be drowning. Strictly speaking, the hint button
isn't even necessary, since, after a while, the hidden object alerts the player
with a sparkle; but the hint effect, a circle of purple followed by highlighting
the object, is nicely spectacular. There are no voiced parts, bliss. Most
gratifyingly, Sindbad's face in the bottom left corner smiles and even grins
when the player finds objects fast enough. Between islands, Chalida also grins
sometimes, but I've no idea why.
Magic Encyclopedia Bundle: (demo)
This bundle is easily confused with Magic Academy, as
they both centre on a Hogwarts-like educational institution. A major difference
is that these games are drawings and not 3D rendered objects, but the drawing is
so lifelike that I hardly notice. This time, instead of a Harry Potter lookalike
having to find his sister, a girl in purple has to figure out what's going on
around a magic encyclopedia. These are older and therefore fuzzy-looking games,
the first of which would not let me make screencaps. The story is weird, the
background music is oriental-ish, and instead of finding objects, I have to find
shards of tools that will create or disvover the objects. There are interim
puzzle games, like pipe games, but basically the whole game is one ongoing
puzzle.
In the first game, I end up in the garden, and have to lay out the stars in
the right constellations, their outlines becoming clearer as more stars are
dragged into position. At the start of the second game, the magic academy is
trapped in illusions. Moonlight reverts the illusions, so I have to shut out the
daylight and shine a moonbeam around like a searchlight. The first screenshot
shows the beam of moonlight being pulled around to find hidden stuff. The second
screenshot (captured when suddenly the demo had a new 60-minute limit after some
uninstallation trouble) shows the constellation-building that happens in both
games.
Hidden Object Heroes Bundle:
These three are by Mumbo Jumbo Games, and old enough to have no voiceovers,
joy! Two have main characters that are female, but not annoying; if that sounds
sexist, I'm referring to two games higher up
whose main characters are annoying, because they are gender-stereotypical
females. And even so, if the female gets screentime between the hidden object
searches, expect at least one doting male. No gender stereotyping in games,
pleeeez? Despite their completely different form and content, the first two
games share a few characteristics: no timer, invisible items listed in blue
lettering that can only be uncovered with tools (the cursor will display
revolving gears, while holding the right tool in the right place causes a shower
of blue sparks), something that provides an outline of the object sought, extra
objects to collect for hints, dramatic animations (a used hint strikes or swoops
on the object, found objects slide over the screen in a a circle), exits that
glow when the screen is finished, and a story that takes great liberties with
the known facts. All three games present their to-find list in pages, not
showing the next page until all objects on the first page have been crossed off,
sometimes use riddles and/or puzzles in place of object names, and have
background music that is too engaging to be really relaxing.
Eye candy noted? Samantha Swift is a fearless archaeologist following in the
tracks of her missing father who lays out a trail of stone tables, the "Swift
symbols", for her to find. She's also a babe who makes her male assistant blush.
This is the third game/bundle I've seen that uses drawing instead of rendering,
and while the drawing is not as lifelike as in 1001 Nights: The
Adventures of Sindbad and the Magic Encyclopedia games,
it gets the job done. Sailing into a temple with a parapente to find artifacts
connected with Alexander the Great, she locates a golden scroll, outruns angry
cloaked figures and hands the find to Chandrin Geber, an Indian woman with
extremely light eyes (hint: she's eeeevil) nicknamed Chess. The angry cloaked
figures catch up with her and from assembling an old mosaic, she realizes what
she's done: handed Chess the formula for turning anything into gold. To put
things right, she will now have to collect a number of things dear to king Midas
(yes, he of the golden touch) to create a potion that will revert anything
gold-i-fied to its original state. Chess, meanwhile, is at her Evil Scientist
Lab to create an improved formula that will make it impossible for golden
objects to return to their original form; a decision that will prove fatal to
her in the scary finale. The story is both figuratively and literally all over
the map, tying together Alexander the Great, king Midas, Solomon and the queen
of Sheba, and Jesse James, and transporting our heroine to Turkey, the Middle
East, Casablanca in Morocco, the USA, Russia and Ireland before the showdown in
the secret lab. Maybe because of this, unlike some hidden object games with a
mission, like Midnight Mysteries: The Edgar Allan Poe Conspiracy,
Deadtime Stories and the Dream
Chronicles: The Book of Air, which made me go "what, finished already?",
this game doesn't seem too short, but leaves me with a feeling of satisfaction
at the end. It is far-fetched and not realistic - no, locks do not open when you
pour acid on them - and has a match-3 game at the end.
Samantha has a customizable PDA that tells the story, acts as menu and pause
screen, and logs all messages, so if you click on something that reacts with
"don't use this here" 1000 times, that's how often it goes into her log. To
minimize this, don't use tools except where a spray of blue sparks indicate that
a particular tool is needed. She has a scanner that will show the outline of
whatever object is clicked on in the to-find list, going from white to yellow to
red as the cursor gets closer to the object sought. If that doesn't make it easy
enough, use the hints, which will illuminate the sought object with a flash of
lightning, and collect lightning bolts for more.
The second game is not so much drawn as painted, and, while fuzzy from being
intended for a different resolution, is less so than games with pure 3D
rendering like Dream Day Wedding. An author suffering
from writer's block is visited by the ghost of Edgar Allen Poe to solve the
mystery of his death before the stroke of midnight, and set him free. This
doesn't mean that the searches are timed; instead, a watch is used as device to
transport the player from one scene to another. According to this game, Poe was
murdered, by two inlaws, at the instigation of a politician whose corruption Poe
was going to uncover, and while the story is clearly fictional as shown by the
hidden room in the crypt behind Poe's tomb which also happens to be the wine
cellar and crypt from "The Cask of Amontillado", the gamemakers are lucky that
the accused persons have no living relatives taking the game company to court
for defamation of character. The game posits that Poe's fiction mirrors truth,
and uses the well-known stories "The Mystery of Marie Roget" and "The Gold Bug"
to arrive at its conclusion, switching between fiction and what it considers
reality. This means that I'm whisked to Paris, then New York, then somewhere in
the deep South, then back to Poe writing a letter announcing his marriage. The
game has an autumnal feeling to it, starting in a cemetery with a skeleton hand
for a cursor, ending at the writer's table with a pile of money as reward for
uncovering the truth and bringing the villains to justice.
The hint system works with a lamp in whose light I can see the hazy, rippling
outline of the chosen object, and a raven who swoops down on the object
displayed in the lamp. On average, a fourth of the object descriptions are
riddles. I can get more hints by finding the raven in object screens, but if I
click on the object screen too often, a one-eyed cat (another literary
reference) will chase the raven off the lamp with a blood-curdling miaow, and it
will be a moment or so before the raven returns.
Luxor Adventures promises to be three games in one, which would mean
that it's a 3-game bundle inside a 3-game bundle. The second two games, however,
aren't much: a match-3 game with flat graphics and the ditto Luxor
Classic: snaking rows of orbs that have to shot to pieces before they reach
a temple (after which it rains gems that I'm supposed to catch for extra points,
something which I forgot to do the first time) that are part of the main game,
but can be played separately. Finding all the ankhs in the main game also
unlocks a bonus "find-em-all" game mode, and one of the interim games is a
solitaire game that is also played in Samantha Swift and the Golden
Touch. In the introductory comic, the paths of three people cross in a
search for Egyptian artifacts started when a dying priest brings the Orb of
Osiris to a professor. The Orbs of Osiris are supposedly the oldest relics of
Egyptian culture in existence, and Jane and John, a team of intrepid
archaeologists, excavate an old tomb in search for others, paid by a Cain
Hisster: if that's not a villain name, I don't know what is. He seizes the orbs
found and uses them to change the course of time and become the most powerful
person in the world. To stop him, the intrepid team will have to find more orbs
and travel around the world to set right what he has tampered with.
