As of November 2012, I run music webzine A Lonely Ghost Burning.

It's all about short, positive reviews with no genre restrictions. Might be worth a try if you you like your music to feature any or all of the following characteristics;

- Distinctive Vocals

- Palpable Atmosphere

- Believable Emotion

I also write occasionally for the excellent Alternative Magazine Online and keep a far less excellent blog, Cherry Faced Fool.

Tuesday, 24 July 2012

New Freeware Review

Hey,

I've written my first freeware adventure review over on my new blog. It is of Chance of the Dead and can be found here - http://cherryfacedfool.wordpress.com/2012/07/23/game-thoughts-chance-of-the-dead-freeware/

Hope it's an enjoyable read. Please feel free to comment over there should you be so inclined!

Cheers,

JD

Thursday, 14 June 2012

New Blog

Hey,

I've started a new blog writing up my experiences with random stuff here - http://cherryfacedfool.wordpress.com/. There may be some freeware adventure games turn up on there from time-to-time. Is a commercial adventure title on there already.

Also, as mentioned before I've written some reviews for Alternative Magazine Online. Great site. Check it out - alternativemagazineonline.co.uk.

Cheers,

J

Wednesday, 26 October 2011

Adventure Game Reviews Return...Kind of

Hi,

So, I've just reviewed Snakes of Avalon for the excellent Alternative Magazine Online.

http://alternativemagazineonline.co.uk/2011/10/25/game-review-snakes-of-avalon-pc/

That's where you'll find me sporadically writing about adventure games from now on. Lots of great reviews over there; games, movies, books etc. Definitely worth checking out if you haven't already.

Cheers,

JD

Edit: I have also reviewed;

Sanitarium

Sunday, 21 March 2010

Samarkand

Year - 2009
Length - Short
Engine - AGS
Suitability Factors - N/A

Samarkand, created by Babar Ahmed Kemal, was the winner of the October 2009 MAGS competition. The topic of 'Steampunk' was perhaps taken to it's most distant limits, but this short Arabian Loom-like title was still more than worthy of it's victory.

Story

As an unnamed traveller in the city of Samarkand, the protagonist has travelled a great distance to hear the song of a particularly talented songstress. However, with her beauty not going unnoticed by the King, she is captured for his court before the song is finished. The protagonist fears that he must find and rescue the songstress if he is to ever hear her song again.

The underlying premise of the story is based on whether the reason for saving another life affects the value and importance of the act. This seems a thoroughly interesting idea, but unfortunately the issue doesn't appear to be explored as deeply as the beginning of the game suggests it might be.

Nevertheless, the story is still entertaining enough. The thoughts of the main character are conveyed well, while the game's dialogue is well written and feels authentic to the gameworld. And that gameworld is an interesting one. The city of Samarkand is unlike any other city - for the power of music has been harnessed by one of it's residents, and it is now stringed instruments that are the primary provider of energy.




Atmosphere

Talking of music, the piece that accompanies the game's introduction is perfect for drawing the player into the Arabian setting of Samarkand. This musical style is employed throughout the game, however the main tune is a little more dull in comparison.

Visually the game is simple but effective. The city's architecture looks genuine, and along with the well drawn and attired character sprites, does a good job of immersing the player in the gameworld. Despite also utilising a minimalistic style, the cut-scenes look great too.

Perhaps just as big a draw into the world of Samarkand is the aforementioned writing. It seems as though genuine thought has gone into making the dialogue original, and the game's ability to hold firmly onto the players interest increases greatly as a result.




Gameplay

There are only a small number of puzzles in Samarkand. The few that do exist are of a very low difficulty level, requiring the player to make use of a system similar to that seen in the LucasArts classic, Loom. For this, the player needs to pluck the strings of instruments in a certain order to set off whatever action that combination corresponds to.

Now, I'm a firm believer that while innovation can be great, it is not the only solution for improving the current crop of games in the adventure genre. Instead, looking back upon adventures from the past and utilising what made them so great can be just as effective. These things have to be used in the right context and in an appropriate setting, and this is exactly where many games go wrong. Yes, Monkey Island was great. It's inventory puzzles were great too. But that gameplay isn't suitable for all adventure's. And here's my point - it is great to play an adventure game where the gameplay, no matter how little of it there is, fits into the story and gameworld. So what if it is similar, albeit less complex, than a game from twenty years ago? It works, and feels plausible within the context of the game. I would personally like to see more gameplay design take this approach as I genuinely believe better games would be produced as a result.

As already mentioned however, the unfortunate thing about Samarkand's gameplay is that there isn't much of it. In fact, this is true of the game as a whole. It is very short. As a MAGS games this is to be expected, but you can't help but feel that the game has more potential than it's length will allow it to demonstrate. I would love to have been able to explore the strange string-powered city a whole lot more than I was able to.

Finally, it is also worth mentioning that it's possible to die in this game.



Summary

Much to it's credit, Samarkand takes an interesting premise and combines it with relevant gameplay - it's just too bad that the short length of the game prevents it from building on it's promise. Despite this, Samarkand is a MAGS game made in the space of only one month, and it is only fair to judge it as such. On this basis, it is very good indeed and well deserving of your attention. Just prepare yourself to wonder what the game might have been like had the developer had more time at his disposal.

Pros
- Interesting and appropriate puzzles system
- Thought provoking story concept
- Well written
- Simple visual style works well

Cons
- Length of game prevents full potential from being realised in terms of both story and gameplay

Download for free;

Samarkand (Scroll down to last post on page to find download link)

Thursday, 18 March 2010

What's This About?

With the realisation that my previous 'What's This About' post was a little abrupt and not entirely useful, I have decided to write a new, slightly more structured piece.

If you are a first time visitor, then welcome. I would recommend you read this post to get a feel for what the blog is about. If you're an old-timer, then thanks for your continued support. Hopefully you'll still find this post mildly interesting and informative.

First things first, given the very positive nature of the content on here, it seems necessary to explain why this is the case. My aim for the blog is as follows;

To inform adventure gamers about freeware games that I feel they may enjoy.

The flip side of this is that I have no desire or intention to try and discourage players from playing games I haven't enjoyed. As such, you will notice that there isn't one negative review on here - if I haven't enjoyed a game, then I won't review it. This doesn't mean I don't attempt to point out a game's flaws and constructively nitpick about how it could have been improved, it just means that the overall tone of each review will be positive in nature. To a certain degree, I will have enjoyed that game. How much so, will hopefully be conveyed in the review.

