Abducted: 10 Minutes Review

This game is bade by Aussiesoft, who made the, frankly, much better game “Nick it and Run”. My expectations of this game were quite big, since the idea is quite cool – you play a police officer whose daughter is kidnapped and you only have 10 minutes(real time) to prevent the terrorists from killing her. The creator promised alternate solutions to the puzzles and so on, and I downloaded the game with great expectations.

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However, they were quickly disillusioned by the first 5 minutes I spent playing the game. To begin with, the graphics are pretty simplistic. Solid fill, straight lines. There were one or two more detailed backgrounds near the end, though. The character art and animation were also pretty stiff. However, that is not what actually disappointed me. I was let down by the gameplay. Firstly, the only ‘alternate’ solution to a puzzle I found out was to hide behind another column, but that was actually a dead end, so I had to restart. Moreover, during these 10 ‘real time’ minutes, other characters do literally nothing (I was expecting a The Last Express-like character movement, at least). So, it turns out that these 10 minutes are nothing more than a simple time limit. As if that were not enough, but towards the end there was quite a bit of time-limited pixel hunting, which really frustrated me. Lastly, the music that was present was far too little to create the tension and atmosphere which should have been present.

At the end of the day, you may like “Abducted: 10 minutes” only if you really like the plot, or if you are masochistic.

Overall Score:

45%

The Hamlet Review by Andrew McCormack

The Hamlet is a game that came out of the 2004 AGS Team Competition. The team hadn’t worked together before, except for team leader Vel and music composer Petteri (who worked together on Who Wants To Live Forever). The game originally had to be produced to a competition pre-set deadline, and although release to the general public came later, the deadline pressures show, unfortunately. The game uses an interface similar to Gabriel Knight 3, a verbcoin with only available actions shown. As the plot develops, more actions can become available. Sometimes, the actions are a giveaway as to what to do next, although at other times they are red herrings. A status line gives hotspot names and the cursor changes over an exit, although this seemed somewhat erratic and unreliable. But there are good points. The graphics are good: nice talking closeups and character animation, and solid functional backgrounds. By faraway the best part of the game is the atmospheric music. The story has potential at the start, but then ends too quickly and too predictably. It looks like a project that would be so much better if it had had more time to be made. The different parts involved always seemed to be slightly out of kilter with the rest of the game: sound effects occured at the wrong point, or a door is mentioned being broken with a shoulder, while the animation kicks the door down. Another niggle is the linear nature of the whole plot. Many times, when you try something, the player character says “I don’t need to do that yet” or even just “No”! A bit more time in development could have given the player time to explore the world, but as it was the game just seemed like you were forced into doing  things in a certain order and so atmosphere was lost.Maybe the most disappointing thing about this game is the way that you can see the potential there. All the team members had obviously made some good efforts in places and all it needed was more of the good bits. A longer plot, more exploration ability, more build-up of tension, more character development, more nice graphics and music. The team known as “Creative Minds” which made the game are returning to the New Year 2005 team competition, although only two members are the same. I hope that a bit more polish this time can result in an truly excellent game and some fulfilled potential.

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Overall Score:

57%

Two of a Kind Review

Introduction. “Alea Jacta Est” – said Roger and drew Dave Gilbert, Dart, Scotch, BerserkerTails and Yoke into one team, shortly named “Epileptic Fish”. Naturally, everyone expected their game to be great, and not surprisingly, it is.

Plot. In a town where everyone has their special congenital ability, a precious artifact has been stolen from the local museum. Twins Tim and Tiffany, working in their own detective agency, are hired to find who the thief was, and this is where the actual game begins. Overall, the plot is excellent, and gets darker the nearer to the end you are. There is also a bunch of great humour – the “Dr. Love” but, for example. But the strongest part of the plot is the characterization – Dave Gilbert has done tremendous job in this aspect once again. For example, Tiffany is a child in an adult’s body, and all her reactions about things sound so; Tim is more level-headed and realistic, and not surprisingly his comments and remarks are such, often cynical. It is actually quite fun to try the same actions with the two protagonists, since they make different comments. But not only the main characters’ personalities are deeply distinguishable – the aforementioned Dr Love, for example is quite a fellow, too. At the end of the day – great job Dave! You make the player feel like they are talking to real people.