This game has easily the most horribly cluttered screens I've ever seen, and
the "find-em-all" mode shows that much clutter is not findable objects, but part
of the background. This is half excused by Hisster having messed with history in
his effort to create a stairway to heaven and become one with the gods (an
endeavour he will regret at the end of the game), causing items from all ages to
be thrown together. In each screen, I have to find two ankhs, whose appearance
can differ widely, sometimes being little more than a roughly ankh-shaped
shadow, and two Orbs of Osiris. There are no objects that give me extra hints,
just one hint button that takes some time to recharge after use, and that will
go dead for a while if I click too often without finding something. Once enough
orbs have been gathered, I get an interim game of orb-snakes (I can use up one
hint to destroy a chain of orbs, but a new one will immediately rush out to
replace it) followed by a match-3 or other game to energize a stone tablet. The
setup of the game is as messy as the screens: instead of a neat alternation of
hidden object screens and interim games, there are "scenes", some of which have
to be unlocked by solving a puzzle, and which may be split screens to find
differences, containing no orbs but still having ankhs to gather. Most things on
the to-find list are object names, some are riddles, and each "normal" hidden
object screen has at least one puzzle where one part most be dragged to an
object to complete it, using the blue gears and sparks I've seen in the other
games. Pressing the hint button lets me choose which item I want a hint for,
imposes a see-through circle on the object (or more objects, if it's a puzzle)
and solves the riddle, if any. Using no hints wins me only a 5000-point bonus.
For replay value, everything translates to points to set a new high score:
catching diamonds in Luxor Classic, finding objects in rapid succession,
not using hints, finishing the screen before the timer runs out; there is a
timer, but it only affects the score. The background music varies per screen,
and is the weirdest I've heard so far. In many screens that show Egyptian
artifacts and/or abandoned clutter, there are a few notes on pipes and string
instruments that keep repeating. In the editing room of a film studio, it's what
sounds like a fifties intermission tune complete with crackling.
Magic and Mystery Bundle - 3 in 1:
To tackle these games in backwards order: the third is a mission-driven sim,
the second is a hidden objects game and the first is a puzzle game with hidden
objects, like the Dream Chronicles series. They make a rather
odd bundle, as Tradewinds Odyssey is funny, Rasputin's Curse is
devoid of humour and Kuros takes place on the fictional planet of match-3 games Glyph and Glyph 2.
The games have nothing in common, and one of them is even rather unpleasant. So
I'll start with that one: Rasputin's Curse.
This wouldn't be the first game made by Russian gamemakers, but this time the
subject matter is also Russian. Far from being as apologist as Midnight Mysteries: The Edgar Allan Poe Conspiracy (Poe
wasn't mentally unstable, oh no, it was his enemies conspiring against him!) the
game makes the historical figure into a greater monster than he reputedly was.
This game is not child-safe: an American woman with Russian roots, urged by her
husband to join him on a self-discovery trip to revive their fading marriage,
comes home to find him in the shower with a racy blonde. Her young son has a
mysterious health problem that the doctor promised to look into, and she has
recurrent blackouts where her face creases up alarmingly as a dark figure inside
her head calls her name. The infidelity was the last straw, and as she has
already left her son with gran and gramps and made all the necessary
preparations for a journey to Moscow, she leaves alone. At the hotel, the desk
is unmanned and she really needs tea, so she breaks into the tea cabinet. Hidden
object games have had me do a lot of picking locks and breaking into places, but
this scene made me feel awkward. She keeps running into hints and snippets about
Rasputin, so, to keep her mind off her emotional troubles, she researches him,
and accidentally slips into the past to meet the man himself. He abuses her fear
for her son's health, and... she escapes eventually, but as the only charm of
the game is finding out the ending, I won't spoil it.
The story is dark. The background music is depressing (perfect for long
winter nights...) and the whiny little boy, who has a diabolical moment at the
end of the game, evokes instant antipathy. The hidden object screens are very
normal, containing almost no out-of-place objects, which somehow makes objects
harder to find, as does the fact that I sometimes need eagle eyes to spot them;
I made frequent use of the self-recharging hint button. Somehow, the game seems
unbalanced, with objects not equally distributed but sprinkled here and there.
Once out of her clinically clean home and in the Russian village that her
research leads her to, the likeably tough main character witnesses scenes of
rural squalor and meets a cheerless young woman ("First, we make soup") who
could have come straight out of a George Orwell novel. To make the game extra
jarring, the unpleasant but moving end is followed by the mundane, and
incorrect, announcement that this is a demo.
Despite the premise that the planet Kuros is dying, Kuros is, by
comparison, a funny and light-hearted game. A woman in black leather
(eye-candy!) wakes up, amnesiac, in a wood near an overgrown obelisk. Spacy
synthesizer music plays in the background. Unfortunately the game is voiced, but
it has subtitles, and can be played with sound turned off. Her first steps lead
her into a sandy pit. Deciding that the best course of action is to get out of
the pit, she collects a number of items, not from a to-find list, but from a
circle of silhouettes (first screencap), and combines them to get at the
contents of a bag hanging off a rock. The bag contains map fragments, and each
time she's found ten of them, the player has put the pieces together into what
looks like a watercolour painting of a new location. She travels between the
available locations from a screen looking down on Kuros' land mass, which
becomes larger as more maps are assembled, and spends as much time solving
(simple, see third screencap) puzzles as finding objects. There is no hint
button, but two kinds of object hidden in the scenery are chromatic lenses, to
find a hidden object, and scrying mirrors, to solve a puzzle. There are about
five of each, so it's just as well that the game is so easy.
Kuros consists of five landmasses, one for each element. Wood, a forest.
Fire, a volcanic plain that has a meeting place for guardian beings. Water, a
beautifully clear sea with an observatory reachable by cable car. Metal, a plain
of metal shapes and a stronghold with a field of silver - literally - lilies.
And finally, in the snow-topped mountains, Aether, where an ancient library
lies, containing books with... odd... titles (fourth screencap). Directed to the
house of the Oracle by a helpful Ent-type creature called Oakbeard, the woman
makes mental contact with her teacher, an old wizard, and finds out that her
name is Katya and her mission is to restore all parts of Kuros by freeing up the
obelisks and completing the glyphs inscribed on them with a wand she found in a
barrow (second screencap). After restoring all glyphstones, as the obelisks are
called, she is transported to a faraway rock called the Accordant Acropolis
(fifth screencap) where she will find the villain who has compromised the safety
of not only this planet, but the whole universe. This is the only moment when
the voice-over adds something to the game: the villain is Viktor, the wizard's
neglected and embittered son. When the wizard asks him why he would do something
that could destroy even the universe, Viktor replies: "Let the death of the
universe stand as a reminder of how much I hate you, dad." Katya tries to
apprehend him; the wizard tells her to forget about him, as it is more important
to repair the glyphstones, and the final line Viktor delivers before leaving is:
"Of course saving Kuros is more important to you, dad. Have fun." I like
this villain.
Hidden Object Mystery Pack 4-in-1:
This pack is where I ran into trouble with Oberon's messy (new?) install
method. I'd run into the same trouble with the Women's Murder
Club Triple Crime Pack, so I uninstalled it and downloaded the install
file from Acer Gamezone, by then called I-Play, not without difficulty as I-Play
kept popping up a screen about membership rates, but somehow I managed it. When
I tried the same with this bundle later, it seemed I-Play's site had become
watertight, because I didn't succeed. These bundles are "exclusive", i.e. only
for paid subscribers, which apparently means that non-subscribers are not even
allowed to download the demo, and of course my Oberon/Casualgames membership was
not valid on the I-Play site. The problem with the messy install is that it puts
the game(s) in a directory whose name is a number, under "Oberon Media SIDR",
and has its information, including where it's located, written into a "channel",
so if I move the game to another drive, it won't start. Unable to figure out
this "channel", I took a look at the shortcut, which executed the following
line:
This appears to be a collection of unusual, rather than vintage, games: they
are extremely different, both from each other and from run-of-the-mill hidden
object games.
First off: Ancient Secrets: Mystery of the Vanishing Bride cannot be
screencapped. So, I can't display how nicely the search screens are painted, how
silly the cutscenes are and how nonstandard the screen layout is. So I'll
explain: at the bottom is a bar of images of what I have to find, and a "Goal"
button that brings up a mobile phone of which the screen tells me what to do
next. When I find an object, it is moved into an inventory screen on the right,
which is usually hidden except for a small tab that, when clicked on, pulls out
the inventory like a drawer. When I've assembled a number of items, I have to
drag them from the inventory to a see-through copy of the item on the screen,
which makes me think the actual item has already been found, which is a pain in
the ass. This whole game is a pain in the ass, sacrificing playing pleasure to
narrative: I can't just sit down for a long search session, but have to find a
few things, construct something, find a few more things etc. etc. ad nauseam,
until I just want to yell GIVE ME THE WHOLE SHOPPING LIST ALREADY!!! And I also
have to shift stuff to find other stuff that was hiding behind it. But the game
really is very pretty, both visually and musically. And when I finally, after a
million little errands, reach the end, I even feel it was too short.