My reasoning for this outlook is that this blog is about freeware - games that are legally downloadable for no cost. Who am I to try and put down the hard work of the people that slave over these labours of love for no financial gain? Providing that criticism is constructive, I have no problem with dishing it out, however if there are not enough positives to offset that criticism, I feel it unfair to give a review of that game. Now if I were paying for these games, then that would be a different story!

Moving on, the key characteristics of an adventure game are often discussed by fans of the genre. My personal opinion is that the most important elements are; Story, Atmosphere, and Gameplay. Other aspects of importance can likely be classed under one of these three areas. For example, exploration is part of the gameplay, characters part of the story, visuals part of the atmosphere. Of course this isn't a science and there are ambiguities in some areas, e.g. I often find characters have an affect on a game's atmosphere too, but as a basic starting point, I feel this model is nice to work from.

A great story makes the player anxious to find out what will happen next, it's conclusion is anticipated and dreaded in equal measure. The other areas of a game can undoubtedly add to an interesting plot, however it is very unlikely they will make up for the lack of one. As with any other medium, a story written for an adventure game needs to be intriguing, intelligent, well paced, and well written.

A game with a great atmosphere makes the player feel as though they are being drawn into the gameworld. If the atmosphere is unable to immerse the player, he/she will feel disconnected from the game, no matter how enthralling the story is. It is also vitally important that the atmosphere fits the tone of the story. This doesn't just refer to the game's setting, it applies to the characters' actions and dialogue too. Humour is great when used correctly, however when used in the wrong situation it can completely destroy any atmosphere that has been built up to that point.

Finally, great gameplay makes the player feel as though they are not just in the gameworld, but actually affecting it. Ideally, the majority of puzzles will be a part of the story - not merely an artificial challenge with no relevance to the plot. The player should be forced to make important connections using their own mind and the information they have at their disposal. Logical deduction is far more rewarding than the 'try everything on everything' approach. Exploration can also be a key gameplay element, helping to add to the immersion set by the story and atmosphere. This is difficult to achieve in a freeware game however because of the time and monetary constraints the developers are under.

There are of course exceptions, games that are enjoyed despite not following all of my own personal guidelines. As a rule however, I would argue that most of the top adventure games contain these elements.

Here are a few examples of games I perceive as excelling in the three key areas.

Story
Commercial

- Discworld Noir
- Dreamfall
- Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
- Longest Journey, The
- Moment of Silence, The

Freeware

- Anna
- Ben Jordan Series
- Love and War Act 1
- White Chamber, The

Atmosphere
Commercial

- Black Dahlia
- Discworld Noir
- Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
- Monkey Island 1-3
- Longest Journey, The
- Scratches

Freeware

- A Second Face: The Eye of Geltz
- Anna
- Ben There, Dan That
- Heed
- La Croix Pan
- McCarthy Chronicles, The
- White Chamber, The

Gameplay
Commercial

- Day of the Tentacle
- Discworld Noir
- Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
- Quest for Glory 1

Freeware

- ! (Exclamation)
- Nanobots
- Quest for Glory 2 (VGA Remake)

So, that's it. I hope this post hasn't made you drowsy.

Thanks for reading,

JD

Friday, 12 March 2010

Brain Hotel

Year - 2004
Length - Medium
Engine - Flash Based
Suitability Factors - N/A

It would be fair to say that Brain Hotel, a game that can be played either online in your web browser or downloaded and played from your hard-drive (as I did), took me by surprise. Written and directed by Ron 'Aalgar' Watt, and programmed by Mark Darin, Brain Hotel pretty much blew away my preconceptions about flash-based adventure games, although I doubt there are many that live up to the standards of this one.

The game is based on the developer's comic book 'Tales of the Odd', while the programmer is the man responsible for the Nick Bounty series, and the forthcoming (and very promising looking) Nearly Departed.

EDIT: Mark is now a lead writer\designer for Telltale Games, and has been heavily involved in the development of the 'Tales of Monkey Island', and 'Strong Bad's Cool Game for Attractive People' series of games. He has also worked on some of the Sam and Max episodes.

Story

The game had me in it's clutches right from the very start, partly because of the unique comic book introduction to the story's protagonist, but mainly because of the excellent and entertaining writing that accompanied it. I immediately had an interest in the main character and the city he lives in and was eager to learn more.

That city is Fort Burr, and the aforementioned protagonist is Ed Arnold, a down on his luck deliveryman who arrives at the Brain Hotel as it prepares to commence it's annual supervillian convention. While his initial goal is simply to deliver a parcel, Ed soon learns of one of the early arrivals evil schemes, and with minimal help from the villain's artfully rebellious robot, must set about stopping it.

The story's premise is simple, however it is clear that the gameworld is capable of producing something more involving should the developers have wanted it to. Nevertheless, the story presented is still enjoyable enough to prevent these thoughts from occurring until the game is completed.



Atmosphere

While playing, the story's simplicity is masked by the game's overwhelming strength, it's atmosphere. I felt genuinely immersed in the gameworld, all the more surprising given the very bland and unattractive backgrounds that awkwardly contrast the style of the characters. Indeed, while the character sprites themselves look far more stylish and certainly contribute to the vibe the game gives off, it is certainly not the visuals that take responsibility for the atmosphere evoked.

Instead it is the already discussed writing of the game that does the trick. Dialogue is well written and able to maintain a style of it's own throughout the duration - although perhaps the price the player pays for this is the sometimes offbeat and random nature of it. Despite this, the game's sense of humour doesn't feel out of place with the gameworld, and only by playing the game will one know whether the humour is to their liking. It may or may not be an acquired taste, but in places I would venture to say that it at least verges on being so.

Sound plays a role in setting the atmosphere too, with excellent voice-acting and appropriate music. The speech bubbles accompanying dialog also look right at home in the comic-book universe.



Gameplay

The game's puzzles are mostly inventory based, and while some are clever within the gameworld, there are others for which the solution is likely to be stumbled upon rather than discovered through logical thinking (at least that's how it turned out for me). If you do get stuck, the game's writer has taken the time to draw up a progressive hints page which is similar to that used by UHS.

A lack of interactable objects certainly has a negative affect on gameplay, with certain rooms having a decidedly uninteresting array of items available to manipulate.

As for the game's length, you'll probably finish it in one go, although you may get a couple of sittings out of it depending on how quickly you're able to solve the less obvious puzzles.



