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The Count of Monte Cristo (demo)

While I like having games on CD rather than as downloads, the supermarket games found it necessary to install demos of other games. One of these was the Dutch version (spelling and vocabulary errors guaranteed) of the game adaptation of this famous novel. What did I see in the 60 minutes playing time: a crudely drawn comic telling me about the implication of Edmond Dantes in some plot, and his subsequent arrest. Eight suspects to "question" by finding objects in various scenes on land and on the sea, with five hints per person. The graphics have the right historical and yet slightly bizarre feel to them. Some locations need a key which I am told to find in a dark cave, where I can also search for gems to get more hints. Between searches, there are various interim games, including samegames.

I've tried out the English demo to get some screencaps, and while the higher resolution suggests this game is not as vintage as I thought it was, it still has the problem of vintage games; a slightly fuzzy appearance that makes it harder to identify what I'm looking at. The game is no longer on the Oberon (now CasualGames.com) website, but still available from Big Fish Games, as well as its sequel, The Return of Monte Cristo.




Insider Tales:
Insider Tales: The Secret of Casanova
Insider Tales 2: The Stolen Venus
Insider Tales: Vanished in Rome

The first of these games was installed as a demo, translated in Dutch, with no glaring translation errors that I can remember. I liked it and, seeing a second title in the Insider Tales series, hoped the two would be offered as a bundle. This hasn't happened, because this second title was in fact the third title, judging from the "2" inserted in the title of yet another game in the series. So, seeing them at a discount in mid-2012, and fearful they would soon disappear off the site, I bought all three separately.

(Two years later, I find all three in the Insider Tales Triple Pack at GameHouse. Sigh.)

In The Secret of Casanova, police officer (and eye-candy female, who will come into view after every solved puzzle) Francesca di Porta is on holiday, but when professor Manini phones her to say he found a valuable relic in Tuscany and needs her help, she jumps on the first plane to Milan. The office is empty: the professor has already left, confident that she will know what to do based on the clues he left her. And so the game starts, with a simple hidden objects screen. Here I already notice something unusual: the names of objects to find are in two columns, moving up as each object is found and its name disappears to make way for another, but the columns are independent, so if I've found everything in the right column, it is now empty while the left column won't budge. Since objects on the list can't be found until their names appear, this slows down searching a bit.

But after the regular hidden object search, the problems begin. I'm supposed to get a book from a locked bookcase. Um, how? I wildly move the cursor about. Hey, it changes into a magnifying glass with an eye in it over that map there. Let's click on it. It changes into a revolving tile puzzle. Solving this produces the bookcase key. Now the book is taken out and I have to use that to find the key to open the safe to find the diary of Casanova. Phew. Professor Manini may have confidence in Francesca to solve his riddles, but he's overestimating me. It's lucky that there is a huge, lens-shaped self-recharging hint button and no timer, and that too many wrong clicks do nothing worse than making the cursor somersault. Anyway, I solve a riddle by Casanova, who is even more of a riddler than Manini - excerpts from his diary will continue to be unhelpful along the way - and finally the diary opens to reveal a heart-shaped hole and four pop-up models of the big cities that represent the four forces in his life: Paris, Vienna, Venice and Prague. From each city, Detective di Porta must retrieve a piece of his shattered heart amulet and return it to the diary, to find the fifth force that healed his heart.

Each city has its own background music and its own theme. When I find an object, little signs swirl around it: four-leaf clovers for Paris, treble clefs for Vienna. The discovery of a heart piece is accompanied by harp music. Interim games don't so much alternate with search screens as follow logically from them, and more than once I have to search by moving a light or lens over the scene to show up what I'm looking for. When I first played the demo, I had seen very few hidden object games yet, and so was deeply impressed by both the art and the story, which is quite original - having to assemble a breakfast for a security guard, repair a telescope and adorn a statue to match a picture in Casanova's supposed diary - although I suspect its ending is not historically correct. Now, finally having bought the game and played it out to its end, I must say it's too short. Especially Prague is a city I hate to leave, and I would have liked a few more hours' worth of puzzles to delay my departure.