The intro animation shows an archaeologist entering a tomb of treasure only
to find it occupied by the ghost of a tribal chief, who sets him an ultimatum:
either he finds the chief's long-lost bride, or he will be locked into the tomb
forever. Next, Morley, an unsavoury-looking character, phones Kate Miller, the
eye-candy tough female lead, to help him find his missing assistant. Even
though, as her own associate protests, she has to sort out the exhibits for a
museum which is supposed to open tomorrow, she flies to the Kunhu islands and
begins a search. In the island village where she moors her plane, wooden statues
sit at hut doors as if they were the inhabitants, and the village chief has a
head like an Easter Island statue. Of course, Morley is a villain and tries to
pass Kate off as the bride so he can grab the tomb treasure, but the tribal
chief is a good sort, so she offers to help him find his real love. She is
almost killed, but saved just in time by this associate who did some research of
his own into Morley's activities, and manages to find, and bring to the tomb,
the corpse of the missing bride so that their spirits, at least, may be
together.
The game has no timer, no voice-overs (joy! especially as sound tends to hang
during the cutscenes) and, by way of hints, five golden coins. For each hint I
use - skipping a puzzle, and some of them are real brain-breakers, costs three
coins - I may expect a coin lying on a rock or some other conspicuous place in
the next room I enter. I can walk between rooms, as objects may not always be
hidden in the place where I need to apply them. The cursor helps me by going red
for a false click, turning into a hand when hovering over something that can be
moved, and - how ambitious! - becoming a hammer and anvil when dragging an
object over another object that it needs to be applied to.
Paige Harper and the Tome of Mystery is like Pagemaster, that
film with the little boy and the three books, only better. I'm sure her first
name is a pun, because this game is all about books. A librarian in a huge,
musty building, Paige is requested by phone for a special book. She goes to pull
it off a shelf, and a secret room opens. The customer will have to wait a while
for that book, because she imprudently walks in, and the door in the wall bricks
up behind her. The greenish spirit of the book's last victim, a man in top hat,
appears and offers to help her escape by solving the riddles that the mysterious
book sets her. And that's where it gets good.
His explanation of how the book works serves as a tutorial to the game, whose
layout differs from most hidden object games: the list of objects to find is
pictures, not text, and is shown, not at the bottom or side, but at the top of
the page. On the right side are buttons to open the inventory and move to
another chapter. At the bottom are a number of "view" buttons, a "camera"
button, a magnifying glass button and a self-recharging hint button. The scene
itself is a book that plops open at a certain page and becomes a pop-up book.
Yes, like one of those old-fashioned paper pop-up books for children. In this
scene of 2D shapes rendered in 3D, objects can be hidden behind or under other
objects, hence the "view" buttons that switch the scene to a certain angle, and
the camera that rotates things by hand. The scene is also rather small, hence
the magnifying glass. Some chests and cupboards in this virtual pop-up book can
open, to which the player is alerted by not only a revolving-gears cursor, but a
sound like an angry rattlesnake. The sound effects are very noticeable, but not
annoying, and sometimes even funny, as with the musical instruments Cardinal
Richelieu wants you to clear away. If it takes too long to find the next item,
the hint button will start to whoop-whoop. Despite this, though, the game has no
timer. The background music is like the soundtrack of a dramatic film, and the
animated scenes tying the search scenes together are, sadly, voiced. The
resolution is modern, that is to say, widescreen, and the loading screen when
I'm either starting a game or maximizing the screen after having minimized it to
make screencaps, displays either a game tip or a factoid about books.
Through these pop-up pages, Paige finds herself involved in several chapters
of a popular work of old literature, like Hamlet or Treasure
Island. She must make sure nothing goes wrong with the story: for instance,
in Hamlet, she has to bribe the guard to open the gate and let Hamlet in,
and to find Yorick's skull and put it in the right grave. Sometimes she has to
find the object for one chapter in another; a switch of chapters is always
accompanied by the alarming (for a bibliophile) graphic of flames eating holes
in a page. Between finding objects to satisfy the main book characters' demands,
she has to play minigames of different types, like jigsaws and match-3 games,
most of which are simple, and all of which are skippable, else I would still be
stuck at trying to sail a ship along a dotted line. At the end of the game, the
wall opens and releases them both into... Victorian England. This is great for
the spirit, who now has his body back, but rotten luck for Paige. Will she
return to her world? To be continued...
The idea of using pop-up books as search screens is a novelty, and I hope it
stays that way, because even at high graphic settings the shapes still had the
jaggies, and this is one game where I unashamedly overused the hint button. The
minigames, which can be played separately (by opening a book whose pages list
the games) are mostly very simple, and the whole game was played out within
hours. Having said that, this is the perfect game for the kind of people that
spent recess in the school library as a child.
The chick in black leather in Master Thief - Skyscraper Sting
illustrates my theory that main characters in Oberon Media are often female
because of the eye-candy factor. This cat-woman clone is Robin Fleet, master
thief and former apprentice of crime boss Sam Hawthorne when he was a small
name, before he double-crossed her. Hearing on the news that he is in court, but
about to walk free for lack of evidence, she decides that it's payback time, and
rides to his personal skyscraper on her groovy motorbike to unearth said
evidence herself. The music is groovy, too: it's jazzy and fast-paced, like the
background music to a cheap police TV series with lots of violence. It's perfect
for the game, but I had to turn it off after a while and finish the game in
silence. The whorled, futuristic skyscraper has many rooms, three to five of
which can be searched at a time for 12 objects, at least one of them a clue to
find evidence, and three keys, in different models but always big and clearly
superimposed, the total of which will unlock "bonus content": concept art, the
two minigames to play independently (3 levels each) and all the intermission
comics.
The game goes like this: comic, telling part of the story; search; minigame,
either uncovering a stamp or playing a samegame to supposedly crack a safe and
get information; next comic; andsoforth until the ending. Which takes a long
time to reach. There is no timer, although the music urges you on, and the hint
button in the pseudo-mobile phone in the left bottom corner recharges itself
really quickly, and the objects are not recoloured or deviously hidden and only
hard to find because they are so jumbled together, so that, with some patient
searching, the hint button isn't needed at all; but there are SO MANY rooms with
so much to do, even when all the spiffy stuff, like Robin mailing Sam a bugged
portrait of herself or luring and locking his guards into the safe, is only
shown in the comics. In the course of the game, the rooms are often revisited,
and get successively more wrecked by Robin's antics. This game is suitable for
beginners, as the objects are so relatively easy to find, there are no time
constraints and the only effect of too many wrong clicks is a brief siren sound.
At the end of the game, the credits say that this game was created with a
certain game-making kit, which explains its simplicity.
Born Into Darkness interested me by the turquoise ghosts in the
bundler screen. It turns out these play no part in the story. Blood trickles
down the opening screen against generic ooh-scary Gregorian choir music. Playeds
in a film frame effect, the intro shows a Nathaniel Black phoning a Dr. Amber
Blythe, who works at a museum, to ask her to meet him, blackmailing her by
saying he knows what she is - if the blood on the opening screen wasn't
indication enough. And with her glistening black hair and beautifully pale skin,
she certainly looks the part. It also turns out she doesn't act the part, taking
not so much as a bite out of Mr. Black, who insists she call him Nathaniel. He
speaks with an American accent, she has an affected British accent which at
times sounds foreign (Rumanian?). Blergh, voiceovers.
The objective: finding the shroud of Lazarus. The game proper starts with a
ham-handed tutorial, a BIG arrow telling me where to move that mouse. As with
the first game in the bundle, ease of play is completely sacrificed to
narrative: a journal (luckily, non-voiced) tells me to look for certain objects,
which I then do in various rooms that I can move between, then these are used
for something and I have to find some objects, so now the screens have new
objects in them that weren't there before. And in between, there are puzzles. I
start in a stuffy museum, full of Judeo-Christian imagery, then go to Bethany,
Jerusalem (Ms. Blythe is from a rich enough family that she can simply charter a
plane and fly them there), then to Transsylvania, then to, oh, anywhere that's
linked with crusaders and/or vampires, with creepy background music going from
Gregorian chanting to vaguely Yiddish pipe music to Rumanian folk music... It is
a nicely gothic game, I'll allow that. And at the end there are some properly
kickass vampires, though they are easily bribed. But the settings are overblown,
the story patches all sorts of things together like a Samantha Swift game, and
the animation when an object is found or applied to another object - a spreading
ring of ankhs or pentagrams - is excessive.
