Tuesday, 19 July 2016

Mystery Trackers: The Paxton Creek Avenger



This is just lush professionalism at its best. Apparently (so the game tells me, anyhow) this is the latest title in long series of HOGs about a mystery-solving organization that battles everything from common thieves to frost giants. I'm not surprised, because this game is clearly the product of people who know exactly what they're doing. Gorgeous graphics, interesting puzzles, and engaging story. Hidden Object Games don't get a lot better than this. That doesn't mean the title isn't exempted from the hidden object game judging criteria, though!

Criteria 1: To what degree do the puzzle screens look like a thrift store vomited on my monitor?

Barely at all. The game is set in a theatre during an attack by a mysterious supernatural force. So take an areal already prone to massive clutter and add a reality-quaking event on top of it - the result is the perfect justification for messes that need to be shuffled through. The game also does a great job of stick only items that realistically belong in the locations on the screens. One notable screen asks the player to look at a packed orchestra pit and pick out ten particular instruments based on their silhouettes - totally arbitrary, of course, but still refreshing and well-designed.

Criteria 2: Are the searches justified by the premise/story?

It's mostly 12:1 fare here. For all its successes, Paxton Creek Avenger never does a stellar job of giving the player a reason to paw their way through the screens packed with random items. Whether it's standard screens or a strange match game hybrid, where the player is asked to look at a cluttered screen and find pairs of things, there's never really any reason to do so other than to pick out the single item that will be useful a little later on. These extra types of HOSs mix things up and keep them fresh, but they don't make up for a lack of effort being put into merging them with the story and gameplay.

Criteria 3: How well do the various puzzles and object searches meld together to form a coherent whole?

The theatre (and its surrounding environs - no spoilers, though) is a fantastic location, and the developers have done a great job of packing it with puzzles which fit thematically and help build the game's world. Disarming bombs, repairing machines, defeating security systems - all have been believably transformed into puzzles. In an especially nice nod to the casual gamer, not only are all of these puzzles skippable with the filling up of a hint meter, but each one comes with both a 'hard' and 'easy' version that can be switched between with a simple click of the mouse. I hadn't encountered this mechanic before, and I was happy to have a little help with the sliding block puzzle that the game threw at me towards the end. Normally I just brute force my way through those things, but this proved a welcome reprieve.

Mystery Trackers: The Paxton Creek Avenger is as good as a HOG can get without actually lifting up the hidden object screens to a fully integrated level. It so impressed me that it made me want to check out other games in the series - which the developers were happy to help with! The game features one of the best bonus features I've ever encountered in a HOG - delving into the extras menu will reveal 'casefiles' of the other games in the series. The player can simply click on one of them and get the chance to play a puzzle and HOS selected from that game. It's great to see developers with enough confidence in their work to put little slices of them out there as samples, and from what I've seen, this whole series is worth a closer look.

Check out the first part of my playthrough here:

Sunday, 17 July 2016

Haunted Hotel: Charles Dexter Ward



HP Lovecraft adaptations always interest me. As a fan of the author's work, I'm aware of how much material it offers for adaptation into other media. Videogames have proven especially fond of his material, recycling plots, themes, and especially monster designs since the days of text adventures. Yet Hidden Object adaptations have been oddly scarce on the ground. Despite a large number of stories which would be remarkably easy to adapt, I've only been able to find word of three titles. Mountains of madness, reviewed here, Cats of Ulthar, which I'm trying to find a copy of, and this game, Haunted Hotel: Charles Dexter Ward. Mountains of Madness was a stellar game - how does this one change the HPL adaptation average?

Criteria 1: To what degree do the puzzle screens look like a thrift store vomited on my monitor?

It's pretty bad. While the backgrounds of the screens are beautifully drawn, very little care was put into placing the hidden objects on them. There's size cheating, gravity cheating, even strange overlapping effects. There are decent amount of HOSs in the game, but none of them rise about a mediocre level of quality.

Criteria 2: Are the searches justified by the premise/story?

Strictly 12:1 screens here. Lots of lists of random items, with one that must be grabbed to continue the story. The environmental puzzles are actually something of a high point in the game. There are plenty of interesting nooks and crannies to be explored throughout the mansion in which the game is set (it couldn't be less of a hotel, despite the title). It's a naturally complex location, with countless locks to open and secrets to ferret out, most of which proceed in a logical fashion using the items that turn up in the HOSs. It's just too bad the developers didn't put a little more work into making the screens feel like part of the game world.

Criteria 3: How well do the various puzzles and object searches meld together to form a coherent whole?

While many of the locks and puzzles are a little on the contrived side, the setting does a good job of excusing them. The nefarious Joseph Curwen, an ancestor of Charles as well as his twin sister (who serves as the game's protagonist), was a mad warlock, so filling his house with ornate obstacles seems like a natural fit. The game's story has a few problems, though, largely because it's built around a twist that's almost painfully obvious from the moment the first clues are dropped. I won't spoil all the details, but suffice it to say that the main character's quest to save her brother from a fate worse than death is characterized more by passion than intellect, and the player will find themselves controlling a character who varrels through a complex situation with confidence that borders on delusional.

While Haunted Hotel: Charles Dexter Ward may be a huge step down from Mountains of Madness, it's still a passable HOG, and it does a good job of adapting its source material. While it isn't the exact story, the central themes are well-presented, and the developers have the good sense not to tamper with the ending too much. Even the bonus chapter, which delves a little further into the Cthulhu Mythos for some fan-service, doesn't cop out and try to put too happy a spin on things.

My ruling? This puts the overall quality of Lovercraft HOGS at around a 6.5 - now to track down the Cats of Ulthar and see where that moves the needle!

Check out the first part of my playthrough here:

Monday, 4 July 2016

The Manhunt'n Project Part 5 - Happy Canada Day!

It's now after Canada Day, so why not watch a special Canada Day-themed episode of The Manhunt'n Project! Well, Canada Day-themed in that it was recorded on Canada Day, anyhow.
Enjoy! Well, as much as it's possible to enjoy a journey into the heart of darkness, obviously.