Resonance Review

Out of all the highly esteemed indie adventure games in the Wadjet Eye Games catalogue, Vince Twelve’s Resonance had by far the longest journey from start to finish.

Though intended for commercial release from the get-go, the game was announced in low-key fashion on the Adventure Game Studio forums in 2008, and then later Kickstarted in 2009, long before the “Double Fine” explosion of 2012, back when the landscape and prospects were vastly different. By the Kickstarter campaign, however, the game had already been in the works for over 2 years!

As with their other recent offerings, in Primordia and Gemini Rue, Wadjet Eye’s Dave Gilbert swooped to XII Games‘ aid to make finishing Twelve’s project a reality. With good reason: It’s no secret, by now, that Resonance is a very good game – one of 2012’s best adventures.

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The Blackwell Deception Review

Start spreadin’ the news / I’m leavin’ today / I want to be a part of it / New York, New York
These vagabond shoes / are longing to stray / Right through the very heart of it / New York, New York

From 2006 to 2009, Wadjet Eye Games‘ “Blackwell” adventure game series provided three fantastic gaming events, each more popular than the last. The series finally culminated in 2009’s magnificent “Convergence”, which bordered qualitatively on those mid-90’s classics with its sense of place, atmosphere, intrigue and immersion.

The fourth part, The Blackwell Deception, now included in the ongoing Indie Royale “Fall Bundle”, was quite the cause célèbre in 2011, with most reviewers finding it “must-play” for existing fans, and an apt enough continuation of the para-normal puzzler series.

I both agree and disagree with this sentiment. Doubtless “Deception” is a great, great adventure game. Next to the rest of the series, however, it is also Dave Gilbert’s weakest professional effort to date (even if Richard Cobbett thought it best!). Although very finely tuned as always, “Deception” had one major, inherent flaw. (more…)

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The Journey Down: Chapter One Review

The Journey Down: Over the Edge, 2010’s surprise freeware hit from SkyGoblin’s Theodor Waern returns in all-new commercial form! The ex-Adventure Game Studio title now flaunts its own in-house engine, new puzzles and locations, higher-resolution art and all-new 3D-animated characters and voice acting! In addition to being released on the PC and Mac at GamersGate, Linux, Android and iOS ports are also to arrive shortly.

The new The Journey Down: Chapter One, then, is the first part of an episodic adventure series in the Monkey IslandFull ThrottleGrim Fandango mode – as good a trinity of influences as any! The game tells the story of Bwana and Kito, two adopted brothers, who have been left in charge of captain Kaonandodo’s “Gas and Charter” enterprise ever since his sudden disappearance. The brothers are however left hanging high and dry after the mysterious Armando Power Company initiates a dastardly money grab – just as a damsel in distress appears knocking on the brothers’ proverbial door!

The original indie release was a critical hit. “Over the Edge” was one of the – if not the – best medium-length indie adventures of 2010. I personally thought as much. Two years after the fact, however, reviewing the all-new remake, seems oddly unfair as well as difficult: What was the feature, exactly, that made the original so very enjoyable, and more importantly, how to once again accurately convey it?

Was it the game’s wistful nostalgia combined with surprisingly effective comedic relief, or the “Fandango”-like injection of the African Chokwe/Makonde masks that so successfully gave the game its unique touch? Or the stirringly sharp hand-painted 2D backgrounds? Or the expert pacing and flow? The carefully-crafted, balanced puzzle-solving? The jokes?

Looking back, in my original review, I did claim The Journey Down’s primary feature to be its visual direction. This fact should be altogether apparent just from screenshots alone, however, which makes me want to revise my previous statement, instead focusing on the one thing every prospective Journeyman and -woman should know: (more…)

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Dear Esther Review

2008‘s Dear Esther, a Source modification developed by thechineseroom, originally a research project group at the University of Portsmouth, was perhaps the most singular game release of that year. In a sense, its arrival brought with it some degree of legitimacy to modifications with narrative and writing in mind.

Encouraged by the game’s overwhelmingly positive reception and feedback, and the initiative of esteemed level designer Robert Briscoe, writer and designer Dan Pinchbeck set out to remake the original, which has now been released on Steam. At the end of 2011, Dear Esther’s popularity and anticipation had reached a deserved fever pitch due to Briscoe’s amazing visual work, and indeed, just a mere six hours after release, the developers had already successfully recouped their investment from the Indie Fund.

Yet here I stand, a review copy in hand, feeling a puzzling hesitance over reopening the metaphorical wounds inflicted by the original. Certainly, I had nothing short of thrusted the ghostly modification upon all my videogaming friends, toting its expert writing and unrivalled narrative exposition. Nabeel Burney wrote about the specifics of the mod here on the Slowdown.

Like Nabeel, I too enjoyed – if that be the word (probably not) – the game immensely. That was not the problem.

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Hard Reset Review

Disclaimer: Blade Runner was not harmed in the writing of this review.

For those potentially coming fresh off Deus Ex: Human Revolution, the cyberpunk action-adventure of the moment (also included on our list of recent cyberpunk titles), Flying Wild Hog’s début throwback FPS Hard Reset might take some getting used to. After all, the game’s name could and should be taken in reference to its status as an earnest homage to “all those forgotten Dooms, Quakes, and Painkillers” 1)http://uk.gamespot.com/pc/action/hard-reset/news/6326099/hard-reset-qanda-whats-old-is-new-again?sid=6326099&mode=previews&tag=topslot;thumb;2.

What the ex-members of CD Projekt RED, People Can Fly, City Interactive and Metropolis do is literally drop the you onto a dank, bleak futuristic alleyway, with barrels and crates strewn across the street, glowing power-ups beckoning. Efforts to interact with this architecturally impressive scene will prove much in vain, however, with items merely bumping, bouncing and rolling about; If you discover an explosive barrel or a glowing transformer, you can rest assured its only function is to act as a stationary tool for tactical destruction.

Stuff blows up. Big time. End of story?

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