The most fun part of the game is collecting hints. Both Black and Blythe have
three hints to their name. In some settings, only one of them can give hints,
since he is a Templar and she is a vampire, and their fields of expertise
differ. His hint icons are three diamonds, hers are three drops of blood. To
refill them, I have to go to a screen where Latin words (Black) or ghosts
(Blythe, and these are the ghosts from the bundler graphic) move around in a
circle, and click the word or ghost that looks like the example given. I have to
find six words or ghosts; three mis-clicks, and I'm back in the regular game
screen. I used up hints whenever I could, just so I could play for more!
Women's Murder Club Triple Crime Pack:
These are glorified versions of common card and board games, notably
Mahjongg and Solitaire, the two that are i. easily adapted to the computer and
ii. single-player. There's not many of them, compared to the hidden and match-3
games, and the ones I've played are all spiced up with pretty graphics, nice
music and a dramatic story.
Mahjongg Artifacts (demo)
A demo installed by games bought in the supermarket, this is supposed to
trace the journey of an archaeologist looking for the fragments of an artifact.
Of course, every stage in the journey consists of a game of Mahjongg. A lame
game, because it has cheats for shuffling the pieces if you get stuck, a hint
button and an undo button. On the other hand, the player is awarded "virtues"
for finishing the game without them. It's like the regular game found in the
average Linux distribution, but with more eye-candy, and the illusion of
travelling around the world. Not a masterpiece in the game world, but fun.
Jewel Quest Solitaire (demo)
I downloaded all the Jewel Quest games I could find that were about card
games, not hidden objects (there are those too, and they look promising) to find
the captivating card game that was part of the Acer Gamezone demos: one set in a
witch-doctor's nightmare vision of the Amazon jungle where, if the player loses
the card game, a chest falls down a chute and a snake rears up... or something.
I can't check, because the first Jewel Quest game wouldn't play because "your
trial has expired" (yup, the first game downloaded from Oberon balks over a game
from Acer Gamezone that was uninstalled years ago) but it's on my "buy" list
anyway, so one day I'll see. Here's the official description: "Match card suits
to make gold as you unearth buried cards and avoid cursed jewels on your trek
through the jungle!" The cards look like African masks, the backgrounds are very
organic, much wood and stone, and the card game is not Solitaire as I know it.
The second game switches from the solitary explorer to his wife (see
introduction in first screenshot). Her husband missing, she flies to Uganda to
find him. Her journey is recorded in her journal, every chapter of it helped
along by a game of not-as-I-know-it Solitaire with the cards arranged in various
layouts (second screenshot), and even a small match-3 game with a limited number
of tile switches in the right-hand corner; the way the cards are played
determines the number of tileswaps. I recognize the cards, not only from the
first game but also from the hidden objects game Samantha
Swift and the Golden Touch: African mask heads in red, purple, grass
green and pale glassy blue. There is a voiceover somewhere in the game that I
quickly clicked away, but it's mostly African music that goes nicely with the
dusty-brownish, again very organic graphics. For players who are not interested
in the story, there is also a cardgame-only mode.
The first two games were small downloads (the smallest 20MB), showing their
age, but the third is noticeably bigger. Like the second game, it has rousing
background music - now in a different style since the locale is an excavation
site in Angkor, Cambodia - and a choice between story mode and cardgame mode.
Differences from the second game: there is a timer, the game starts with
Solitaire as I know it (plus wildcards, or I would have lost the game) and the
rules for the little match-3 game are stricter.
Mahjong Memoirs from Romantic Discoveries Bundle - 3 in
1 (demo)
This is a relaxed form of Mahjongg, in the form of lessons given in a
Japanese garden complete with tea and cherry trees in blossom, while traditional
Japanese music plays in the background. Interlude screens show haikus in
Japanese characters, translated to English. The player can choose from a number
of tilesets, some of which have to be unlocked by playing out the game. There
are two modes, "endless game mode" or "story mode". The latter starts with the
main character being taught the principles of the game by an old woman with a
past, and throughout the game, that past is revealed through items and letters
found. The lessons strikes me as "Mahjongg for suckers", but it does explain the
principle of "suits". My only niggle is that the letters are read aloud in
English with a Japanese accent (argh, voiceovers). Any other speech is shown in
text balloons.
Having bought and played out the whole game in story mode, unlocking every
room in the building down to the koi pond, I'm undecided whether to be sad at
the tragic end to a love affair, or irritated at this dotty old bird who leaves
her love letters around for strangers to find. This game bends the rules as
badly as Mahjongg Artifacts, and for each subsequent game the
tiles are piled higher and higher, until cheating is inevitable. Two tunes play
in the background, a suitably melancholy one and a happier one; more tunes, as
well as the extra tilesets, can be unlocked by playing fast enough (and cheating
hard enough) in endless game mode. Maybe one day, when I'm bored enough.
Although match-3 games are also Tetris variants, they have their own category
(next one down) because of their insane popularity. So this category is for any
Tetris variant that is not match-3, including samegames.
Ocean Express (demo)
An Acer gamezone demo. Heck, all but the last of the games in this category
were Acer Gamezone demos, meaning that I played them for kicks until the demo
time ran out, and felt no urge to buy them. Which is why this category is so
small. This game is very much like Tetris in that there are irregularly shaped
pieces that have to be fitted together, but instead of dropping down, they're on
a conveyor belt, and they don't disappear when you've made a whole row, and
you're allowed to leave spaces, although that means less points, and therefore
money, earned. Once the boat, a flat graphic seen from above, is packed as full
as it can be, it leaves with a hoot of the horn, and the point total is
calculated. As the game description says it: "Perfectly pack puzzle pieces, then
cruise the coast with your colorful cargo. Strategically upgrade your fleet as
you earn more cash!" More cash can be earned by especially packing the pieces
that represent a kind of cargo much in demand, but of course their shape is
extra-irregular. That's a cute touch, and the harbour pics are nice, but the
game doesn't have anything to offer to those who become impatient at the thought
of fitting little puzzle pieces together all the time.
Puzzle Express (demo)
Everything said about the previous game also applies to this game. Again, the
official description: "Grab colorful puzzle pieces that reveal a picture as you
travel from city to city on the Puzzle Express railway." In this game, I have to
pack, not one boat, but two trains side by side, and rows do disappear as I make
them, and the picture they reveal is the only graphical appeal of the game. I
can see these two being bundled under "Vintage games" someday...
Green Valley (demo)
This demo was installed not once, but twice: as part of the Acer Gamezone
demos, and as a demo from one of the supermarket CDs. The second time I thought:
hey, let's grab a screenshot before scrubbing it. Because this is a frustrating
game, and not one I want to spend any time on, ever.
This is a samegame. Not the kind where you click one in a row of similar
tiles and they all go poof, but one where you have to trace a path over the
similar tiles yourself, so if you missed one or have to leave one out because
you'd have to cross your path to get to it: tough cheese. In this case, the
playfield is a honeycomb of fruits and vegetables. Draw a path over them, and
they fall out (and new tiles drop down). What do they fall into? The empty
crates that a little insectoid game character is constantly putting under the
honeycomb while removing the full ones. What if there aren't enough crates? The
veg smashes to pieces on the ground. OUCH. That is NOT how you treat eggplant.
Or pumpkin. Or anything with food value.
I also hate the 3D character design. Because a 3D look in Oberon Media games
seems to mean that the characters must look naff. These characters are insects -
bees, if I recall correctly - happily selling off the produce of their vegetable
garden. They look too dumb to tie their own shoelaces, or, to stick to the
insect theme, clean their own feelers. Not funny. Just dumb. No wonder they
waste so much food.
Age of Emerald
Hello, not a demo! But a game on CD bought cheap at the supermarket along
with golden finds like Mystery of Unicorn Castle (hidden
object) and Atlantica (match-3). Out of all the CDROM
sleeves with elves and fairies on the cover, I picked what may have been the
worst. Like Green Valley, this is a samegame where you
have to trace your own path. Fortunately, nothing falls to waste, but there is
the irritation of having missed a tile. Also, tiles don't drop but follow the
path of the tiles I just cleared, so that shapes I'd hoped to tackle in the next
move are ripped apart. Fortunately, there are special powers like "hammer" and
"dynamite" to break up the playfield when it becomes too fragmented.
The backstory is that elves need a village built for them. There is a graphic
of someone (the head elf?) that looks horribly like a cartoon of Benjamin
Franklin. There is a green forest clearing scene that, in the course of the
game, becomes increasingly cluttered. And there is a playfield of tiles, a
different shape for each level, with three types of tiles and a timer that runs
out far too quickly. The tile types are Money, Food, Magic, and come in
gradations. Say, a coin tile is good for 1 Money, and a Diamond for 2 Money.