Summary

A longer game based in Fort Burr with a more engrossing story would have great potential, particularly with livelier and more stylised backgrounds. Nevertheless, as it stands, Brain Hotel is still a fun game in it's own right. The bizarre comic book atmosphere is responsible for that, as is the offbeat humour. Add in some great voice-acting and you have a very enjoyable flash-based adventure game that is well worth playing. Now I wasn't sure that I'd ever be saying that!

Pros
- Great comic-book atmosphere
- Excellent voice-acting
- Strangely funny and interesting world

Cons
- Background objects sometimes sparse
- Backgrounds are bland and contrast awkwardly with character sprites
- More information about wider scope of universe would have been nice

Download for free;

Brain Hotel

Thursday, 25 February 2010

Paper Aeroplanes

Will have a new review up shortly, however in the meantime I thought I'd briefly post something non adventure-game related.

I haven't previously posted anything music related on here, mostly because I doubt anyone is interested - this is an adventure game blog after all. So why now?

Well, last night I went to see a band called 'Paper Aeroplanes', and this is the best outlet for me to tell a reasonable number of people how amazing this band are. If you like your music catchy and easy on the ear, you owe it to yourself to check this guy and girl duo out. Beautiful melodies, goosebump inducing voice, and basically just pure and utter awesomeness. Are surely destined for big things.

Paper Aeroplanes Myspace

Friday, 29 January 2010

Hitchhiker's Guide to the Galaxy - Towel Day

Year - 2009
Length - Short
Engine - AGS
Suitability Factors - N/A

Towel Day is the work of James 'Dualnames' Spanos, the man also responsible for the full Hitchhiker's Guide to the Galaxy remake which is currently in development.

Having read the books, I found them brilliant in places, yet drab in others. As for Towel Day...I found it to be rather good throughout, even if there is some room for improvement.

Story

It's important to mention first of all, that although certain references will pass you by if you are unfamiliar with the material, it is not absolutely imperative that you have read the books in order to get a kick out of this game. Whether you like it or not will far more likely depend on your sense of humour. For those who are familiar with the Hitchhikers Guide, well, you will feel right at home.

Another point it may be relevant to briefly discuss is whether this game is suitable for those who plan to read the books in the future. You don't want to ruin that experience right? As the game is based on the last four chapters of the original book, there is always the chance that you might retain some of the information from the game, however, in my opinion, the game is more likely to make you read the book a little sooner than it is to spoil things for you.

The game is setup with the player having the option to play as both of arguably the two most loved characters from the series, Arthur Dent, and Marvin, the paranoid android. The two characters are in separate areas and the player can switch between them at any point. Arthur is attempting to evade capture along with three of his 'pals', while Marvin is trying to speak to a spacecraft. The story does come across as slightly incoherent, perhaps because of the game's short length, although it is unlikely you will be primarily playing this game for it's story.




Atmosphere

Instead, it is the game's humour that makes Towel Day an enjoyable experience. The description, dialogue, and narration, are a mixture of new material written by the developer, and lines taken from the book. The 'old' material is well placed (and as I understand it, used minimally), while the new stuff is funny and almost always manages to capture the Douglas Adams style and charm. There are some spelling and grammar mistakes, however surprisingly this doesn't too badly affect the immersion (and I'm really quite fussy on this issue). That said, there are some lines that appear lost in translation, and getting the text grammatically correct is still something I would recommend for the full length offering.

The visuals supplement the game's atmosphere just fine, although the outside location does look somewhat muddled. Character sprites appear a little squashed, and while this isn't a big problem, I can't help but feel it wouldn't require much work to greatly improve their look.

Music is slightly hit and miss. Marvin's background theme fits nicely enough and reminds me somewhat of music from 'Beneath a Steel Sky'. The music accompanying Arthur however seems too mellow and therefore fails to match the drama of the scene.


Gameplay

Gameplay is on the very easy side, with the few puzzles on offer solved mainly through conversing with other characters or by manipulating objects, all done using a simple verb-coin interface. Make sure to try every possible interaction, as failure to do so will mean you are missing out on dialog and text which are the best part of the game.

From the options menu it is possible to choose between two narrators, Slartibartfast, and Great Green Arklseizure. This makes only an aesthetic difference however, and it would have added a great replay value to the game if the comments given by each narrator were different. Perhaps if one showed a greater disdain for the characters than the other? This is perhaps a slight opportunity missed, especially with the game being so short.

Not attempting to solve the first puzzle straight away will prolong Towel Day a little, as the game is cleverly scripted to fire new dialogue at you during the first scene if you do not immediately find the solution. If you wait too long you will be killed, but experiencing the extra conversation is definitely worth the small possible inconvenience of restarting your game at the end of it.



Summary

Despite the game's short length, Towel Day is still very worthy of your time. The problems I have mentioned throughout the review are only minor nuances that really wouldn't take alot of fixing for the full remake. The visuals only need tweaking, the gameplay perhaps a little extra depth, and the spelling and grammar some extra proofing. The coherence of the story may require more thought although this is naturally a challenge because of the material it comes from being somewhat incoherent at times anyway. It would however be advantageous to be able to follow the plot more clearly.

So, with a full-length game in production, it will be interesting to see how Towel Day is built upon as the potential is undoubtedly there, even if this effort is a little rough around the edges. Furthermore, and rather importantly, the game provides what feels like an authentic journey into the world of Arthur Dent and his comrades. Therefore, if you have any fondness (real or potential) for the humour of the Hitchhiker's Guide, then you should certainly give Towel Day a chance. Doing so has certainly persuaded me to keep a much keener eye on the progress of the full-length offering.

Pros

- Great humour
- Feels like an authentic 'Hitchhiker's Guide' experience
- Very well presented

Cons

- Very short
- Story is arguably a little incoherent
- Some spelling and grammar issues

If you like this, try;

- Breakdown

Download for free,

Hitchhiker's Guide to the Galaxy - Towel Day

Wednesday, 6 January 2010

Danny Dread is on Call

Year - 2009
Length - Short
Engine - AGS
Suitability Factors - Occasional mild language, Alcohol & Cigarette use

So, I promised I would soon have a review up, and here it is. 'Danny Dread is on Call' is a short comedic title from AGS forum member Green Boy.

Story

The player takes control of Danny Dread, whose boss has the impudence to call him into work on his day off. All Danny wants to do is spend time with his girlfriend, however his boss is probably not a man to be brushed off. This is on the basis that he is, as the developer describes him, 'an egomaniacal mad scientist'.

When Danny arrives at work, he is asked to find an animal sample for the 'splice-o-matic'. Reluctantly, Danny accepts his task, thus beginning the player's journey. As is to be expected, the story is simple. It does however have a couple of fun twists that prolong the game after you think it may be over. Overall, the story provides a fun backdrop for the game.

