Friday 31 July 2015

Never Alone:Foxtales DLC (PC)


Never Alone was a beautiful game that told the story of a young girl and an Artic Fox as they explored the snow covered tundra around them. It also drew heavily on folk law and helped present a new set of stories from a different culture to the world.

Fox Tales is a three level addition to the main game and tells another story. This time the tale is one of the pair trying to rescue a small mouse that has been washed away by the spring currents. On their journey they encounter a huge monster mouse that is frightening people away from a lake and decide to defeat it so people will no longer be scared.

The game plays like the original but is more puzzle based and our two adventurers spend most of their time in the water or canoeing on top of it. The main role of the fox is now to move spirits around to cause fast currents to flow in different directions. The girl is mainly used to pick up rocks and then drop them so they bounce around to their destination aided by the movement of the spirits. It’s sort of a cultural marble run. 

It all works well and the story being told is both interesting and enjoyable. It’s not particularly difficult and certainly won’t last you more than an hour or so but it’s great to see the game taking on more folklore tales and putting them across in such a beautiful way. The new mechanics such as rowing the canoe and the new puzzles fit well also. If you liked the original it’s well worth picking up this new set of levels and we certainly hope for more in the future.

Wednesday 29 July 2015

Legend of Kyrandia: The Hand of Fate Review (PC)


At the peak of point and click adventures fame there were numerous games of excellent quality to choose from. While Sierra and Lucas Arts took most of the lime light there were also other companies creating some great games. Westwood was one such company and the Kyrandia series is well worth visiting for fans of the genre.

On a personal note, this game in particular has taken me a very long time to get through. I first started playing The Hand of Fate in the mid-nineties one day while at a friend’s house. We spent a Saturday afternoon working out the first chapter before it was consigned back to the draw while we went off to do something else (probably involving clubs). 

I completely forgot the name of the game for ages and it was a few years ago that I managed to search it out on the internet. Upon finding it I only managed to get hold of the non-talkie version and quickly discarded it again. Then the series appeared on Good Old Games and after purchasing it and having it sit in my library for a while I have finally managed to complete a journey started a very long time ago.

Hand of Fate follows the story of a sorcerer named Zanthia who discovers that the kingdom of Kyrandia is beginning to vanish in front of her. Little by little trees and buildings begin to vanish and she sets out to save the day. On the way she’ll encounter a rather suspicious magical hand and a host of weird and wonderful fantasy inspired characters. Zanthia is seemingly the sanest of the residents of Kyrandia and the other, stranger, occupants add a dose of humour and character throughout.

The world of Kyrandia is wonderfully drawn with a lot of character and magical whimsy on show. It does look a little pixelated now but the range of locations keep things fresh and the story moving along. It can be difficult to see certain objects at times but then that’s something that many of the games of the time suffer from. The only real issue is that the cursor arrow doesn’t tell you when you are moving over something that can be looked at or picked up. This means you may be clicking around a few times to see what is about. It never really seemed to be an issue though as most things of interest are fairly obvious.

The game is quite unique in the realms of point and click with some interesting mechanics present. As well as the normal process of using objects to solve puzzles you also need to mix potions by collecting ingredients. This adds a nice build up to the payoff of finally using a potion to solve a problem. These rang e from needing to make a sandwich to distract guards to turning yourself into an abdominal snowman or creating a teddy bear. The puzzles are always creative and normally follow a kind of magical logic (though, the results may achieve your goal not quite in the way you might think a t the time).

It’s Important to save often as there are a few places you can die during the game. There aren’t any instant deaths and you’ll often be warned but it’s likely you’ll be caught out at least a couple of times. You won’t be able to stump yourself by misusing ingredients though as they regenerate once used allowing you to try and mix things again.

Overall, Hand of Fate is an excellent adventure that has some nice tricks of its own to help separate it from other games in the genre. The characters are strong with good voicing and the script and the story is entertaining throughout. Fans of point and click games should definitely try it and It was well worth finally finishing Zanthia’s story.

Overall 8/10

Monday 27 July 2015

Tembo the Badass Elephant Review (PS4)


2D platformers are certainly back on the menu and Tembo is the next in line to make its way out into the world. There is certainly still room in the market for well executed spins on the genre and it’s been a while since we played a game where you get to control a commando elephant sent to save the world from an invading alien menace on an island shaped like a peanut.