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Graphics. Many superlatives should be spoken in that direction too. The backgrounds are pretty looking and unlike those in most fan games, they are not static, pretty lively in fact. The character art is quit good too, though in my opinion not as marvelous as the background one. The animations are smooth and there is plenty of them, so you can enjoy Tim and Tiffany performing different actions not in text only. Cheers to Dart and Scotch for making the graphics seem first-rate and adding to the great atmosphere of the game!

Music. There are quite a few MIDIs in the game, and each and every one suits the situation it is composed for superbly. Moreover, some of them are truly catchy and you can’t get them out of your head for hours. Especially a song called “Itchy eyes” – it beyond doubt deserves a listen. As for sound effects, there are some thrown in, but they do not add as much to the atmosphere as the wonderful music.

Gameplay. The game uses a custom-made GUI, which is quite good, except for one small thing – every time you want to change actions, you have to move your mouse to the bottom of the screen (where the GUI is), which can get a bit annoying after some time. A cool idea of Dave’s is the addition of special abilities – Tim can float a bit off the ground while Tiffany can talk to animals. This makes the puzzles more variable and enjoyable. Speaking of puzzles, there are quite a few in this game, and most of them are the “How can I not have thought of this earlier?” type – thumbs up! I also take my hat off to Yoke for creating a bug-free game.

Conclusion. “Two of a Kind” by epileptic fish is clearly one of the highlights of the last year and will be one of the favourites for every single AGS Award – and that’s well deserved.


Overall score:

92%

7 Days a Skeptic Review

Introduction. Not so long ago, Yahtzee released a game that won 5 AGS awards, “5 days a stranger”. Almost a year later, the sequel came out. Let’s now take an in-depth look at whether it is better than its predecessor.  

Story. Almost 100 years have passed since the events in the first game.  You are Jonathan Somerset, a psychiatrist on board of the Mephistopheles, a space station of some sort. The story begins when your crew finds a floating object, which is later taken and opened. And this is when the strange things begin to happen…

The story of “7 days a skeptic” is at least for me, inferior to the one of “5 days a stranger”, even for the very fact that if you have played the first one, you know the answer to the mystery. However, there are some interesting moments, which I wouldn’t want to spoil, but are quite scary.

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Graphics. The graphics are in the same style as the one in “5 days”, just maybe a bit less detailed. The characters are quite well animated, and each one has its own distinctive look.

Music and sound. Here, as “5 days”, “7 days a skeptic” lacks a lot. While there are some tunes in the game that somewhat suit the mood, they are few and far between and ripped – something that’s a definite minus in my book. As for sound effects, they are there and enhance the atmosphere, though not as much as good music would have.

Gameplay. The game uses a pretty simple interface – right click on an object brigs down a menu with all available actions and inventory items. The puzzles fit the plot nicely, and, thankfully, are logical, even though a bit on the easy side. A good thing is that they are diverse and you won’t find yourself bored. There are some timed sequences too, so remember Al Lowe’s words: “Save early, save often”. The game itself is not very lengthy, don’t get fooled by its title – the whole game is maybe 70% of the length of “5 days a stranger” – you can finish it in about 3 hours.

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Miscellaneous. The download size is extremely small, so even those who have slow internet connections can play it in no time. The first release of the game was quite buggy, but I believe that latter ones are not.

Conclusion. While not superior to its predecessor, “7 days a skeptic”  will provide several hours of fun to fans of horror and mystery. Looking forward to Yahtzee’s next releases!

7 Days a Skeptic

Creator: Ben “Yahtzee” Croshaw

Download from here

AGS Ezine Score:

70%

Apprentice II: The Knight’s Move Review

 

Introduction. At last. Apprentice II is finally out, the second chapter of the trilogy by Herculean effort. I won’t tell a secret if I say that it is one of the very very best AGS Games ever made, only inferior to King’s Quest II VGA in my list(but I may be biased) So, what is it like? Where should I start? Maybe it’s best to start with the

Plot. Last time we saw Pib, the Apprentice, he was screwed and didn’t quite become a mighty magician. Now lord Ironcrow is gathering an army, and as strange as it might look, he wants Pib in it, as well as every man that is in the condition of holding a weapon. However, our hero is not quite content with becoming a soldier and wants to evade fighting – and the only way is to become a true magician. The story is a lot better than the one in the first game; it has a lot more charm and depth. Throughout your quest of evading the army you’ll meet lots of characters, each with his own story and personality.