Having replayed it, I found it was exactly the same the second time round, so the only replay value is in enjoying the sights and the sometimes mesmerizing background music.

I'm not sure whether Insider Tales 2: The Stolen Venus is adapted to modern wide-screen resolutions: on the one hand it has a wide screen, on the other hand, when I quit and return to the desktop, I see the warning about the screen resolution being too low that's usually shown after playing older games. The screen itself appears designed for the old 1024x768 resolution, with curtains filling space on the sides so the game doesn't look letterboxed. Other signs that this game is newer and more technologically advanced than its predecessor is the moving bits of scenery and the fact that some screens scroll from left to right. Fortunately, it is not voiced.

Starting with a simple menu that basically says "play, options, quit" (to manage player profiles, click on the button that says "if you are not this player, click here") in a harbour setting with squawking gulls, it gives a slide show of what happened before: aboard a cruise ship, a sculpture modelled after Botticelli's Venus has been stolen, and would officer Francesca di Porta please find and return it before anyone notices? The background music is halfway between exhilarating and leisurely, a whodunnit with a holiday feel, and indeed Francesca remarks that she hopes to solve the crime as quickly as possible so she can get back to vacationing.

Like the previous game, this one has a self-recharging hint button and no timer; and it is not for beginners. Like the Dream Chronicles below, the Insider Tales are mostly puzzles with some hidden object screens, and as a veteran player of such games, I usually instantly recognized what was expected of me: match rings/keys/names, arrange knots, match pairs (where the two halves of the pair are not always identical), drag and rotate puzzle pieces so they fit together, play slide games or swap tiles. But sometimes I didn't have a clue, and the hint button didn't always help. Rather than receiving instructions, I have to move the cursor over the screen until it changes shape as an indication that something needs to be done in that spot, but after completing part of a puzzle, the cursor may not react any more, and I may have to leave and re-enter the screen to continue. There are real bugs in the game, too; a glass shard went missing when I had to reassemble a glass circle (but fortunately the hint button allowed me to skip that puzzle) and when I went to the pizza-making space without a bowl of dough and picked up the spoon, I couldn't put it down or leave the screen (I had to delete that player profile and start over). In addition, the English is a bit iffy; the thief has broken up the sculpture into its component parts, ie. ceramic, metal and precious stones, which Francesca guesses by observing that the sculpture is "made of treasure". One improvement on the previous game is the "case book", showing the investigation's progress, and fun to read while waiting for the hint button to recharge.

Another improvement is that the game is not exactly the same upon replay, that is to say, the lists for hidden object screens vary slightly. Things like safe combination codes are the same every time, but I can't just skip ahead and open the safe, because every part of the puzzle has to be completed in the right order. This game again feels too short, as she only investigates the ship and the two locations where the passengers did some sight-seeing, but boy oh boy are there some sights to see: the fountain with zodiac sign heads, the sumptous restaurant with its stonewashing sinks, the forest and tumbledown chapel lit up by the sun.

The opening screen of Vanished in Rome is much like the second, only the pillar with the menu buttons on it revolves to show more buttons, and there is a "Profiles" button. After the widescreen experiment, the resolution is back to narrow, the "case book" is gone, the game again plays identically every time (except for the lock and chimes minigames), which, with the less opulent graphics, suggests that it is older than The Stolen Venus; only the fact that its characters refer back to this case establishes its position as the third in the series. It does share some features with the second game: the side-scrolling screen, the bits of animated scenery, and of course the frequent puzzles, self-recharging hint button and lack of a timer common to all three games. As subtle improvements, the screen can now also "zoom in" - like the side-scrolling, but this time backwards and forwards; a variation of the search screen has been added where the player has to find and "photograph" selected bits of scenery, and Francesca's lips wobble when she talks; but happily, the game is unvoiced.