A really nice touch is the way the story actually begins on the main menu screen. It's only brief, but does do a good job of hooking the player from the start.

The game's non playing characters are also worth a mention, with two in particular showing traits of well loved members of the LucasArts back catalogue. I wouldn't always consider this a positive, but in the context of this game it works very well.



Atmosphere

No matter the quality of the story, a game attempting to be funny will always live and die by it's humour. Danny Dread certainly lives. The game perhaps isn't always riotously funny, however there are more than enough quips to keep the player smiling throughout, and there are certainly moments where players will be hard pressed to suppress a chuckle.

The visuals are good, although arguably they would have benefited from some extra sharpness in places and perhaps a less faded colour palette. Animations on the other hand are excellent, and really add considerably to the game's charm.

The game's soundtrack has very cleverly been put together by Mark 'Mods' Lovegrove, with the use of some classic LucasArts sound clips that seamlessly supplement the game's original music. The timing of these interludes really does make them work brilliantly.

One thing that did spoil the atmosphere a little was that I couldn't get the game to run full-screen. This may be a problem that only I have experienced however, and in truth the game-screen I did get was big enough not to ruin things.



Gameplay

Successfully balancing the use of inventory puzzles it seems is a hard skill to master. Such puzzles are often too easy, too obscure, or just used in completely the wrong situations. Thus it's a pleasure to be able to say that Danny Dread seemed to strike perhaps as good a balance as I've seen in a freeware title.

As the game doesn't take itself seriously, the use of inventory puzzles fits in fine with the tone of the game, plus in general the puzzles are neither too easy nor too obscure.

Danny Dread is by no means the Mecca of adventure game puzzles, but from a personal point of view, it does seem to provide a very good example of how and when LucasArts style inventory puzzles should be used.

Furthermore, the custom user interface looks very good and is well implemented also. Verbs can be selected from the bottom left of the screen while the right mouse button can be clicked to cycle through them. Some players will prefer one method, while some will prefer the other, so it's nice to have a choice of both.



Summary

Danny Dread is a great game in terms of pick-up and play value. It's uncomplicated, funny, and will easily stir up memories of the LucasArts heydays. It's short length is a shame, however the game certainly does enough to cement it's developer as one to watch. Only time will tell if I'm correct, however the little things matter and the developer it would seem is aware of this. What I expected to be a run-of-the-mill game has actually surprised me by displaying bags of invention and potential, even if it does unashamedly owe plenty to the LucasArts titles of the past.

Pros

- Funny
- Inventive
- Great audio
- Well implemented SCUMM-like interface

Cons

- Too short
- Story is no more than a backdrop for the game

If you like this, try;

- Awakener
- Ben There, Dan That!

Download for free,

Danny Dread is on Call

Friday, 1 January 2010

It Starts...

Happy New Year all!

Hopefully 2010 will bring plenty of adventure gaming goodness to us all...and preferably free of charge too ;)

One of my New Year resolutions is to keep this blog updated regularly with new reviews. At least two a month is the aim.

In the time since I last posted here, a similar website has popped up reviewing games made in Adventure Game Studio, The Blue Cup Critic. I have no idea who the Blue Cup Critic is, however the site has five reviews up so far and the content and quality of writing are excellent, so if you haven't already, head over there and check it out.

While I haven't posted anything on my own blog since the start of December, I have been busy reviewing elsewhere, with my review of commercial title 'Daemonica' being published on Mr Bill's Adventureland. If you haven't visited this site before, I would very much recommend you do so. It is a family friendly site run by the very nice Bill and Lela, and has quite a comprehensive list of adventure reviews - even going back as far as the original Zork. There are some freeware reviews over there too, such as 'Night of The Hermit', 'Larry Vales', and they have just reviewed a newly released title, 'Island'.

That's all for now - but expect a review shortly.

Cheers,

JD

Tuesday, 1 December 2009

Love and War: Act 1

Year - 2005 ish I think
Length - Long
Engine - RPG Maker 2000
Suitability Factors - Don't think so

Right, well this review was actually ready a week or so ago but have only just got around to adding the screenshots.

Love and War, made by Admiral Styles, is my first review of an RPG on the blog. It is of course still a freebie, and at it's core it is way more like an adventure game than any other RPG I've played.

Story

The reason why? Well, it is often said that great fiction is character based - this should be extended to the medium of games and it is adventure games that are viewed (at least by their fans) as the strongest and most suited genre for storytelling. Many games tell their story through bland one-dimensional characters and are arguably ineffective in immersing the player as a result. Of course their are many adventure games that fall into this trap too, however it seems that great characters are far more common in this sphere of gaming. Thus it was with surprise that I became so attached to and interested in the characters of Love and War.

The game's main protagonist is Ryan Eramond of Davenport, Terra. Fresh out of high school, he's looking forward to a study free summer spending time with his buddies. However, plain sailing it will not be. His Dad hires him to work as a delivery boy (there goes all that free time), plus he has girl problems, serious girl problems.

Although Ryan is the main man of the story, the player will also become acquainted with his two best mates, Henrik and Armin, as well as an early childhood friend, Lavie. All of these characters have their own distinct personalities and their interaction and development are without a doubt the cornerstone of this game. The stories of the main characters are thoroughly interesting and entertaining.

There is also an overriding story arc involving government unrest and the potential for war. Whilst this is fairly intriguing, it did not for the most part maintain my interest the way the more personal aspects of the story did. It is of course linked to the game's main characters but seeing how Ryan et al were going to affect the world from their viewpoint seemed far more interesting that seeing how the world was going to affect them.

It is with the world story that the game starts, briefly casting you as a couple of characters from 300years or so past. Perhaps it's just me, but I'm not a fan of this game mechanic, it doesn't hold my interest too well. It is only short however and the sole reason I mention it is to assure people that the game does become markedly more interesting thereafter.



Atmosphere

The great atmosphere of the game is also largely created by the characters. Whether they're sharing a joke or feeling sorry for themselves, they always manage to keep the player interested in the game-world. Likewise whether the atmosphere is lighthearted or serious, to me it always felt genuine. It's likely that this is also due to the quality of the game's dialogue, which is very well written and also witty when necessary. Indeed, it is often worthwhile just journeying around each town talking to residents - their conversation threads being far more interesting than is the norm in these types of game.

As Love and War was made in RPG Maker, it is no surprise the graphics are tiled. This may put some people off although it didn't bother me at all. The graphics do their job just fine - plus the close-ups that are used at certain points throughout the game are well drawn and fit in with the look of each character portrayed.