Apples are 3 Food, but Fish are 4 food. This is supposed to make me think ahead:
do I ruin a clump of fish tiles just to score me some apples, or do I ignore the
apples and go for the highest prize? But it just irritates me, as there is no
time to think. Clearing a path on stone or metal squares doubles the tile value
and destroys the squares, making a funny sound effect that is the only enjoyable
part of the game. After every level: do I have enough Money, Food, and Magic to
buy the next structure? If so, buy structure, play next level. Else, play next
level. Wow!
I used to play this game brainlessly when in need of relaxation, but it is
slightly too hard for brainless play, doesn't relax me, and the background
music, which may be supposed to sound elfin, reminds me of a cold draughty
house. It gives me a headache.
Cradle of Persia from The Cradle Bundle (demo)
I thought that this was a bundle of two match-3 games. Imagine my horror when
I found that the first game in the bundle was another samegame. It seems easier
than Age of Emerald (because there are less tiles?) and
there are more challenges: tiles that are locked down, or on wood, or blocked by
squares of iron. There is a "wildcard" tile, that, unlike the "plus" tile in
Age of Emerald, will not combine two different tiles, and although I'm
still supposed to destroy all stone tiles, this time it's mandatory, and as soon
as they are all destroyed, THE LEVEL ENDS, so tough luck if I still had time to
collect more points. The timer is a tube of water that empties with a slush when
it runs out, or when all stone squares are gone. I have three lives, so
presumably I lose a life if the timer runs out before the stones are gone.
In a vaguely educational way, the history of Persia under its different
rulers is now a collection of levels, presented as a progression rather than a
change of regime. For each level, I get a new background image. The number of
points gathered allows me to buy buildings to clutter up the scene, but also
advances me as a player. The player screen initially shows a question mark, but
will later display a graphic representing the player's rising status. I made it
to "nomad", a naff, slightly bug-eyed bedouin caricature. The game is, at least,
better to look at and listen to than Age of Emerald; the "modern" BGM
playing when I open the bundle changes to oriental music when I choose Persia,
and the backgrounds are nice enough that I'm annoyed when the game changes them.
Like the Amazing Adventures bundle, this is a real two-in-one executable:
CradleBundle.exe, which makes it easier to reprioritize, as the game was
horribly slow until I found out that constant polling for a network connection
was what slows the computer. Playing it while connected to the internet, I saw
what I had first seen when playing Glyph 2 while online:
an advert and a "thank you for supporting our sponsors", from Oberon itself this
time. Apparently all Oberon games do this. I'm glad that I now play with network
disabled.
Although match-3 games are really a Tetris variant, they have a category to
themselves because of their enormous popularity. All of them "Bejeweled" clones,
they spice up the dumbly addictive tile-switching to make threes in a row with
pretty graphics, catchy music and/or sound effects and a back story to make it
seem like anything other than a fun waste of time. To keep the player awake,
match-3 games will often have other types of game between levels.
Rainbow Web 2 (demo)
An Acer Gamezone demo. The back story is something about having to save the
elves. Coloured beads in a spider web must be moved around so that three line
up, more beads will slide down out of nowhere. An inventive twist on the match-3
principle, but not visually appealing to me.
Hidden Wonders Of The Depths or Atlantica, 1 and 2
These are my favourite match-3 games. I bought part 1 in the supermarket
under its Dutch name, Atlantica; Hidden Wonders of the Depths is
the original English title. Because of the title change, I had some problems
finding its sequel on the Oberon site, confusing it with the Atlantis game pack.
The original is not just match-3; I have to line up the tiles to free the way
for a little crab to follow a set course over the board. The crab is adorable
and makes little "babababap" sounds. Match-3 games are alternated with memory
games and samegames (screenshots 1 and 2) using the same tiles. In both match-3
and samegame, I have to "destroy" certain squares (by lining tiles up over them
so that they disappear) and this frees up fragments and puzzle pieces; the
fragments are added to whatever object the levels are trying to complete as part
of making a new house and inventory for a mermaid, and the house itself - that
golden mansion in the middle of screenshot 5 - has some parts added to it.
When enough puzzle pieces have been gathered, the game offers me a "magic
card" to fix by switching tiles (screenshot 3), which then gives me a certain
power: smash one tile, destroy a line of tiles, add time to clock etc. It also
frees up "underwater inhabitants" (ie. fish) who really get in the way by
swimming all over the place in the four hidden object games (screenshot 4) that
make up the game's bonus levels, and where I have to click away shells, stars,
coins, vases, crabs and turtles as fast as I spot them - if I wait for a bit,
unfound items will waggle to draw my attention. Still, this is where I lost a
lot of lives. That's another thing freed up by destroying squares: new lives. I
start out with three and, if I'm careful, can amass something like twenty. If I
lose all lives halfway through the game, I can restart the game from that point
with three new lives, but the score is reset to zero. Once the player gets
enough feel for the game to finish even the most awkward levels (squares with
double chains on them, arranged in such a way that lining up tiles is very hard)
with lives to spare, there is still the challenge of getting the highest score,
with bonuses for the largest number of tiles you can line up or the most
consecutive tile matches you can make in the memory game.
The second game, bought in English (not that it makes much of a difference as
there's not much text in it) is fluffier and more "aero" in appearance, with
rounded edges to everything including the magic cards. I don't like it as much
as the older game, but maybe that's just nostalgia. The hidden object games have
less objects to find, but they're hidden slightly better, and the points you
score are now collected gold, and have a function: to buy stuff. Having made the
mermaid a home in the last game, the little crab now has a different mission: to
buy fish and a boat for a world trip. Still making bapping sounds, it now also
blows raspberries and does rockstar impressions, while its friend, a crab with a
moustache and goatee (French?) periodically giggles, a very unsettling sound
effect. Yes, there are now two crabs, having to follow two routes on the board
of tiles. On the upside, the game has a "relaxed" mode, without timer. Since the
game is supposed to take me on a trip around the world, the hidden object game
shows a different screen for every location, and some are quite visually
dramatic. Along with match-3, samegame and the tile-flipping memory game, a
fourth game has been added where I have to move tiles to put three or more
together while the playfield fills up with more tiles. It took me a while to get
the hang of it, but now it's my favourite game.
Zenerchi from Goodie Bag Bundle - 3 in 1
Supposed to be a relaxing new take on the match-3 concept, like Rainbow Web 2, and have relaxing background music, this
game was a disappointment, as neither graphics nor music appealed to me. I
couldn't even screencap it, so the graphic on the launching screen wil have to
do. The playfield is round, like a car's driving wheel, and circles have to be
pulled around to line up "tiles" in spokes of the same colour. Per level, the
game sets me two to four colours that I'm supposed to collect points for, the
big tiles on the outside of the circle being worth more than the little ones
near the centre. Lining up five tiles gets me a bonus tile that lets me destroy
or recolour surrounding tiles. Obstacles are introduced as the player
progresses: locked tiles, tiles that cling together and a mechanism that makes
two circles revolve in opposite directions. There is a Zen Mode and a Story
Mode, the latter with a timer that usually runs out after I've reached the
Expert score, but before I've been able to collect enough points for each
colour.
Diamond Drop 2
This game was bought from the bargain bin of a DIY chain and has, hands down,
the worst Dutch translation I've ever seen. It's as if the text was run through
a translation machine, giving literal translations of expressions like "legal
eagle". If I hadn't been able to guess the English behind the Dutch, the
gibberish dialogue that tells the game's story wouldn't have made sense to me.
What is the story: in a village of anthropomorphic animals, a near-sighted
mole mines diamonds and makes them into jewellery for the local ladies (and
occasionally gentlemen). His mining rights are running out, and to renew them he
will have to compete with a new arrival, a smooth customer who threatens to not
only take over the mine but also steal away the second new arrival, a pretty
mole-girl. The mole miner does what he can to win her heart, failing all the way
- if the translated text wasn't so horrid, this would make a funny read - until
it turns out that all the smooth customer came to steal is the possessions of
everyone in the village. The mole miner apprehends him, becomes the village
hero, has his mining rights renewed and, of course, gets the girl. None of this
action is visible, the player just has to knock diamonds from the ceiling and
assume this achieves what the game dialogue says it does.