Graphics and animation. Simply gorgeous. But lets start with the backgrounds. They are drawn in a style similar to Day of the Tentacle or Sam and Max; they have immense detail and life. I think that most of them are animated, so you don’t actually have the feeling that everything is stiff, a feeling you get from most amateur games. Characters are beautifully drawn, with great sense to detail; their appearance also reflects their personality, as should be in a rather light-hearted game. But what totally blew me away are the animations. Each character is actually doing something when you are not talking to him; if you just walk around the village you can sense the life the creators have put in it. Also, the animations are fluent and of very high quality so be sure to stop at every screen just to look at them.

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Music and sound. Ah, the sheer magic of an orchestral soundtrack! But lets start with the sound effects first – they accompany the animations and sound quite well; I can say that they enhance the atmosphere of the game even more. Now for the ‘real meat’. The soundtrack of the game is, to put it in one word, brilliant. Every room has background music, which makes the total time of the soundtrack quite lengthy. The tunes are really catchy, and you will often find yourself humming them along and doing nothing just to hear the background music. Not only are the compositions great, but the quality is also mind-blowing. The samples sound realistic, and at times you have the feeling that the soundtrack was actually performed. It really shows the ammount of fun the musician had while working.

Gameplay. The interface is quite simple and by all means better than the one in Apprentice I. Maybe the only glitch is that the item book shows 4 items per page, but that’s easy to pass by. The puzzles are all in all, logic and not too hard, while challenging. But more important, they are interwoven with the plot really well and don’t get in the way of the story.

Miscellaneous. The game download is quite big, 45MB. However it is worth it, although it would take ages on dial-up to download. Now the biggest glitch of the game – its bugs. I got the very first release of the game, which apparently had passed alpha stage but hadn’t passed the beta one. It had some pretty annoying bugs, like crashing and dead ends, so I had to start all over. However, in the latter releases of the game this is fixed and you are not very likely to experience such problems.

Conclusion. If “Apprentice II: Knight’s move” had been released before the FMV boom as a commercial title, it would have become a classic. Now, it’s a great freeware title that will revive the memories of classic adventures like “Day of the Tentacle” or “Sam and Max”. Splendid work, guys, and looking forward to your next release!

 

 

Apprentice II: The Knight’s Move

Creators: Herculean Effort

Download from here

AGS Ezine score:

93%

“Enclosure” Review and Interview with Femo Duo Entertainment

 

Introduction. This is the first non-AGS game we review here, and belive me, it is well worth it. The creators, Femo Duo Entertainment, have obviously put a lot of effort into their creation and I will try to describe just how good the result is.

            Plot. You play Mike Goodman, a mountebank, who with his girlfriend deceive superstitious people. They have been called to the oil station “Mary” in Greenland to investigate the spirit of a dead Eskimo. What I liked about the plot is that you always think about the mystery, something that has been a definite goal of the creators. Also, you are not alone on the godforsaken station “Mary”. There are about a dozen interesting characters, each with his own motivation to be there. The plot is remarkably well written, and is definitely the best part of this great game.

            Graphics and sound. Not a lot to say here, the game was made with NAGI, an engine similar to sierra’s AGI one. This means that the graphics are 160*100 EGA (16 colors) and that the only music/sound there is comes from your favourite PC speaker (the thing that beeps when you turn the computer on). The technical part of the game is the absolute maximum you can do with these limitations, although in a game with such a great storyline and gameplay that hardly matters.

            Gameplay. The game uses the standard AGI parser, and happily it recognizes many words, synonyms etc – you really won’t have a problem expressing yourself. The puzzles are logical and diverse, something not that often seen in amateur games. The thing I like about the gameplay most, however, are the tiny things not seen in early sierra games. For example, at every 50 points, you are given access to several “did you know”s about the making of “Enclosure”. Or, if you are not familiar with a character in the room, there is a hotkey to introduce him to you with a brief info. Or, if the game sees that you are stuck, it gives you a subtle hint in order for you to proceed. I think you got the idea – the making of “Enclosure” must have been fun fun fun!

            Conclusion. “Enclosure” is one of the best freeware adventure games out there, and definitely the best AGI fan made one. I suggest you go and play it now, if you haven’t done so yet, or read the interview with the creators just below, if you have.

