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Overall, Rue Valley gets off to a very strong start, and after a brief period of uncertainty, it manages to bring the story to a satisfying close. When it came to choosing and shaping our personality, I felt the developers missed a few genuinely promising opportunities, but I didn’t regret at all being there alongside Eugene during one of the long, at times painfully self-honest hours of his life.
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Blue Prince presents a bold and enjoyable experiment, as long as we’re willing to accept its subverted core rules. Tonda Ros, the creator behind the game, set out with the primary goal of making something unlike anything seen before. I’m happy to report that he succeeded. After nearly ten years of development, the project manages to bring a fresh new color to the genre and earns a rightful place among its greatest representatives.
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Slow and strictly a one-time experience. A missed opportunity, as it could have been so much more with the right amount of care.
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Just like its protagonist, South of Midnight has no desire to save the world. It simply tells a twist-filled, atmospheric, and at times heart-wrenching story, presented in the form of a slightly old-fashioned yet entertaining game. It has a peculiar charm that pulls you in so deeply that I was constantly counting the moments until I could continue. And I’m not alone in this: based on online reviews, many people have been “complaining” about the same thing after sitting down with it—some even managed to play through the entire game over a long weekend, which is no small feat for a roughly ten-hour experience. And really, what more should we expect from a video game than to enchant us as completely as if we were ten-year-old kids again?
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Despite its flaws, The Séance of Blake Manor is a thoroughly enjoyable supernatural detective game, whether we look at its gameplay, story, cast of 25 characters, eerie environments, or overall atmosphere. And while the time limit may initially seem like it could create a stressful experience, the game is actually not difficult at all, and the mysteries lurking in the background are easy enough to unravel. Every room, hidden object, and overheard conversation brings us closer to the climactic séance, and the gradual drip-feeding of answers is so absorbing that I often had to make a conscious effort to turn the game off in the evenings. Unfortunately, a handful of bugs and the uneven quality of the puzzles do leave their mark and slightly tarnish the overall picture. Even so, it’s easy to recommend—a moody and engaging experience that offers around 16–18 hours of atmospheric entertainment.
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Despite its somewhat formulaic story, the endlessly adventurous atmosphere carries the entire experience on its shoulders. The only real sources of disappointment are the technical hiccups... assuming, of course, that they aren’t addressed after release.
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Overall, the current price tag isn’t too steep, the atmosphere is excellent, but alongside the solo mode, the cooperative mode carries far more weight — the gameplay clearly leans toward solving the puzzles together.
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Dispatch isn’t easy to evaluate objectively. After all, it is “just” another iteration of the Telltale formula. In other words, an interactive story crafted by veterans of the genre—and that pedigree shows in every inch of the experience, whether we’re talking about its gorgeous presentation, atmospheric music, or well-written characters. Still, none of that would matter without its twist-filled, often humorous and occasionally dramatic story, which either pulls you in or it doesn’t. But hey—I was completely hooked, even though I’m generally tired of superheroes by now. So I can wholeheartedly recommend it to anyone who wants to experience one of the year’s best series in the form of a game.
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Overall, I don’t regret embarking on this adventure—there were a few puzzles I genuinely enjoyed—but by the time the story reached its conclusion, I was left with a slightly bitter aftertaste. As far as I can tell, this is Homo Narrans Studio’s first game, so congratulations to them nonetheless, and I wish them all the best going forward. I’m curious to see what they come up with next.
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There are no major issues with Simon the Sorcerer’s prequel story overall. I didn’t encounter a single bug during the three and a half hours I spent with it, it looks pleasing to the eye (while its system requirements are roughly equivalent to two potatoes), and it gave my brain a proper workout. That said, if I had to explain what it offers that would make me pick it off the virtual shelf instead of Old Skies, Elroy and the Aliens, or even the upcoming Syberia remaster, I’d be hard-pressed to come up with a clear answer.
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It may not come across clearly from the lines above, but I definitely didn’t walk away from Bye Sweet Carole with a bad taste in my mouth after seeing it through to the end. Even though I would have preferred the game to maintain the same level of quality throughout as it does in its final two hours—and not spend half of its runtime on less exciting or engaging activities—it’s still a work that will linger in the memory of anyone who plays through it at least once.
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It’s a traditional point-and-click adventure handled by skilled hands. Neither too difficult nor too easy, it promises a pleasant and relaxing experience. The core story is somewhat average, but thanks to the way relationships between the characters are portrayed—and the various choices available—it never becomes flat. You’re often faced with moral decisions, which add real depth to the events. The excellent voice acting also greatly enhances the atmosphere. Even among today’s strong lineup, it holds its own, and fans of old-school adventure games who enjoy a lot of reading will certainly appreciate it.
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