The first screenshot shows how the game works: you have to grab one or more
of the precious stones descending from the ceiling and throw them up again at
stones of the same colour; if three or more stones of the same colour are
clustered together, they disappear. As such, this is somewhere between a match-3
game and a samegame. For every disappearing stone, some weight is added to the
scales until they are full, and a piece of jewellery is considered finished and
flies to the customer in the top right corner, who may be pleased, neutral or
downright grouchy depending on how long the wait was; customer patience can be
extended by feeding them coffee, cake and sweets, and the jewellery-making
options can be upgraded to increase value, making this game a hybrid of match-3,
samegame and time management. Interspersed with the precious stones are bonuses,
"frozen" stones that need two hits to free them, coins that have to be caught
when they drop and rocks that hit the character on the head, wiping whatever the
character was holding and making him dizzy for a few seconds. When a piece of
jewellery is sold - and the longer it takes to finish, the more its value drops
- the money is added to the safe on the right, and when the safe is full, the
day ends, either in fireworks if the day's target is met, or in depression and a
replay of the level (but the player keeps the money) if it isn't, and the target
is higher every day. Screenshot 2 shows the mission levels as gems in a mine
shaft, and the awards that the character receives every four or so levels, up to
the big trophy at the end.
Okay. The game demands faster reaction speeds than mine, but is otherwise
quite original. However, the mole miner is a selfish bastard with a derpy-derp
face (no, 3D character design is not always cute and funny). The customers are
unreasonably impatient, the village as a whole so mean-spirited that I'm
practically cheering on the cardboard villain, and the awful translation just
clinches it. If it wasn't for Nautica that comes bundled with it, I would
have considered the game a waste of even the two euros it cost me.
Nautica or Golden Submarine
Once a separate game but now bundled with Diamond Drop
2 is the delightfully simple game Nautica, where a submarine must
shoot shells and other sea-themed items upwards into an overhead frame to bring
down the coins. Each shot costs oxygen, but each caught coin adds some (coins
picked up off the floor add some too, but less) and in all the submarine must
get the coins before running out of air, which will make it spin round and
fizzle out, after which the level has to be replayed. (After three times, your
"lives" are up and you can still go on playing where you left off, but with your
score reset to zero.) Each level is tiny, but there are very many of them, and
both bonuses (like shotgun bullets) and obstacles ("frozen" tiles, weights that
drop on the submarine and knock it out for a moment) are introduced as the
player progresses. So, the game plays a lot like Diamond Drop 2, except
there's nothing irritating about it, and no back story. The game executable is
very small, suggesting that the game is an old one; I suspect this was a pioneer
in its genre.
Island Adventure Duo:
I know one of these two, or a game very much like it, was preinstalled on the
laptop as an Acer Gamezone demo. These two looked close enough, so I downloaded
them (from the Acer Gamezone site, I couldn't find them on the Oberon site) to
check them out. Despite being the second on the launcher screen (used here as
graphic, because I couldn't get a screenshot of the game itself) I'm describing
Galapago first, because it is the most fun to play and comes closest to
the demo I remember. Under a tree that has funny (shrunk?) heads hanging from
it, tiled playfields, representing sections of beach, must be cleared of stone
squares before "the volcano erupts" (the timer runs out). When that happens, the
primitively drawn marine animals on the tiles grow wings - yes, even the hermit
crabs - and the player must click on as many of them as possible to gather
points before they've all flown away. The points go into making gilded statues
of those animals in the "My Collection" screen. The playfields get harder as you
move further inland. The heads watch the tile-switching and for every really
good move - one that wipes a double set of three, or five or six in a row, with
more rows forming and being wiped as the tiles slide down - they will let out
highly amusing sounds of admiration. It's for these sounds alone that I play the
game.
Paradise Quest, though also connected with a tropical paradise island,
is nothing like that, and despite having far prettier graphics and an actual
backstory, is much less fun. Here, you can't simply pick a stretch of beach and
start clicking. You are an archaeologist come to the island of Isabela and must
repair its ecosystem by playing match-3 (because that is how ecosystems recover,
yes, really) while also hunting for artifact stones which then become scenery
puzzle pieces. The playfield is bigger than the screen and - argh - scrolls
around; the only way to move it is to make matching rows in the direction you
want to go. It's another one of those games that give me a headache. As said,
the graphics are nice, though, as is the jungly background music. And it's
educational, revealing snippets of information on wildlife of the kind seen by
people who travel to real tropical islands, rather than playing match-3 games in
a very odd attempt to save them.
Heroes of Kalevala (demo)
The Kalevala is a Finnish epic. I don't know anything about it except that
the Finnish composer Sibelius composed something based on it. I don't know if it
has heroes. Or if, like the game, it is about settlers looking for a new place
to live. I do suspect, seeing pictures of these settlers and their wagons, that
the game was originally meant to be about pioneers travelling west in the USA.
Maybe that idea was scrapped because part of the game is chasing out the people
who already live there, which would bring up the massacres of native Americans,
and that would be just too painful. The single person about to be displaced by
the influx of settlers, announced by the stupidly pompous voiceover at the
game's intro, is a witch. She doesn't appear, she just sends her crow to scare
off the newcomers, and act as timer for every match-3 game level. It's a pretty
standard game, following match-3 conventions: line up three or more tiles with
themed pictures (in this case, pinecones, crowberries, the things found along
Scandinavian coastlines), collect points to buy stuff for the settlers, get an
obstacle here, a bonus there, and collect bits of magic cards which give you
super powers, such as, in the second screenshot, the hero Ahti, who raises a
flood that will take many tiles with it. Not knowing the Kalevala, I can't
comment on the authenticity of these heroes. I can comment on the authenticity
of the background music: kantele (Finnish harp) or something that sounds like
it.
Despite the background music, and the fact that this (as visible from the
screenshots) is one of the rare games to fit comfortably in a wide laptop
screen, I scrubbed it. Sorry, my sympathy lies with the witch. Who invited
these settlers, anyway? Why couldn't they stay where they were, and if they had
to leave because they squandered their previous habitat's resources, what's to
say they'll do better here? Off with them.
Dr Despicable's Dastardly Deeds (demo)
What's a poor brilliant inventor (with an accent like Sophie Lipkin from
The Powers That Be) to do when her attempts to automate any menial job
she manages to find, get her fired even from burger-flipping? When (in a dream?)
a Dr. Despicable approaches her, wanting to make use of her special talents,
she's in no position to refuse. His line of work is pesky terrorism: things like
shrinking all the jeans in every clothes shop. The brilliant inventor helps
create the machines necessary to carry out his evil schemes on a global scale...
through... match-3 sessions. The points gathered in these sessions (with or
without timer) pay for different kinds of machinery. The game is funny, and
satirizes, among other things, telemarketing centres, and it feels great to be
the villain - but this is another game that stretches my credibility too far.
Sorry, there are things that cannot be accomplished simply by switching tiles,
and the tile-switching offers no rewards (kooky sound effects, particularly) by
itself. Scrubbed.
Glyph 2 (demo)
The hidden object game Kuros is a spinoff from the
match-3 Glyph games. It is connected through the planet it takes place on -
Kuros - and the glyphs, special characters with special effects. Having played
Kuros and loved its graphics, I wanted to try the Glyph games, but
finding them was not so easy. Glyph 2 can only be found on the Acer
Gamezone site, while the first game, Glyph, is hidden away on Oberon's
own site under "Vintage games". Being so old, the second Glyph game is installed
in a different way from most games, and harder to transplant from C: to another
drive, which bodes ill for the first game. What also bodes ill for the first
game is that in the second game, I can't inscribe glyphs. An example appears
onscreen, which I am supposed to trace with the mouse cursor. I do. It doesn't
work. This is a problem, since the tile-busting powers that normally come from
magic cards are here evoked through glyphs. And if the game won't interpret
mouse movement correctly, who knows what else won't work. As a sour cherry on
the cake, if I play while connected to the internet, I'm shown commercials and a
plaintive message to "please support our sponsors". This game will be scrubbed,
and I hope Oberon releases it (and the first game, too, that would be nice) in a
modern bundle that can be moved to another drive without problems, and doesn't
have hardware issues.
Anyway, the summary, which is the same for both games, is that the planet
Kuros is dying, and can only be restored by unleashing the power of the five,
yes, five elements: wood, fire, metal, earth and aether. The graphics seem
pretty, although, due to the technical problems, I've not seen a lot of them.
Cradle of Rome from The Cradle Bundle (demo)
Unlike Cradle of Persia from the same bundle, this is
a match-3 game. Its levels follow the history of Rome, starting with the myth of
Remus and Romulus being raised by a wolf. Like its companion game, it has a
water-themed timer, in this case an urn. The goal is the same: collect points to
buy buildings and create a town, by destroying tiles, especially those on a blue
square, and obstacles like a "chained" tile, the destruction of which, in the
third screencap, leads to a dramatic pouring of tiles into the lower playfield.