Tell us a bit more about yourselves.

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-  [Joker] We’re a small team consisting of three people who make freeware

games for your (and our own) pleasure. We have a long history of making

Beat-m-ups, but it has been mainly Adventure games for the last two-three

years.

 

Which adventure games are among your favourites (both commercial and

freeware)?

 

- [Joker] Commercial I have to say Laura Bow – Colonel’s Bequest. That game

used to scare us to death and was a source of inspiration for ‘Enclosure’.

Then there’s Phantasmagoria: Although the critics didn’t think highly of

this game I just loved it. A nice first attempt of Sierra using life actors.

Also, there’s Leisure Suit Larry in  the Land of the Lounge Lizards; it was

the first agi-game I played and actually finished as well.

 

  [hwm] I’m fan of the early Sierra games and most of LucasArts games.

 

  [Joker] Yes, LucasArts of course! Indiana Jones & Monkey Island are great!

 

How did you come up with the idea of ‘Enclosure’?

 

- [Joker] It’s been said that we got our idea from John Carpenter’s ‘The

Thing’, but that’s not true. We were searching for a desolated location far

away from civilization with heavy weather-conditions for our story to take

place. Antarctica seemed perfect at first, but because of certain aspects

within the story we later changed the location to Greenland.

 

  From the start is was clear it was going to be a Whodunnit with a macabre

twist. There was no solid storyline yet, but I started making sceneries &

the story and its characters were made up along the way. Like mentioned in

the game the first draft wasn’t really working for us, so we rewrote the

whole story & restyled some of the characters. And changed and added alot of

things after the first version was ‘ready’. It was a lot of work, but a lot

of fun whole the way.

 

Why AGI?

 

- [Joker] Well, I simply love the retro-style of AGI & it was a real

challenge to make a horror-game with such a limitation when it comes to

resolution & palette (16 colors). And working with AGI is a lot of fun as

well as we experienced with an earlier game of ours in AGI.

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Do you think that the text parser gives freedom that point and click and

direct control cannot achieve?

 

- [hwm] In certain aspects, yes. Mainly because a text parser can give any

interaction with every single object on screen. So a text parser can be used

to give any commands, even stupid ones; the programmer can add all kinds of

responses to those actions. Point-and-click and “direct control” kinda

limits it by giving a couple of icons/keys/verbs to use in combination with

a share of objects, and for example a “kill”-command is not often included.

That being said, point-and-click and “direct control”, when properly

executed, does work in my opinion. Lucasarts proved this every time and

Sierra did so once or twice, for example with Gabriel Knight: Sins of the

Fathers.

 

Have you tried AGS?

 

- [Joker] AGS is a whole new ballgame: 256 colors, hardly any

music/sound-limitations & less memory-problems. I played numerous AGS-made

games (commercial and especially freeware), but I didn’t do any programming

in AGS (yet). I think this will surely happen in the future…

 

Do you have plans of remaking ‘Enclosure’ with AGS?

 

- [Joker] No. A sequel: maybe, but the whole idea of ‘Enclosure’ was to make

a horror-game in AGI.

 

What projects do you have currently in production?

 

- [joker] We’re not working on anything concrete right now, but we’re full

of idea’s so there’s bound to be more. We’re working on some non-adventure

games & hwm is busy starting projects he’ll eventually abandon (laughs)

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Do you think that adventures will come back on the main scene?

 

-  [hwm] I think the “death of adventure games” is a little bit exaggerated.

While there are indeed less adventure games being released the last few

years, especially “traditional”  ones (by “traditional” I mean

non-FMV-puzzle-stuff), graphic-adventures were never that much part of the

main scene I think. Most of the 80’s/90’s graphic adventures were made by

either Sierra or LucasArts, when they stopped making them on a regular basis

(somewhere in 1997/1998, shortly after the FMV boom), the genre lost their

main contributors. Nevertheless, Lucasarts did release some “traditional”

adventures after this and more recently games from other developers like

Runaway, Syberia and The Longest Journey were made. The latter two having

sequels (developed). But to answer your original question: I think they

won’t be coming (back) to the main scene. The games of the future will

depend heavily on on-line possibilities and I believe adventures won’t be

able to make that switch without becoming a RPG.