Tembo certainly looks the part with large and colourful levels filled with graphical flourishes and lots of personality. Our hero conveys lots of heroic emotion through his expressions and the enemies look suitable shocked when a giant elephant lands on them. Rescuing the many captives around the levels also sees them ride on top of our hero as the destructive elephant parade smashes through just about everything in its path.

There aren’t that many levels to get through but each of the three main areas offers something new for players to get used to and they are suitably distinctive from each other as well. You start out in the city before moving to the Donkey Kong Country inspired highlands and then finally to the islands Sonic inspired amusement park. There are some chase sequences thrown in as well and some suitably impressive boss battles that pit you against thing even bigger than yourself.

Tembo has a host of different moves he can use to get around and smash up the enemy. He can charge, stomp and spray water while also being able to spin around in mid-air like a giant Sonic the Hedgehog. There’s also a much under-used slide attack to get to grips with. In fact, there are so many moves that it can cause a problem in certain sections of the game. A number of times we were jumping or running from something and pulled off completely the wrong move - which usually means death.

Sadly, out heroic elephant can be a bit of a pain to manoeuvre around. He does in fact control as you would imagine an elephant to which is fine when you are charging around but not so good when precision platforming or quick reflexes are required. It’s basically like trying to play the whole of Donkey Kong Country while riding the Rhino all the time. There’s nothing game breaking here but we lost count of the amount of needless deaths caused by the ungainly control system and with the games, somewhat pointless, lives system this can mean restarting levels from scratch.

Aside from the obvious Donkey Kong influence there is also a touch of Sonic in the mix. A couple of levels turn our hero into a giant spinning pinball and can’t help but conjure memories of everyone’s favourite Sonic 2 level. It works for the most part as well, as do most of the different things that have been thrown into the mix. The boss fights are particularly satisfying as well with some giant creations ready to be smashed up by our rampaging elephant. We've never seen giant bowling balls used so creatively either.

This isn’t the longest game in the world and it’s likely you’ll get through it in a couple of hours. There are a few extra things you can do such as seek out all the captive humans or destroy all the aliens but we didn’t feel a great urge to replay levels. The game thrusts a mandatory number count of defeated aliens on you a few times to allow the unlocking of the next stage and this really wasn’t needed and only acts to try and artificially lengthen the game.

As with a number of games recently you are going to struggle here if you have any form of colour blindness. There aren’t any colour coded puzzles but laser beams and bullets all but disappear against some backgrounds and that’s a big issue in a game that requires precise timing. 

Overall, Tembo the Badass Elephant may be short and a bit cumbersome but it is also a fair amount of fun and keeps players interested by introducing new things at regular intervals. There are certainly faults and frustrations but there is also a lot of imagination and good humour on show mixed in with a Donkey Kong and Sonic influence that makes the game a fun but brief ride.

Overall 7/10

Wednesday 22 July 2015

Hyperdimension Neptunia Re;Birth3: V Generation Review (PS Vita)


Written by Natalie Houghton

This is the best Hyperdimenson Neptunia game out there so far  - there I've said it. If this is your particular poison then run out to the front lines and grab a copy and prepare to Nep your way into oblivion for what may seem like the 100th time this year. 

Hyperdimension Neptunia Re;Birth3: V Generation starts with a firm boot to the head where all of the Goddesses (CPU's) are attempting to rid themselves of Neptune by beating her to a pulp so that they can take over Gamindustri once and for all. This inadvertently starts off a chain reaction which leads to Neptune being sucked into a portal and then falling hilariously face first into a 1980's tinted version of Gamindustri. 

After a dose of re-orientation to this new and seemingly outdated land (but not before helping Neptune acquire her transformational powers again), it is determined that in order to return Neptune to her own dimension, she must raise the shares of Neptunia sufficiently enough so that a portal can be opened and in any Neptunia game this can only mean one thing: an epic quest fest. 

In the mean time, she plays along with the CPU's of this alternate world and gradually re-discovers her old friends as well as making some new ones. Enter Plutia - a welcome addition to the cast who initially starts off as the only CPU for Planeptune. At the onset she comes across as being a complete and utter airhead. However, in her HDD form her personality does a complete switch and she turns into the sadomasochist otherwise known as 'Sadie' - this helps to create some of the most amusing scenes in the game. 