The score for each tile is displayed above it as it disappears; some tiles
contribute to a "power", like a hammer to break up a clogged playfield, and some
have no value. Its backgrounds are greener than the Persian dusty desert
backdrops, but while every successfully completed stage is celebrated with
fireworks and a change of scene in both games, the background in Cradle of
Rome seems to change for every building I add; the button to the right with
the eye on it makes the game bars disappear, for an unobstructed view of my
achievements. The music and sound effects are charming: harp in the background,
a funny sound when I do something wrong and a trumpet when the level is
finished. There are game bonuses like "farmer" for matching 5 tiles in a row,
and "miner" for scoring a certain amount of points. Again, the player has three
lives and a status that is raised with the number of points scored; the first
step on the ladder is "peasant".
In these games, "time management" is a polite euphemism for "click until your
wrist hurts"; the playing character has to achieve a certain number of actions
in as little time as possible - sometimes, in too little time - and this kind of
game often has "dash", "mania" or "frenzy" in the title. Since there's a lot of
moving around, the graphics are often of the simple flash animation type, and at
times downright ugly. The game generally starts with a cartoon explaining
exactly why we're going to be clicking our thumbs off in a moment. Favourite
subjects are cooking and farming, but there are others.
Wedding Dash (demo)
An Acer Gamezone demo played just after Dream Day Honeymoon and a
disappointment, because it does have to do with the mechanics of planning a
wedding, rather than finding objects. Guests have to be seated as they arrive,
refreshments have to be brought to the tables, and small disasters must be
resolved (by lots of clicking), before they all hop off to the dance floor to
boogy down. The introduction comic tells how the main character accidentally
volunteers to be someone's wedding planner, then stresses out in the same yoga
class as Flo (of Diner Dash fame) and gets a pep talk
that prepares her for her task. The game graphics are "Flo" quality, ie. simple
and ugly.
Diner Dash (demo)
Another Acer Gamezone demo. This is Flo's big break: her grandmother has to
take some time off and leaves the diner to Flo, an ugly flash animation of a
character. Fortunately, the diner with its cooking equipment and food is somehow
less ugly. This game is like a template for all time management games: customers
arrive. Take customers' orders. Prepare food. Serve food to customers, before
they lose patience and stamp off. (This means sometimes taking less orders so
that less customers are waiting so that they will be individually served faster.
Time management!) Take money and tip (commensurate to speed and quality of
delivery). Optional: clear rubbish off table. Got the basics? Introduce
complexities. More items to order, items that need more steps to prepare, guests
that have to be seated in a certain pattern. Continue until player exits game
and tosses laptop out of window while yelling unprintable words. But, okay, it's
addictive.
Farm Dash (demo)
Yet another Acer Gamezone demo. Acer sure filled up that laptop with
timewasters. With finer graphics, in the same style as Cake
Mania 2 below, it sends a family off to a farm. Animals have to be fed
and their produce collected and selectively (depending on demand) brought to
market. While I liked the game's graphics, I didn't like the animals stamping
when I didn't deliver their hay to them at the drop of a hat. Stupid cows, can't
they see I'm busy?
Cake Mania 2 (demo)
A final Acer Gamezone demo, in the time management category, and a familiar
title: the Cake Mania series. The Cake Mania games are popular, both, I daresay,
for their choice of subject (cakes, yum yum) and their better quality graphics.
Though still simple, these are actually nice to look at. There are three or four
(possibly more) Cake Mania titles out, showing just how much game pleasure can
be wrung out of baking, icing and delivering different shapes of cakes. A
possible candidate for the "buy" list.
Mystic Emporium
The second time management game that I really, really liked. Apart from "Cake
Mania" quality graphics, the premise, for once, has nothing to do with food.
This was one of the demos installed by the games bought at the supermarket, so
it's the Dutch version, and I paid much more for the unlocking code than if I'd
simply bought the English version off Oberon's site; but at the time I didn't
know how addicted I would become to these games. A young witch, with cute skull
jewellery and a cat that somehow obscures the top of her pointy hat when lying
on it, fulfils her dream of starting her own potion shop. She starts with just
two potions. The number of potions increases to six, the equipment can be
upgraded over time, and shelves can be bought for surplus potions. Each day has
a minimum and expert financial target; attain the first, and the game moves to
the next level; achieve the second, and the day in the progress screen (third
screenshot) is shown as a double star. To keep the player in a good mood despite
all the stress, the background music plays a merry little tune. There are awards
for things like not losing any customers for 10 days running, and boy, do some
of those customers have short tempers. Every few days, you can play for one of
three amulets - one that increases tips, makes a plant grow its seeds faster, or
causes the firebird to grow feathers more quickly - in a samegame. One would
think that a game offering only 24 levels or "days" would be finished pretty
soon, but since I'm a slowpoke, I'm usually stuck at day 23. (A day after
writing this, I managed to reach the target for day 24 and get the end screen,
where the shop is declared best magic shop in town and the customers
congratulate its owner. But I still can't reach the "expert" target for the last
three days.)
Turbo Fiesta (demo)
A demo installed by Fabulous Finds; upside: the game is in English,
downside: it's another "dashing waitress" game. There is a game called Pizza
Fiesta, so I suppose this sequel could be called "Pizza Fiesta in Space". A
fast-food joint in a space station has to turn a profit despite sabotage
attempts, which means the game has more backstory and continuing narrative than
the other time management games I've seen. The game's title probably comes from
the "turbo mode" the customers go into when they're happy enough, when the game
plays a festive tune and all the customers achieve the zen of infinite patience,
which means maximum tips and no more stamping out; sadly, this state doesn't
last long. The graphics are gaudy, but better than "Flo" quality; perfect for a
greasy fast-food joint in any location.
Go-Go Gourmet: Chef of the Year (demo)
Do not play this game if you are on a diet. Another demo that came with
Fabulous Finds, it is also probably a sequel, and its main character,
already established as a master cook, now has to win a title as international
master cook. How? By being the fastest short-order cook around. This is no "slow
food"; she is shown a recipe and instruction and then has to grab ingredients
from all over the counter, put them in the right containers for processing and
serve up the result to the judges, who rate her only by how fast she delivers.
Her competitors are a bunch of ethnic stereotypes from other countries. Each
day, the slowest chef loses and is kicked out of the competition, but has a
plausible excuse why, insinuating foul play. It is easy to stay at the top, at
least for the first few days covered by the demo, and for every success our
heroine wins another outfit that you can change her into in the dressup screen;
not a frivolous activity, as what she wears can affect how the judges rate her.
What she also wins: recipes! After I'd finished playing the demo, shut down the
laptop, done a million other things, and attached the printer to the laptop an
unspecified number of days later to print out some document, the first thing to
roll out of the printer was a two-page apple pie recipe that the game still owed
me. I don't remember anything about the background music's quality (let's face
it, in the rush, it's the first thing you stop noticing) but the graphics are
nice and glossy. Even the food looks good to eat.
Diner Dash: Hometown Hero from Goodie Bag Bundle - 3 in
1
Flo and her grandma, returning to their old stomping ground to hear that the
zoo is closing, decide to save it by starting a restaurant there. Flo serves the
guests at tables outside. What happens: she assigns them tables, takes their
orders, passes them to gran, delivers the food etc. but since the game doesn't
limit the number of guests, a huge line of increasingly cross waiting customers
inevitably develops. This game sucks! I wouldn't expect it from a game set in a
zoo, but these are the ugliest graphics I've ever seen!! The colours are plain
and washed-out. It has an "eternal serving mode", but the main game already
feels like that. The usual applies: it's possible to upgrade equipment. It's
also possible to change Flo's outfit and the colour of the clothes she's
wearing. Which just doesn't make the game any less ugly.
This means all games not in the categories above, for which the Oberon and
other game sites do have categories (Sim, Arcade, Strategy), but I don't,
because I've played too few titles to justify it. What they mainly have in
common is that they're not really puzzle games, although they may contain
puzzles.