The plot for this game is that an Italian couple who won the jackpot has disappeared without claiming the prize, and it's up to Inspector di Porta to find them; but of course this wouldn't be an Insider's Tale if there wasn't art involved. The game includes almost every type of puzzle/minigame out there - concentric circles, pipegames, slide games, mirror games, and whatever they are, I'm always effusively praised for solving them - yet still manages to feel way too short, surprising me, like the previous games, with a happy ending when I was just getting into it. In this case, the "happy" ending is that the couple donates the prize to charity so that the mafia, who they were hiding from, won't get their hands on it, and an artifact is unearthed. The language is not quite as stilted as in the previous game, although there are still some funny terms in the search screens: "brandy snifter" for a brandy glass and "hand brush" for a set of dustpan and brush, as well as singulars that should be plurals and vice versa. The game is really not bad, but, compared to the visual splendour of the first two, slightly disappointing.




The Dream Chronicles:
Dream Chronicles
Dream Chronicles 2: The Eternal Maze from Goodie Bag Bundle - 3 in 1
Dream Chronicles 3: The Chosen Child
Dream Chronicles: The Book of Air Standard Edition (makes me wonder what the non-standard edition is)

Note: after uninstalling Adobe's Flash Player on my computer because it kept whining about updates but didn't update itself properly, I found that Dream Chronicles 2 and higher need it to run. Specifically, they need the ActiveX component for Internet Explorer, not the plugin for Firefox and other browsers. I installed both separately; this also seemed to solve the update problem.

The Dream Chronicles games have the following formula: a woman wakes in a dream-like state. Someone has cast a sleep spell on the world and the woman has to put things right while walking around in surreal surroundings. There are also dream jewels to complete, by collecting the gemstones that fell out of them; through the succession of games, these become progressively less significant.

My first Dream Chronicles game was Dream Chronicles 2: The Eternal Maze from Acer's Goodie Bag Bundle - 3 in 1, and because I thought the other goodies in the bag weren't all that good, this one was paid for last. When I redeemed the 3-in-1 bundle that contained this second game, I saw that a Dream Chronicles bundle containing the first three games had been released. Argh! Now I have three game icons instead of one, and two extra games that I don't like. It was a search for the other Dream Chronicles, though, that prompted me to become a platinum member of the Oberon Media site, since it had all the games in the series. Not quite a hidden object game, The Eternal Maze struck me as a graphical version of a text adventure, with lots of little puzzles to solve, and, of course, graphics, lovely graphics. Dream-like graphics. A perfect game for anyone who wants to escape from grim reality.

The first game is essential to understanding what's going on in the other games, though not to enjoying them. It is easy, as despite the absence of hints, if there is no mouse activity for a while, the next findable or otherwise clickable object will start to twinkle. The ironically named Faye wakes one day to find her husband gone. She doesn't know that her husband, bearing the manly name of Fidget (his own father is called Tangle) is - that's what makes her name ironic - a fairy. Not only has Fidget disappeared, but their infant daughter Lyra is fast asleep and won't wake up. The cause of this: Lilith, Fairy Queen of Dreams, who has come to collect the man promised to her in marriage, only his parents decided that he should be allowed to choose for himself, and he married a human instead. Fidget, who feared the day would come that Lilith would abduct him, has left Faye a diary of sorts to help her find him. While she finds ways to get into her daughter's room, her inlaws' house, and finally Lilith's domain, she must also collect the pieces that have fallen out of the dream jewels Lilith has stolen. These are not important to the game, but the percentage of completed dream jewels is part of the high score. As each piece is clicked on, a sometimes humorous message appears to say what fairy made this stone. The fairy family is a very extended one, and the departure of Tangle and Aeval - king and queen of the fairy realm, no less - has caused such upheaval in their world that Lilith feels she is only doing the right thing in collecting her husband to restore order. Even allowing for the fact that this is supposed to be a dream, Faye's own human village called Wish looks like something straight out of a fairy tale, making the line between human and fairy very thin indeed. The game ends on a cliffhanger, as Faye arrives at Lilith's mansion only to see a dim outline of her beloved Fidget before he is whisked away again.