The whole premise is to essentially get Neptune home and in one piece whilst traversing the console wars of the 80's and 90's, battling monsters and avoiding the evil machinations of the Seven Sages who will do almost anything to try and eliminate the CPU's and control Gamindustri themselves. Along the way there is also a multitude of quests to complete, dungeons to explore, special monsters to smash, items to gather and plans to unveil.

Characters level up in the usual way, although they can also have their skills and stats enhanced by effectively upgrading themselves with plans that can be found. Plans apply not only to characters but to almost everything in the game, dungeons can be changed, weapons and items discovered and monsters strengthened or weakened. So it's imperative that you utilise plans effectively. 

The lily system also makes a return - characters who fight together will eventually find true love together. Maybe not quite... but they will both become stronger if they are coupled together, one in the front and one in the rear - seriously! The higher each character's lily rank the more abilities they will each gain when in one another's sweet embrace.  

Most of the previous game mechanics are left intact or are very similar - Stella's dungeon (a roguelike mini-game that consists of Stella endlessly climbing a huge tower in search of loot) also makes a return. Combo skills are the basic attacks that are utilised in battle and they can also be heavily customised to your specific tastes or elemental preference. Gradually you'll unlock more slots which can result in some quite impressive combo moves. The usual ream of skills is also present along with a wide array of challenges that increase character stats and unlock various upgrades the more that are completed. 

In order to combat the EXE drive abuse that was the optimum strategy for the last game, HDD mode is now tied to the amount of SP that you have. SP is restored by hitting monsters and whilst this is good in theory, the rush attacks give you a lot more SP than any other kind of attack so a lot of the time, you'll simply be hammering rush attacks and then unleashing either your special moves or EXE drive. This means it has simply swapped one unbalanced tactic for another. Bosses or stronger mobs do at least require some more thought as you have to break their armour down first. The battle system, whilst good could easily have been a bit deeper and tactical.

The dungeons are typical Neptunia fare and I've no doubt that you'll have seen a few of them already if you've played any game in this series before and this is where the game falls down slightly with re-used dungeons, monsters, textures and music all beginning to seem a bit too familiar with most of them having been almost copied and pasted from the 2nd game. Graphically, the colour palette is energetic and as vivid as usual and all of the models do look quite sharp on the PS Vita with absolutely no slowdown experienced. 

Overall, the dialogue is quite interesting and the characters know how to poke fun at themselves and the game industry as a whole. However, they are in desperate need of an editor as the cut-scenes are overly long and often tend to have a bit too much pointless waffle included. There are indeed many subtle nods to the console wars throughout various eras and the differences between them. 

The soundtrack has quite a light hearted upbeat tempo which suits the game quite well (as it is after all intended to be an adventure that doesn't take itself too seriously). For all intents and purposes, given that the characters are almost 100% clichés and the plot is filled with a ton of video game references and cultural in-jokes I shouldn't have liked this... but as always and once again, it turned out to be quite a juicy guilty pleasure.  

Overall 7/10

Monday 20 July 2015

Yatagarasu: Attack on Cataclysm Review (PC)


We’ll admit that we weren’t aware of this project by a team of ex SNK staff until very recently. There have been various builds and versions of the game around since as early as 2010 but we now have the final release. 

Yatagarasu is a one on one fighting game claiming to be accessible to all but also contain depth for more hard-core gamers. It draws from a number of influences and the result is a pretty playable mash up of Street Fighter III, Fatal Fury and The Last Blade. 

There are eleven characters to pick from and they all show strong design in terms of how they balance against each other and their styles of play. The one down point is that there isn’t really anyone here you haven’t played before and the game certainly lacks an iconic character to hang the franchise on.

There’s the usual Ryu and Ken variants, a big guy who is part Hugo and part Zangief and an assassin character clearly influenced by Ibuki. The rest of the cast fall into character templates from the Last Blade and various other SNK franchises. This isn’t a massive problem as they all play well but a bit more imagination would have helped raise the game up a level. The design of the characters themselves is also nothing to write home about. There’s a nice consistent pixel style to them but no one leaps out or is especially memorable in terms of how they look. 

The backgrounds are strangely inconsistent in their design aesthetic and a bit dull if we’re being painfully honest. A couple are great and fit the game perfectly. Others don’t gel with the character art style at all and the static nature of them creates a really odd feeling that your characters are merely drifting around in front of them instead of it all being an integrated location. It also makes bouts feel somewhat less intense than in other fighters. The same criticism cannot be aimed at the music which is consistently excellent throughout.