Chinese Temple
This game from City Interactive, predecessor of titles like Zuma, is
so old it needs the CD in the drive. As this is bad for both CD and drive, I'm
still busy on a workaround with an ISO image, and played the game just long
enough to get screen captures. As can be expected, the game is addictive. A
"dragon" of coloured balls runs down a track towards a temple mouth: it is up to
the player to keep the dragon out of the temple by shooting more balls at it,
since balls of the same colour will destroy each other. As such, this is a very
fanciful arcade version of a match-3 game. The tracks that the dragon follows
become more convoluted with each level, making it harder to hit. If the player
hasn't eliminated the dragon within a certain amount of time, the difficulty
doubles as a second dragen starts to snake out. The levels are represented by
towers in the Great Wall of China, and there is a trophy room for well-played
levels.
Supercow (demo)
A demo installed by a supermarket CD, this is one of the rare side-scroller
games. I don't like sidescrollers because all that shifting from one screen to
another makes me woozy, and my reaction speed sucks. A fan of the genre would
love it. Our bovine superheroine receives a distress call from a sheep: an evil
professor has abducted the farm animals by drugging them with sugary treats.
Very witty, which is why I used up the 60-minutes demo time before thinking of
grabbing a screencap. Sadly, it was the Dutch translation, so the written text
was stilted and not as funny as the original, but the English voiceovers had
been left intact. Collecting medical kits and milk cartons was fun, and
defeating guard dogs by jumping on them, very satisfying.
Fairy Godmother Tycoon (demo)
A gutbustingly funny parody of all fairytale classics and at least one set of
cartoon characters (check out the first two screen caps) wherein it is revealed
that the fairy godmother isn't a kind person at all: she's a ruthless
businesswoman, and those little favours are only to improve her public image!
This is what's called "strategy" or "simulation", but since these games are not
complex enough for actual simulations, I'd call it a time management game with
less rush and more focus on results. The idea is to get rich in the potion
business, both by selling potions and by catching the occasional randomly thrown
bag of money (vaguely visible right-of-centre in the third screenshot, with the
rays emanating from it), first in a quiet easy village, then in bigger locales
where you might have to eliminate the competition with mafia-esque tactics. This
one is on my "buy" list for its comedy value alone.
Eye for Design
As told in a comic drawn in the style of a flash animation, a white-haired
interior design student with huge glasses gets the highest marks of her class,
only to find herself without work when she graduates. It is up to the player to
land her assignments and carry them out so that her reputation will increase and
more and higher paid assignments will come rolling in. It's like the room
decorating games in Fabulous Finds, only uglier and totally
counter-intuitive. I simply couldn't understand what the game wanted from me.
So, I scrubbed it.
Artist Colony from Romantic Discoveries Bundle - 3 in
1
Like Fairy Godmother Tycoon, this is a "simulation",
ie. less stressed-out version of a time management game. I'm glad I bought the
bundle, as it laid to rest a false impression I got from the demo: that the game
is into racial stereotyping. Well, it is - it's into stereotyping, period - but
not as nastily as I thought. The backstory: two artists, one high on discipline,
the other high on talent, set up a colony especially for artists. The
disciplined artist has a wife, called Mimi, and a baby son. The talented artist
manages to seduce her with his animal attraction and, pregnant with his child,
she runs away, no longer able to face either of them. They quarrel and leave;
the colony falls into disrepair. Fast-forward a generation: Mimi's two children
are now adults. The older brother Ben (painter) and his friend Dylan (musician,
black, I had the impression that this was his half-brother from the "bad"
father) have returned to the colony and want to restore it to its former glory.
They are joined after a few days by the real half-brother, a boozy type who
unintentionally steals Ben's love interest, and the drama is about to repeat
itself, but unlike his father, Ben can count on a friend to pull him through.
The game is several screens of pretty scenery just waiting to be cleaned up,
something that will have to be done continually as flowerbeds keep going to
ruin, weeds spring up and dirt collects. As the colony becomes more attractive,
more artists will enter it to make use of its facilities. The money their
creations make is then used for more building improvements. At the same time,
the artists need maintenance too: they must be provided with food, places to
sleep and inspiring visuals. Their needs are also not as complex as the demo
made me think, the main thing is to keep them happy and inspired, assign them
maintenance tasks to keep the colony clean and fresh-looking, train them in
their artistic specializations (they can't produce the next work of art until
they've gained a skill point, although once they've reached their maximum, they
can pump out the art non-stop, inspiration and energy levels permitting) and
even raise other artists' inspiration levels by giving public performances. If
their happiness/inspiration drops too low, artists leave the colony, only to
come back as new arrivals with their skill points reset to zero. As the colony's
gallery fills up with art, buyers will come in, offering amounts sometimes way
above, sometimes way below the real price. I learned the hard way: always sell,
no matter what the offer, to free up space so the artists can keep producing.
Although Ben and Dylan are paired up with the first two artists that join them
at the colony, they and all the other artists can spontaneously crush on a
random other artist, which means they should be dragged to that artist to check
how reciprocal the feelings are and will then make an artwork based on either
the wings of love or the pain of a broken heart, which will automatically sell
for more, after which the crush, having served its purpose, expires. The
simulation is quasi-open-ended: it has a storyline with quests to fulfill, after
which I can keep playing and earning the colony more money, but with nothing to
spend it on, there's no real point, beyond the amusement of maintaining a human
ant farm of "arteeste" types in a pretty setting with - a nice touch - changing
seasons. Leading to the situation of artists still using their outside picnic
places for a nap on a thick blanket of snow.
Tradewinds Odyssey from Magic and Mystery Bundle - 3 in
1
Along the same lines as Fairy Godmother Tycoon and
just as gutbustingly funny, this one sporks the living daylights out of Greek
mythology. The player picks one of several characters - the misunderstood
Minotaur, the sister of Helen of Troy, an athlete falsely accused of substance
abuse, and others - and sails from ancient city to ancient city with an
upgradable fleet, trading ingredients (buy at low price, sell at high price),
buying protective enchantments, and carrying out whatever requests and missions
come up on the way. On the journey, there are pirates and mythological monsters
to defeat. The interlude screen when the next screen loads looks like a fresco.
Although this was rather a mismatched game bundle and one of the games in it was
downright iffy, I can recommend both the bundle and this game individually. The
only possibly objectionable aspect of the game is the sometimes wailing
background music, which may grate on the nerves after a while.
Dream Day Wedding from the Romantic Discoveries Bundle - 3 in
1
Dream Day Travel Pack - 3 in 1 containing Dream Day Honeymoon,
Dream Day Wedding: Married in Manhattan and Dream Day Wedding: Viva
Las Vegas
Dream Day Wedding: Bella Italia from the Bridal Party Bundle - 2
in 1

Dream Chronicles
Dream Chronicles 2: The Eternal Maze from Goodie Bag Bundle - 3 in
1
Dream Chronicles 3: The Chosen Child
Dream Chronicles: The Book of Air Standard Edition (makes me wonder
what the non-standard edition is)
Deadtime Stories
Dr. Lynch - Grave Secrets
Death on the Nile
Peril at End House
Dead Man's Folly
Amazing Adventures: The Lost Tomb
Amazing Adventures: Around the World
Magic Encyclopedia: First Story
Magic Encyclopedia: Illusions
Samantha Swift and the Golden Touch
Midnight Mysteries: The Edgar Allan Poe Conspiracy
Luxor Adventures
Kuros
Rasputin's Curse
(Tradewinds Odyssey - see under Other)
Ancient Secrets: Mystery of the Vanishing Bride
Paige Harper and the Tome of Mystery
Master Thief - Skyscraper Sting
Born Into Darkness
"C:\ProgramData\Oberon Media\Channels\110500670\4.0.0.0\Launcher.exe"
/Name="Hidden Object Mystery Pack 4-in-1" /sku=510005315
/url=http://userassets.apizone.betaregion.oberon-media.com/Launcher/App/
LauncherPage.aspx /Channel="110500670"
If I located the "bundler.exe" in the game directory and made the shortcut
start that, the game would play without the webpage nonsense showing "other
games you might want to play" that I normally see, but it was also impossible to
enter the key. So, I installed the game again on C:, entered the key, moved the
game to another drive and pointed the shortcut to "bundler.exe". Because the
Oberon/Casualgames install uses "%Program Files%" to find the game icon, the
icon location has to be changed, too. And, clearly, a lot of unnecessary crap
collects in "C:\ProgramData", but it doesn't take so much space that it needs to
be cleared out just yet.
Women's Murder Club: Death in Scarlet
Women's Murder Club: A Darker Shade of Grey
Women's Murder Club: Twice in a Blue Moon
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Card and board games
Jewel Quest Solitaire 2 (demo)
Jewel Quest Solitaire 3 (demo)
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Tetris and samegames
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Match-3 games
Galapago (demo)
Paradise Quest (demo)
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Time management games
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Other
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