The audio side of the game is solid also with an unintrusive soundtrack that becomes familiar without being annoying.



Gameplay

As with any RPG, there is combat, and the suitable equipping and levelling up of your characters is important if you are to progress. I don't recall ever being frustratingly stuck on any particular battle however.

Despite the regular RPG elements of stats and battles, much progression in the game comes from talking to other characters, either to spark off a new event, or to give the player some information that may help with their current quest. The game also mixes things ups with the odd riddle and mini-game which are well implemented and detract nothing from the game's pacing, perhaps because they only occur at suitable times.

Another area worth mentioning is the game length. This game is long, however as it's title suggests, Love and War: Act 1 does not tell the complete tale. It does however tell far more of it than you might expect. On a few occasions I thought the game was about to cut off only for it to continue, and when Act 1 does eventually reach it's cliffhanger climax, it feels like an entirely fair one. Another more well known indie RPG I played finished unexpectedly and all too sudden. In my opinion, this is certainly not the case with Love and War.

Finally, the game provides the player with a fair number of save-points throughout and I remember only one section (The Mine) which seemed unfair. This section aside, I don't recall having to repeat the same part over and over again in order to progress.



Summary

Love and War is by far the most interesting RPG I've ever played with regards to characters and story. Some people will use the graphics as an excuse not to play it, however if RPG Maker style visuals don't bother you then I can think of no reason for me to hesitate in recommending this game. I hope others for whom adventure is their primary genre are able to look past the basic RPG setup of Love and War to see the true beauty of strong characterisation and great storytelling that lie beyond it's genre confines.

I may be wrong, but a Google search suggests that this game has passed many people by. Quite simply, it shouldn't have, and in my opinion is fully deserving of your time. Bring on Act 2!

Pros

- Excellent story
- Great characterisation
- Well written dialogue which is witty and emotive as appropriate
- Provides plenty of play-time
- Act 2 does still seem to be in development

Cons

- Some may be put off by the simple RPG Maker graphics
- Act 2 isn't yet complete

If you like this watch;

- C'est Lavie

Download for free;

Love and War: Act 1

Friday, 6 November 2009

Writing Contest

Below is the entry I submitted for the AGS Forums fortnightly writing contest in August. It didn't win but I was happy with the finished piece just the same.

The topic entrants were given was the following, 'Write a short story - or rather, the "expository chapter" to a longer story - that engages in worldbuilding - by which I mean a text that shows what kind of world the story takes place in, what it would be like to live there'.

Any thoughts, positive or critical are welcome.

Meanwhile, you can expect a new review to be posted over the next week.

Cheers,

JD

----------------------

A stranger arrives on a planet after drifting through space for more years than he cares to remember. Little has happened during his journey however he possesses a strong feeling that this is about to change. Every so often a world comes along which is interesting, a world which appears serene yet has an underlying threat of…unrest. A planet which is home to a people that appear universally happy. A planet where any moment the peaceful lives of those inhabiting it are going to explode. Yes, this is a place he could settle down for a while. Watch as the very fabric of the world is ripped apart. Maybe he could even help push things along a little?

He sits on a rock-face observing the beings go about their daily lives. He recognises them, not personally of course, but as a race. They are human, settlers on a planet which wasn’t made for them. They’d adapted to the planetary conditions over the years. Originally they’d walked around in those big suits but now, generations down the line and the suits long gone, it was as if they were meant to be here. Everyone looks comfortable and relaxed, at ease with the surroundings. He recognises the differences between this planet and the other they occupy, a place he’d visited a long time ago. Gone are the sprawling metropolises and extravagant structures, the seedy alleyways and rubbish ridden streets. Instead, everything here looks like it’s been kept purposefully small scale and simple, clean but unimaginative. Every building in sight is made of the same grey stone that dominates much of the landscape. Most are dome shaped and there appears to be only a few varying sizes. The place isn’t dull however. It has a vibrancy which seemingly emanates from its residents, descendants of those whom took radical steps to change their lives.

The temperature rises to a slightly uncomfortable level, seemingly coinciding with the reduced number of passers by. Although the heat is of no consequence to the stranger, he gets up from his position on the rocks. The faint daylight provides enough illumination to the outside world for artificial lighting not to be needed. It allows him to make out a sheltered gathering in the distance. He walks towards it, slowly and with curiosity. As he approaches, he sees the crowd staring up at a screen. It looks out of place in the more primitive looking surroundings and is broadcasting someone making a speech. The individual talks of kindness and humility, about the pioneers to this planet who wanted to create a better world, something that was unachievable on the motherland. He talks of poverty and indulgence, has to explain the concepts of these things to the people who have little or no grasp of what they are. Most of all however, he talks of happiness. He smiles, the crowd smile back. His eyes though, they are cold. He is one of them, not a human, one of the others.

The stranger smiles too, not at the screen, but to himself. He knows something the humans don’t. Something they are completely oblivious to, made more intriguing because it is in front of their very own eyes. Aside from the one making the address, the stranger had already seen ten of them. Walking around unnoticed, exchanging pleasantries and going about their apparently normal lives. He can see through them though, see what they really are, likes what he sees. The people on this planet, kind-hearted and idealistic as they are, will soon realise that not everyone or everything is like them. And it’s going to be soon…very soon.

----------------------

With this being a prologue, the first chapter would then introduce the main human protagonist.

Thursday, 29 October 2009

Awakener

Year - 2009
Length - Short
Engine - AGS
Suitability Factors - N/A

I must start this review with an apology for reviewing two games in a row by developers who I've already reviewed games by. These people are clearly way too greedy...

Awakener is the latest experiment from the talented Ben Chandler (Ben304).

Story

The story revolves around Fadi, a nine year old boy with a thirst for adventure. Given permission to spend the day with his Aunt Sylvia, he is handed the simple challenge of retrieving a potion from a store on the street. Of course, his task turns out to be not quite so simple.

Although the story has a nice twist at the end, until that point it's abit of a non-event. The game appears more of an excuse to allow the player to interact with some weird and wonderful characters. This would perhaps be a problem if the characters weren't particularly interesting however each has a fairly distinctive personality, even those that aren't actually characters (yes I'm looking at you Barrel).



Atmosphere

The first thing you will notice when entering the game is the beautifully drawn and colorful background (nope that shouldn't be plural - there is only one). It's style is unmistakably that of this developer and it fits perfectly to this genre of adventure. Furthermore, the character animations are excellent and often unexpected. The music also fits very well with the style of the game.