There can also be no criticism of how blows connect with other fighters. We’ve played a few games where it can be difficult to know if you are connecting at times but here everything comes with a solid sound effect and made everything seem meaty and precise. 

The key Street Fighter III influence is the parry. It works differently here with buttons assigned to high and low parries. Much like Capcom’s fighter, good timing will see you avoid damage from any incoming attack. Get the timing wrong and you are left open for extra hits during a counter attacking combo. The system works really well and has clearly had a lot of thought put into it.

In terms of modes you get a fairly basic training mode, an online mode (which has good net code from what we’ve experienced), some replay options and two arcade modes. The arcade modes play out the same but it’s nice to have two different stories to battle through and is certainly a unique feature.

The other key feature of the game is that you can have ongoing commentary from fighting experts to try and build up the same feel as tournament fighting. In practice this means cut out heads of the veterans popping up when key moves or combos are carried out saying a few different phrases. It’s a fun addition but we soon turned it off as it’s very distracting.

Overall, Yatagarasu: Attack on Cataclysm is a solid fighting game with some nice mechanics but it really has its work cut out to overthrow the current crop of fighters. The core mechanics are all here but it’s let down but some inconsistent presentation. We enjoyed our time with it but with Street Fighter, Blazblu and King of the Fighters having exceptional games in the market it’s hard to see us spending that much time with it in the future. Hopefully a sequel will arrive that really blows us away but at the minute this is good but not amazing.

Overall 7/10

Wednesday 15 July 2015

Battle Fantasia Revised Edition Review (PC)


First arriving in arcades in 2007, Battle Fantasia has now been spruced up and brought to the PC market. The last time we played the game was back on the 360 a good few years ago so it seems a surprise that Arc Systems have decided to revive it so many years later. There are some improved visuals and other minor tweaks but this is really the same game as before just now available to a new audience.

The thing that sets Battle Fantasia apart from other games in the genre is its visual style. The game has a more comic book look than its stable mates such as Gulity Gear and Street Fighter. It’s reminiscent of games such as Dark Cloud and certainly creates a colourful and imaginative world. The backgrounds are especially good with lots of moving elements and the character designs aren’t too shabby either with a host of unique looking fighters. To accompany the visuals is an epic sound track and voice over.  It brings to mind Soul Calibur and certainly sets you up on an epic fantasy adventure. 

While the look and feel of the game are refreshing and very enjoyable they can’t quite mask the fact that the actual fighting is somewhat generic. The 3D models moving along a 2D plane struggle to create any real sense of speed or flow and matches can appear sluggish and somewhat predictable.

The systems at work aren’t particular deep or inspiring either. Aside from the ‘Heat Up’ mechanic (where you put your character into a sort of super mode), there’s nothing here that hasn’t been done before (and most of the time a lot better).  The characters themselves do redeem the experience somewhat as they are a little different but bouts lack the intensity you would expect more often than not. Currently the game is also suffering from real network problems with lag and disconnections an all too regular occurrence. 

The single player options are what we have come to expect from fighting games now. You have the standard arcade, training and survival modes and a story mode which further develops each characters adventure. Aside from a few extra lovely looking comic scenes this doesn’t really offer much different to the main arcade mode though but is an enjoyable way to experience the lore of the world.

Despite the games faults there is something endearing about it. The art style and presentation are of such a high standard that we found ourselves sticking with it for far longer than we probably would have done otherwise. There are little things like characters having hit points instead of just the generic energy bar and the epic sounding voiceover that show that thought has gone into trying to make something that’s stands out in a crowded market.

Overall, if you love fighting games then there is some fun to be had with this due to the fact it does a few things a little differently and has a unique look to it. We didn’t find it particularly deep or exciting over a long period of time but certainly dipped in for short bursts to experience the fantasy atmosphere that it whips up. It’s certainly not a bad game and there is so much potential here that a sequel would be welcome, but at the minute it’s hard to see it being played for long when there are so many alternatives already available. The fact the net code is currently in a real mess certainly won’t help it either.

Overall 6/10

Monday 13 July 2015

RONIN Review (PC)


Another week and another retro styled platformer with slick presentation and the promise of something a bit different arrives. Devolver as a publisher and developer have certainly been at the forefront of this indie surge and also normally good value on the promise of bringing games with a retro style but that also add something a bit different to the  market. RONIN is no different.