 

Which do you prefer: A humorous and light-hearted game that will make you

roll on the floor laughing (like most lucas games) or a game with deep and

serious plot (like many sierra titles)?

 

- [Joker] Well, it totally depends… Sometimes I feel like a humerous game

more than a serious one and sometimes it’s the other way around.

 

  [hwm] I’ll have to go with Joker on this one.

 

How much time did ‘Enclosure’ take to make?

 
- [Joker] A year and a half at least: I think all in all the game itself

took over a year and the testing half a year: We had a very thorough tester

who was very into detail and I think that contributed to the quality of

‘Enclosure’. So, programmers out there: Listen to your testers!!

 

Thanks for your time.

 

- You’re quite welcome.

 

 

Enclosure

Creators: Femo Duo Entertainment

Download from the official website

AGS Ezine score:

90%

Ben Jordan: Paranormal Investigator Cases 1 and 2 Review

Introduction. Francisco Gonzalez, one of the people who have used AGS for a long time, has recently released two games of his “Ben Jordan” series. Both are fun to play, but let’s look why in this combined review.

            Plot. You play Ben Jordan, a young man who has just graduated, decides to become a paranormal investigator, a profession that does not apply much to the tastes of his narrow-minded parents. Each game is a separate case. I have to say, however, that the case in the second game was much more interesting and well written.

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            Graphics. While not the best ever, the graphics of the two “Ben Jordan”(no I am not going to use the abbreviation) games do the job and create a pleasant impression in the player. The characters look a lot better than backgrounds, to be honest – they even have dialogue portraits. I want to point out two things that I particularly liked – the first is a character in the second game that is an obvious paint-over over Sean Connery, and the second is that the main character has 8 walkcycles – something not that often seen in AGS games.

            Music and sound. We come, in my opinion, to the best part of both games. The music is composed by Ghormak and not only is it melodious, but it is also digital, with high quality samples. So in case you are wondering, about 75% of the file you download is the compulsory digital music pack. The sound effects are good, but don’t make great impression.

            Gameplay. Here, the two “Ben Jordan” games could have been vastly improved. In the first one, the story develops to its apogee at light speed, with almost no time for the player to think about the mystery itself. In the second game, while there is a better development of the story line, the puzzles were in the way. Most of them are rather illogical and can be solved by the “trial and error” method. Good thing that there aren’t that many rooms and hotspots.

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            Conclusion. The two “Ben Jordan” games are fun to play and work perfectly to kill

a few hours. Looking forward to the next cases!

Ben Jordan: Paranormal investigator

Creator: Francisco “Grundislav” Gonzalez

Download from here

AGS Ezine score:

76%

No-action Jackson Review by Ian Welch

 

Carl Weathers, a tough, renegade cop armed only with a cheap suit and a gallon of Baby Oil..  Oh, wait..  hang on.  While it might be an interesting idea to make a game of the film, creator Britton O’Toole has opted for a far better approach to it.

You see, thankfully, No-Action Jackson bares no similarity with it’s silver screen counterpart.  For a start, it has a plot.

You play Jackson, a dorky kid with a penchant for questy-type board games.  Slackmaster, some bonkers D&D style game takes up much  of Jackson’s life, and herein lies the plot.  Jackson has a game set up for today, only fate has decided to put a stop to his plans.  His grandparents have turned up, and his best friends have made other plans.  Jackson has to escape from his house, round up his friends and play Slackmaster, in the hopes of gaining some major experience points.

Let’s take a look at the games finer points, starting with the graphics.  They look to be influenced by Day of the Tentacle, which is never a bad thing, and these are some of the best graphics on an AGS game I’ve seen.  Sure they’re only 320×200, but they’re well drawn and they all seem to mesh together perfectly.  However, the backgrounds seem very stylised and some extra detail wouldn’t go amiss.

Sound-wise, this game’s a little on the odd side.  The effects are pretty clear, and fit well in the general scheme of things.  As for the music, it’s a different story.  Sure, they have the same kooky, off-kilter feel as the rest of the game, the problem lies in the fact that they are repetitive.  They seem to be a short piece, on an infinite loop.  If you idle on the map screen for a while, you’ll realise it.  The loops are good, don’t get me wrong, but it’d be nice if a middle eight was thrown in to prevent it becoming annoying.