Aside from the visual and audio elements...

The game does a great job of creating a comedic atmosphere and thankfully doesn't try and force it's humour onto the player. Whilst many of the game's conversations and responses will contain an element of humour, they are done so with a degree of subtlety. This enhances the game's already chilled out atmosphere. Nothing in the game feels forced, and never did I feel rushed to do anything.

However, there are a couple of areas where the player loses immersion in the game. Firstly, the fourth wall is broken several times as Fadi humorously comments on his being in a game. Although this isn't a huge problem, I feel it could have been handled in a better way, perhaps by referring to the traits of adventure game characters as if they were real actions undertaken in his world.

For example, and I appreciate I'm getting sidetracked here but please bear with me...As Fadi is established as a keen adventurer, he could make a comment such as, "Adventuring 101 says, 'Do not under any circumstances leave your stuff lying around - you never know who might take it.' Perhaps I should suggest to the guard their that he buys himself a copy...not right now though of course." I'm not sure if this sort of thing has been done before (probably has) but is just an alternative to fourth wall breaches of this nature.

The second loss of immersion again relates to the game's dialogue. Considering he is a nine year old boy, Fadi's vocabulary seems too well developed. There are times in the game when I was left thinking he must be an English language graduate from Oxford University rather than a young kid. Of course I'm exaggerating but still, it did spoil the believability of the character a little.



Gameplay

The game's puzzles are all inventory based although some require the player to talk to a character first. The solutions are simple and getting stuck for any longer than a few seconds is very unlikely.

The game handles as most (possibly all) of Ben's games do - very simply. Again, for adventure game veterans this will probably be seen as a negative. Anyone who likes to be challenged in their games will most likely be disappointed with Awakener. Having said that, the simple gameplay may suit those with little time and/or patience, as will the short length of the game.

My personal opinion is that whilst I would have preferred the game to have provided more of a challenge, I can't really see how it would have been able to do so without ruining the atmosphere of the game. More complex puzzles would likely have seemed out of place, whilst more illogical puzzles that are generally acceptable in humorous games would have made the game frustrating thus losing it's calm and laid back nature.

Therefore, I think the problems with gameplay are largely caused by the confines of creating a short comedic game, rather than by poor or lazy puzzle design.



Summary

Whilst only a short diversion, Awakener is most definitely worth checking out. The subtle comedic tone and laid back nature of the game combine to really good effect and make the player happy to be spending time in it's world, even though that world only consists of one small street. The short length of the game does rather suppress the story and prevent it from being a classic, however it does once again showcase the exciting talent of the developer.

Overall, anyone in the mood for a comedic game that's not too taxing could do a lot worse than loading Awakener up.

Pros

- Well written
- Funny dialogue
- Great visuals
- Contains the most interesting barrel you'll ever meet

Cons

- Short
- A couple of immersion issues

If you like this, try;

- Shifter's Box
- Apprentice 1 Deluxe

Download for free;

Awakener

Wednesday, 30 September 2009

Reality-On-The-Norm: The Postman Only Dies Once

Year - 2001
Length - Medium
Engine - AGS
Suitability Factors - One use of strong language

Earlier in the year...ok fair enough, ALOT earlier in the year, I reviewed a Reality-On-The-Norm game. I also revealed that I would be reviewing another game in the series - well, for those people who haven't yet lost faith (and those who have)...here it is...finally!

The Postman Only Dies Once (from hereon referred to as 'The Postman') is the seventh canon game in the series. If you're new to the RON series and would like an explanation as to what this means, please go here, to read my review of RON: The Repossessor.

Like The Repossessor, The Postman was made by Dave Gilbert.

Story

In this episode of RON, the player takes control of the town's out of luck private investigator, Max Griff. Upon hearing a commotion in the streets, he rushes out of his office only to find the local postman lying dead on the floor. Stood next to the corpse is Michael Gower, the undead mayoral candidate. Mr Gower strangely has nothing to say for himself, and with the sheriff quickly on the scene to arrest him, it appears that the case has been swiftly sewn up. That is until Max receives a visit from local journalist Mika Huy. She offers to hire him to investigate the case - but intent on getting a big news story, this is under the condition that she is allowed to help out.

The story is a little thin on the ground however the offbeat humour of the RON universe carries it through. The writing is very good and does a good job of creating a private investigator type atmosphere.



Atmosphere

Despite this, some may be disappointed that The Postman doesn't really make the player feel like a private investigator. Perhaps not everyone will agree but I don't think this is as important as it would be in other games. As I mentioned in my previous RON review, the games in this series are all about the characters, and The Postman doesn't let its players down in this respect. The residents of RON are as strange as ever and it is they more than anything else that are responsible for the immersion the game provides.

Whether you agree with the above statements or not, chances are if you're a fan of the atmosphere created in other RON games then you'll most probably like the atmosphere of this game too.

An area that may detract from the atmosphere however is the sometimes mundane backgrounds, although having not been privy to the deluxe treatment that The Repossessor benefited from, this is to be expected. They're certainly not bad, just a little simple and sparse.

The choices of music are pretty good although the change in track for every location might be a little off-putting.




Gameplay

The player's first goal is to interview witnesses (or potential suspects). These enquiries can be conducted in any order and this non-linearity is a nice touch.

As already touched upon, some people may feel letdown by the small amount of detective work the game actually entails. Although not vital for the atmosphere of the game, I think a few puzzles involving some deductive reasoning would have added to the quality of the gameplay.

As it is, most puzzles are of the standard inventory variety. All are solvable but may provide the player with a degree of challenge in terms of slightly lateral thinking.

The game is of medium length and although my recent replay seemed over quite quickly, I seem to recall the overall playtime to be quite abit longer first time round, perhaps because of the aforementioned lateral thinking that was needed.



Summary

Of the RON games I've played thus far, there is no doubt that this is one of those which fans of the series should definitely make time to play. It's story is perhaps slightly more serious than others in the series however it is the crazy RON characters and humour that really shine through. Although it will help for players to have played the earlier games, anyone who enjoys a good old fashioned point and click game should enjoy this. It's interesting characters and offbeat humour easily make up for the lack of any real sleuthing.

Pros

- Further great use of RON characters
- Great cameo by the 'The Crazy Homeless Weirdo'
- Well written dialogue

Cons

- Perhaps could have given the player more private investigative tasks to perform
- Backgrounds a little bland

If you like this, try;

- Other RON games

Download for free;

Reality-On-The-Norm: The Postman Only Dies Once

Monday, 7 September 2009

Paul Moose In Space World

Year - 2009
Length - Short
Engine - AGS
Suitability Factors - N/A

Has been a while but...