Following the story of a heroine who wears a bikers helmet you are set with the task of taking down five key figures in a corporation. Revenge is high on the agenda as the story (such as it is), slowly unfolds and faces on a photograph are first circled and then crossed out.

The game is heavily influenced by Mark of Ninja and there’s a bit of Gunpoint and N+ in there as well but it has its own key gimmick that sets it apart from almost everything else out there. You start by jumping, climbing and sneaking around but when enemies see you time freezes and the games goes into a turn based mode. It sounds a bit strange but it works excellently.

When in turn based mode you can see where the enemies are going to shoot (or teleport slash with swords), and the idea is to time your jumps and strikes to avoid the maze of red sight lines. If you are hit you die instantly and have to start from the last check point so it requires a perfect run through each section of the game. It takes a while to get used to but once you have worked it out it’s quite unlike anything else. 

The system isn’t perfect as there are certain moves like climbing over ledges or simply walking forward a few paces that you can’t do in the turn based sections. Instead you are restricted to leaping, striking and swinging on the grappling hook. This can be frustrating when an enemy is just out of slash range and you have to leap over to them instead of move a few paces but in general it works and holds up well throughout the games more hectic levels.

Completing all the objectives in a level (spare civilians, kill all enemies, don’t trigger alarms), allows the spending of a skill point on extra abilities which you’ll need to have any hope of progressing through the later levels. These skills fall into three categories - throwing your sword, creating decoys and throwing shurikens. If you level up one area completely you can also teleport. Using these skills requires a meter to be filled within the turn based time by knocking over and killing enemies.

There are times while playing that you’ll find yourself repeating sections numerous times as this is one tough nut to crack once you get to the later stages. There are also a few issues with regards to the guide arrow for your jumps and swings. Several times we leapt for a ledge only for the second turn to show we were clearly going to miss it and plummet to our doom. There are a few issues with the stealth elements of the game as well but nothing that’s going to stop the fun.

Negatives aside there’s something about RONIN that kept us hooked from start to finish. It’s got a great style and the music is exceptional. When you get into the flow there’s something almost hypnotic about the turn based slaughter and we always kept pushing through to the next level. It took us about five hours to complete but we’ll be diving back into new game plus very soon.

Overall, RONIN tries something different and just about manages to pull it off. There are a few elements that don’t work quite as well as others but this is a well put together and well-designed game that offers something different to what’s already out there. You’ll need a bit of patience and perseverance but it’s a game that’s well worth getting into and shows real promise from the developer.

Overall 7/10

Monday 6 July 2015

Adventures of Pip Review (PC)


Written by Thomas G.J Sharpe

Oh me, oh my, yet another platformer with retro-aspiration. It would appear that the bit-aesthetic is still in full flow, for various reasons, but it is prudent to remember that the quality of character is not to be judged upon frail comparison. Adventures of Pip makes a great stab due to an innovative and engaging central game mechanic that acts as a vital load-bearer to what could be just another grunt in an ever increasing forlorn hope.

The core of the game revolves around the ability to evolve and de-evolve the titular Pip from single blocky square to fully realised 32-bit character. Each evolution has unique abilities, be it attack or movement based, but the innovation comes in the transitional moments, from one state to another. For example, from 2nd level evolution is a simple pixelly figure, you can send a shockwave as you devolve to a single pixel. With this you can blast away environmental elements.

This neat trick, played out in different ways up and down Pip's evolutionary ladder creates a progressive, layered experience far from a linear platform experience. The gameplay is a case of matching your state to the context, which can involve backtracking and lateral thinking, always bearing in mind where you can evolve back up and down. This is not to say that the platforming is lacking in pace. There is a nice variety of enemies and environmental obstacles, but sadly, nothing you haven't seen before.

The story is nestled right up to the core mechanic, involving an ambitiously evil Queen, who desires the full hi-res treatment, casting the rest of the populous of the land into single-pixel poverty. Indeed, there is a joyous representation of class strata through the different stages of resolution. Perhaps the developers at Tic Toc Games are implying that Pip, as the effective hero, is only able to accomplish great feats by transcending social stagnation and embracing the differing benefits provided by his contextual, relative and current class position. Or maybe it's just a platformer.