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Right, on to the most important part the game play.  The puzzles are a well thought out, with no abstract logic or pixel hunting.  It’ll take a while to think of what to do, but when you finally figure it out it will make sense.  The thing that really lets this game down, is it’s bugginess.  Whilst penning this review it crashed several times.  Usually, I’d put this down to my computer being nothing more than a technologically advanced door stop, but many people have reported having the same difficulties on the AGS Forums, so it’s definitely an issue the creator needs to address.

Overall, I’d recommend this game to all that haven’t played it.  It’s clever and it’s easy on the eye.  It’s like the teacher you had a crush on as a child.  However, the game’s script needs an over haul before it can receive the much-coveted, “Iqu’s Seal of Approval”.

 

 

No-action Jackson

Creator: Cerebrit

Download from here

AGS Ezine Score:

74%

JP and Cosmo: A Friend Indeed Review

 

            Introduction. “JP and Cosmo: A Friend Indeed” is the first game by Darth Mandarb, and the first AGS games using an isometric perspective. Let’s now take a look at the pros and cons of this unique title.

            Plot. The end of the world is near. JP has very little time to go to the bombing shelter of his friend Cosmo in an effort to save his life. But things aren’t as simple as JP has thought… Oh the whole, the plot is rather clichéd, although it keeps you playing till the end.

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            Graphics. As I aforementioned, the perspective of “JP and Cosmo” is isometric. The backgrounds are immensely detailed; the style reminds one of console RPGs. There is also a fair amount of animation throughout the game so you’ll surely have something to look at. Put simply, the graphics of “JP and Cosmo” are of professional quality and look stunning.

            Sound. On the contrary, the music and sound disappoint. The only music throughout the game is a midi version of a popular 80s song by Phil Collins, and the sound effects are few and far between. It is a pity, for the audio may have contributed to make a very fine atmosphere.

            Gameplay. The gameplay of this game is controversial. The good parts are logical puzzles, which also have alternate solutions and a really classy feature – the walls of the rooms become transparent when the protagonist is in them. On the other hand, the gameplay is really short – just about 10-15 minutes. The interface isn’t that good either, and the level of interaction with the greatly detailed environment is minimal. On the scales, much more could have been done in the gameplay department.

 

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            Conclusion. “JP and Cosmo: A friend indeed” is a game worth playing. It is innovative, and it looks sweet. Don’t let its few flaws take away the fun it brings.

 

 

JP and Cosmo: A friend indeed

Created by: Darth Mandarb

Download from here

AGS Ezine score:

72%

Pirate Fry II: The Hand of Anturus Review

Introducion. “Pirate fry” was one of the very first AGS games released. A month or so ago, its sequel and prequel to “Pirate Fry III” was released. Let’s now take a look at the pros and cons of this game.

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            Plot. After getting his pirate permission, Fry feels something is fishy – his new boss killed the old one and sent him on a mission to acquire the “Hand of Anturus”. On the whole, the plot isn’t anything that good but it is enough to keep you playing till the very end.

            Graphics. Visually, this game is good, although not excellent. While Squinky’s style may be a bit too sharp for some (including me), it sure is cartoony and sets the game mood well enough. The animations, on the contrary are few and far between. The two walking views don’t contribute to the swashbuckling mood too. At the end of the day, the graphics of “Pirate fry 2” provide the needed atmosphere with simple enough means.

            Sound. Sonically, this game is better than most freeware ones out there. It includes a MIDI soundtrack composed and arranged by Trapezoid, one of the people that know what are they doing and how they want to do it. The tracks are while few, catchy and funky. As for sound effects though, I cant say such good words – they are far too few. To sum it up, the lack of sound effects isn’t felt thanks to the cool music.

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            Gameplay. This is maybe the most controversial part of “Pirate fry 2” is its gameplay. The GUI is similar to the sierra one, but it is rather inconvenient, for whenever you need to open the inventory window you should open the save/load menu first. The puzzles are almost all logical, but some of them are unneededly violent. Last but not least is the humor – maybe the best part of the whole game – it drives the swashbuckling mood to the maximum.

            Conclusion. “Pirate Fry II: The hand of Anturus” is an enjoyable title. While not the best game ever released, it does have something to show. If you have the time and love pirates, give it a try.

Pirate Fry 2: the Hand of Anturus

Creator: Squinky

Download from here

AGS Ezine score:

67%

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