Paul Moose In Space World is a creation of AGS forum member 'thecatamites'. It is the second AGS game released by this developer and continues with the rather unorthodox graphical style used in his first effort.

Story

The best way to describe this game in my opinion would be as an interactive animated short, hence the game is suited by the obscure premise it serves up. The player takes control of Paul Moose, a humanised moose in space searching for aliens. The main protagonist is accompanied by his robot friends who are actually household objects, i.e. an ironing board, washing machine, television, and lamp.

The story is not an important aspect of this particular game - rather it's there to showcase the character, as is the case in many short animated television features.



Atmosphere

The atmosphere is important however, and the game delivers one which befits it's quirky nature. This is via a combination of simple graphics and (sometimes humorous) dialog with some great music thrown in to boot.

The backgrounds are mainly drawn in crayon on cardboard cut-outs and their simple amateurish look may divide opinion. My thoughts are that they work perfectly in a game of this type. However, whilst the main character sprite doesn't necessarily detract from the game's atmosphere, it would have been nice to see abit more life brought into Paul Moose. Perhaps using safety pins to attach his limbs to his body would enable a suitable walk cycle to be created as well as various other actions. Not sure how viable that would be but is just a thought off the top of my head.



Gameplay

The game's contains a mix of inventory and conversation based puzzles whilst some also require the player to make use of the simple abilities of Paul's household friends. The puzzles are all simple enough and logical within the gameworld.

Lengthwise, the game is short and will no doubt be completed in one short sitting. Although the story doesn't present itself as being one which needs much telling, it would have perhaps benefited from including a couple of extra episodes like this one with Paul being thrust into other peculiar situations.



Summary

Overall, Paul Moose In Space World is a fun little game with a graphical style that very much suits it's whimsical nature. Despite being a little rough around the edges, it still has plenty of appeal as a freeware game, particularly for those whom are fans of laid-back animated shorts and cartoons.

Pros
- Interesting visual style
- Good choice of music
- Relaxed theme and gameplay

Cons
- Could have done with containing a few extra 'Paul Moose In...' episodes
- Main character would have benefited from a walk-cycle

If you like this, try;

- Limey Lizard Waste Wizard

Download for free;

Paul Moose In Space World

Sunday, 26 July 2009

Heed

Year - 2009
Length - Short
Engine - AGS
Suitability Factors - N/A

Heed is the latest in what seems to be a never ending stream of releases this year from Ben304. He seems to be getting better with each one as well, although this latest effort does tread a fine line between being a game and a short interactive novel.

Story

The story is a philosophical one, one of an unnamed traveller whom wishes to make more of his life. The player controls this traveller as he seeks to find his true purpose, a journey which starts with the observation of a strange fly, and learning of something called the source.

The game flows well although the story feels a little empty in my opinion. Nevertheless, each of the events that takes place during the game is intriguing enough to make you want to continue through to the game's conclusion.



Atmosphere

The aspect of the game I was most impressed with was it's atmosphere. Upon entering Heed it is the visuals which straight away grab your attention. The backgrounds are stylish and the character sprites well drawn and animated. Darker colours are often used for the scenery whilst much brighter colours are used for the characters. This contrast works extremely well and the characters visual prominence over the background objects adds to the idea that the game is about the character's journey within, rather than about his physical location.

The atmosphere is further set by the fantastic choice of music. I can't really explain why it fits in so well, just that it does.



Gameplay

If there is an element of the game that opens it self to criticism however then the gameplay is it. The player performs an action by a simple click of the left mouse button. Whilst this is very intuitive, it doesn't allow for much in the way of problem solving. Plus, with only a limited number of hotspots in each location, it is almost always immediately obvious what needs to be done to progress.

That said, there are puzzles which seem well thought out and an attempt at something a little different from the norm. The game plays as though the developer made a big effort to make the puzzles fit seamlessly into the story which is certainly a positive.



Summary

I think my main memories of Heed will be of the stylish visuals and excellent almost dreamlike atmosphere the game possesses. I think some will be put off by the lack of actual 'game' elements on offer whilst others will be delighted by the brisk pace the game keeps up throughout. The game certainly has a more experimental feel to it than many others but it's enjoyable all the same and well deserving of your attention.

Pros
- Stylish visuals
- Great music
- Puzzles it does have fit nicely into the story

Cons
- Little interaction

If you like this, try;

- Anna
- Judith
- Shifter's Box (Another Ben304 game and proof that I'm not just randomly listing girls names!)

Download for free;

Heed

Wednesday, 8 July 2009

Proposal

Year - 2009
Length - Short
Engine - AGS
Suitability Factors - N/A

Haven't been gaming too much lately however July's first review is finally here. It's of the latest MAGS winning effort, Proposal by Tijne.

Story

In Proposal, the player controls John Gwar, a 'man' under a rather unfortunate curse. He has until midnight to become engaged knowing that failure to do so will result in him crumbling to dust. Everything is set for a night of fine dining and ultimately the proposal. Alas things do not go exactly to plan resulting in a much more tricky night than he'd planned.

The introduction to the story and main character is excellent. Going into too much detail would spoil it (as might looking too intently at the screenshots) however suffice to say it does a very good job of drawing the player into the game. The remainder of the story is also very solid for a short one location game.



Atmosphere

The game's atmosphere is set up very nicely by the aforementioned intro and is fairly lighthearted throughout despite the unfortunate position the main character finds himself in.

The music also very much suits this lighthearted nature of the game.

If there's anything that hampers the atmosphere at all then it's the visuals which are quite blurry at times. This is especially true of the character sprites. Whilst by no means awful, the graphics could have done with some sharpening up.



Gameplay

Most puzzles are of the inventory variety and these are logical enough given the nature of the game. Some require abit of lateral thinking although I never felt cheated. In fact it was these puzzles I enjoyed the most.

The GUI is indistinct and abit of an eyesore on the side of the screen however it doesn't interfere with gameplay too much.



Summary

Proposal is a fun game which does a good job from the start of enticing the player to keep playing, it's paced very well and didn't once make me frustrated. The game could be improved visually and is understandably short, however it's certainly worthy of your time if you like a pleasant enjoyable story with some decent humour thrown in.

Pros
- Good humour
- Some good puzzles
- Likeable main character and story
- Well chosen music

Cons
- Visuals blurry
- Character sprites could do with some work
- GUI looks messy

Download for free;

Proposal

June Reviews

Hey,

Here's a list of the games reviewed in June.