The second game starts in the "prison" (limestone pit with greenery) that Lilith has sent Faye to. Aeval, her mother-in-law, speaks to her through the plants, promising to guide her and urging her to hurry before Fidget loses hope and marries Lilith, although the scenery is so pretty and the background music so soothing that I'm tempted to linger. Some puzzles and two dream jewels later, Faye is in the musty maze that the game is named after, to return to the mortal world, find a scientist-turned-plant called Merrow, and go to the Tower of Dreams where her husband is kept, and possibly her child, who, Aeval reports, has been whisked away also. This time I have to pick up not only the precious stones, but also the dream jewels they are set in; there are eight, much less than in the first game, but they do contribute to the score, and each completed dream jewel gives a hint. Some dream jewels vary per game, so in one game I start with a snail, and in another, with a lizard. Completed dream jewels also let me piece together some fairy lore, one of them foreshadowing the next game by telling me that Lyra may be the Chosen Child. After more puzzles, including the gathering of instruments and musical scores for a little concerto, Faye finds Fidget, but Lyra remains missing.

The third game again completely switches scene: Brennan, a dedicated seamstress who keeps a dream journal, lives happily in an absolutely magnificent tree house. Until, one day, the image of Fidget appears to her via a crystal ball. Finally, I get a look at this husband of hers to see if he's worth all that trouble, because, really, I would have difficulty leaving that tree house to go back to my old life. Brennan is guided by notes left in various places to the nexus, a place from where she can teleport to various locations, like the herbalist's house where she can brew a potion to restore her memory. (Warning: collecting items ahead of time here means not being able to find vital items later.) The dream jewels play a part in this: it is by arranging them on the nexus control panel that the player can access new locations. They are also quite prettily designed! Part of the game is finding a way to forge new jewels. Thanks to the nexus, the game goes all over the place and ends in the underwater fairy retreat where a pregnant Lilith is resting, and where I play the organ more than is necessary. Since for once she is not the villain of the story, she gives Brennan/Faye the last bit of information needed to finish the game.

The Book of Air starts with an intro showing images from previous games. It is Lyra's 18th birthday, but just as she is about to receive a present from her grandfather, surrounded by birthday guests, she is transported to a deserted dream version of her village, Wish, and the box granddad had meant to give to her plops down out of thin air. (Anyone who has played the third game knows who's behind this.) It is up to her, like her mother before her, to solve all the puzzles, aided by her grandfather's notes and, this time, an actual hint button. To start with, she must break into the school, do some deciphering, and find a way to the ornate airship (hence the title) that her father made. This airship is shown in the game menu, with sounds of stones grinding together as concentric circles revolve around it. Then, she must find the Keeper of Time, and travel to three areas to find three keys. On her triumphant return, she sees dark clouds gathering over Wish: this is another cliffhanger. The ship is, amusingly, fuelled by a session of SameGame with pebbles, and the dream jewels are mere colourless shards of diamond that will activate a new power if enough of them are collected. Being a newer game, this one sadly has voiceovers, although they are bearable to listen to. I keep the sound on at any rate so I can hear the fairy tune once Lyra has remade the musical scores. As she says: beautiful music. The game can be played in hard and simple mode, but the final brain-breaking puzzle at the end (even if only because I don't know what to do with these heads and chalices) is the same for both. Hint: find the plank combination that goes with each decorative bit of metal, and place on wood accordingly.

Although the Insider Tales were bought so much later than the initial install of the demo, I moved the later titles up into the list to keep the three together. I won't be doing the same for later Dream Chronicles, because that series is still producing sequels. So, the next game, The Book of Water, can be found on page 8.



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