A key factor, as always with this genre, is the controls and their immediacy to player and action. It's no Meat Boy, but control-wise nothing really is. This is a more considered affair, rather than a relentless twitch-reaction flurry of perfectly executed wall-jumps, twists and ducks, although Pip has all these elements. I played with a controller and found it perfectly functional, responsive and quick. The challenge of the game is weighted in the variety of abilities, rather than the thunder of digits on buttons. Pip's animations feel immediate and very much engaged with your presses.

With all this praise, I'm sure you're waiting for a crushing ‘but’. The music is brilliant, summoning up some decent pastiches of platformers-past with epic and sweeping, yet catchy ditties. The UI is cheerfully blocky, nodding at Zelda et al. The world map is a cheeky Mario nod. It's all there. So, where is the ‘but’? I would have to mark it back from any higher than an 8 on it's ability to slightly numb you. The areas go on a bit too long, so after you've been introduced to new abilities and situations, then you're tested on them, the scenarios lingered too long for my patience. I was desperate for the bosses to appear. (Editor’s note – the game is also not the friendliest for colour blind gamers due to spikes blending into the backgrounds)

On the point of bosses, they are Robotnik style affairs, but ramp up the need for pitch-perfect jumps which seem a little unfair compared to the levels themselves. Not that I don't want a challenge, but you realise very quickly what you need to do, but can take far too many attempts. At least for my skill and patience. In any case, this is my gripe, which I think drags Pip from a “must buy” level to a “get if you love platformers” section.

All in all, however, with Adventures of Pip, Tic Toc Games have made something cheerful, innovative and entertaining, if a little long in the tooth for my jaw.

Overall 8/10

Wednesday 1 July 2015

I Have No Mouth And I Must Scream Review (PC)


As point and click adventures go IHNMAIMS is certainly one of the darker and most out there ones. Based on the short story of the same name is follows the story of five humans who are held captive by a group an artificial intelligence known as AM. AM has destroyed the earth and now keeps the five humans alive for its own sadistic pleasure. They are held immortal and eternal tortured, so far they have been tormented for 109 years.

The game works in the traditional point and click way. You move around with the mouse and click on times to pick up and things to interact with. There are dialogue trees to work though as well and unlike many point and click games you can die. AIM won’t let you really die though and instead will drop you back at the start of the adventure so it pays to save often.

However, each of the chapters can be completed in numerous ways with different actions being carried out throughout. Your characters have a spiritual health bar which increases whenever they do something good and decreases when something bad happens. The state of the bar at the end of the level along with the route you have taken to completion results in determining if you have been successful or not (something you won’t know for sure until the final act).

Taking control of each of the five captives in turn, players must solve a mystery relating to each of them. These act as self-contained mini adventures and change dramatically in content. One minute you might be wandering around a fantasy castle making deals with the devil while another adventure is set in a prison camp where horrific experiments are being carried out on the inmates. The one thing that does stay consistent is just how dark it all is though.

There is no humour here and each of the characters has to overcome nasty things in order to make it through their section. Everything relates to things in their past and they are certainly not for the faint of heart. One of the characters main aims is to commit suicide so that gives you a hint as to the tone. It’s also very easy to make mistakes which lead you down the darker sides of the adventure. A number of times thing happened that surprised us or we didn’t even know could be avoided and this can be frustrating.

Frustration is one of the biggest problems with IHNMAIMS. It’s wildly changing frame of reference within the different setups for the adventures made us feel that much of the time we were simply fumbling our way through it instead of having great revelations. Often using items on things when you’re stuck can have a bad effect or bring the story to an end without any warning and when you are intricately trying to get something sorted it’s beyond annoying. In one scene we accidentally clicked on something in the background and our player was immediately dragged back to the hub world by AIM without any warning or chance to abort our action.

Overall, IHNMAIMS is a strange one. The story is excellent and the dark tone and menacing atmosphere are something you don’t normally find in this type of game. The multiple routes are also good (in theory) and it does a lot right. However, it never really clicked with us. Without the humour it dragged a bit and the fragmented stories of the captives and changes in tone and design didn’t really help this. A lot of time we were solving things without really knowing why we were doing it and I would be surprised if we dived back in to find the alternative ways through the game. It’s certainly worth playing through once though and one ever point and click fan should at least try.

Overall 7/10