AGS Games

Atapi
Mr Danger's Contest
Reality-On-The-Norm: The Repossessor

Other Games

Frasse and The Peas of Kejick

May Reviews
April Reviews


JD

Thursday, 25 June 2009

Atapi

Year - 2009
Length - Medium
Engine - AGS
Suitability Factors - N/A

The latest review is of the first time effort from Kristin Moody.

Story

In Atapi, the player is cast as Oko Bokog, a Sakwa fisherman with a horrendous past. His life has been given hope and meaning by his adopted human daughter, Kiri, however when other humans in his village start to contract a mysterious illness, Oko must seek out a Hromu healer to help provide a cure. Oko must also look out for Kiri, and try and make sure she doesn't develop the same condition.

An area I would have liked to have seen developed further is the description and explanation of the character races, how they're connected, whether they're considered equals etc etc. This would have provided more depth and back-story to the game-world allowing for a better understanding of the story and it's protagonists.

Despite this, the story and dialogue is well written, and the personalities of the characters are believable thus making it is easy for the player to feel sympathy for Oko and his plight.



Atmosphere

Indeed, Atapi is a good example of how sometimes a game can be enhanced by not including humour. The game takes itself seriously and the player is more immersed in the story and game-world as a result. The story and characters involved would have appeared disingenuous had the game been littered with wisecracks and references to adventure games past. The developer instead does a very good job of maintaining sincerity, a must if this type of story is to be pulled off.

The use of sound also helps to provides extra atmosphere. The music is good and although the sound effects are apparently not original, they perfectly fit the game's setting.

A possible repellent for players however may be the game's visuals. Despite the excellent choice of locations, the grainy photographic backgrounds will not be to everyone's liking. It's hard to criticise too much though because they do provide the necessary ambiance of the game just fine.



Gameplay

Where it's easier to criticise the visuals however is with regards to their effect on the gameplay. Finding items needed to progress can prove to be somewhat more tricky that it should be, thus making the backgrounds an unintentional obstacle for the player to overcome

As for the nature of the puzzles, the game starts off with a simple shopping list quest, i.e. you're given several items to find and retrieve for another character. Initially the next quest seems like it might be more of the same, however things don't turn out to be so simple. In order to communicate with the various 'Atapi' the player must get to grips with their language which consists of various symbols. Initially this can seem quite daunting, however discovering the words and phrases that each Atapi will respond to is really quite rewarding.



Summary

I liked this game, it's genuine atmosphere and sincere characters provide for an enjoyable and immersive experience. However, some more in-depth information about the world and it's inhabitants would have added considerably to Atapi's appeal. As it stands, I feel the game is only scratching the surface of what could be a very interesting fantasy story - hopefully the sequel will provide more meat to it's bones.

Pros
- Very well developed and believable atmosphere
- Sincere story and characters
- Interesting symbol/language puzzles

Cons
- Scope for wider story not really capitalised on
- Backgrounds may put some people off
- Some items difficult to find

Download for free;

Atapi

Friday, 19 June 2009

Frasse and The Peas of Kejick

Year - 2006
Length - Medium/Long
Engine - Sludge
Suitability Factors - N/A

Finally I've been able to concentrate for a period of longer than two minutes and provide you, my adoring public (haha) with another review. Frasse and The Peas of Kejick is a freeware game made by Rikard Peterson.

Story

From the start, the player takes control of Frasse, a fuzzy blue monster. I'm sure if I was so inclined the adjective I would use to describe him would be 'adorable'. After a short while you'll also be controlling his friend Gurra, a less fuzzy and apparently smarter monster with no arms and what must be magic eyebrows. The story itself is that of Frasse and Gurra's attempt to obtain the Peas of Kejick and return them to the King. Whilst the story is by no means extraordinary, it is more than suitable for this type of game and even has some twists and turns along the way

My first impression upon entering the game wasn't great however. There is no introductory sequence which means the player is thrust into the story without any pointers as to what to do. Although it's not long before you discover your main task, a short introduction would have made for a more coherent start to the game.



Atmosphere

Although the player must verbally interact with other characters throughout the game, dialog is kept to a minimum. Conversations are never drawn out and short answers are the order of the day, thus meaning the developer had to solely rely on other methods to set the atmosphere of the game.

And he did so brilliantly. Where this game comes across as vibrant and fun, it would have been easy for another game attempting the same thing to end up dull and uninteresting. The brightly coloured visuals help a lot in this respect. The backgrounds are nice to look at whilst the character sprites, Frasse in particular, are also very well done. Although some scenes look like a little less time was spent on them than others, the game really does excel visually.

The game's atmosphere is added to by the great musical score. The tunes are varied and always suitable for the scene they accompany.

I would describe the game as fun rather than funny, although it does have a moment or two which might force more than a smile.



Gameplay

This is the area of the game that really took me by surprise. I was expecting the puzzles to be standard inventory fair. I was also expecting them to be pretty easy. Turns out I was wrong on both counts.

Although there are some simple inventory puzzles, many require the player to use the individual talents of the two lead characters in order to progress. Frasse is able to carry items although isn't so skilled in the conversation department. Gurra on the other hand is able to garner more information through conversation however can't hold any items because of his lack of arms. He also has a rather useful kicking ability.

It is clear that a lot of time and effort has been put into the development of puzzles which are both different and fun to solve. I had to consult the walkthrough on one occasion when a logic puzzle had me well and truly stumped. I was impressed to find out however that there is actually an alternative solution for those who either can't or don't wish to work out the answer for themselves.

There are also optional actions which the player can perform, some which serve no purpose to the story, others which may affect the story in a very slight way. This added interaction is a nice touch, particularly for children who may on occasion get bored of trying to solve the game's puzzles.


Summary

Frasse and the Peas of Kejick took me by surprise, eclipsing pretty much all my expectations. Yes the game has nice cutesy graphics, but it also has clever (and sometimes hard) puzzles.

The game also has that rare quality that makes it enjoyable for a wide age range. I'm a 21 year old guy and I really enjoyed playing, however I think it would also be a great game for parents to play through with younger children.

So, if you're looking for a deeply involving story then this isn't it, if however you're after a bright fun game then you'll be charmed and surprised by this one I'm sure.

Pros
- Some excellent puzzles
- Vibrant and colourful visuals
- Good fun

Cons
- Close up shots aren't quite so good to look at
- Arguably would have benefited from some more laugh-out-loud humour

Download for free;

Frasse and The Peas of Kejick