Richard & Alice is a character study: both of our eponymous protagonists, but also of a world driven to the brink by cataclysmic climate change. Four years of snowfall has smothered the country with no end in sight. The eternal …
You haven’t thought about Temple Run in a little bit. That’s ok, we haven’t either. This megahit had its time in the sun, and barring a “Temple Run 3,” there’s not much reason to think we’ll see it at the …
My biggest issue with The Walking Dead Season Two premiere was how similar it felt to the first season's opener. Clementine started with a companion of sorts, encounters an emergency, meets some people, and then chooses to let one live or die. It had elements that set it apart from Lee Everett's original story, but it largely seemed like Clementine was literally, not just figuratively, mimicking his legacy.Now, between the second and third installments of season two, things have definitely diverged.My description of the first episode mirrors the rest of the game's first season. There was wandering around, getting into bad situations, but not a definite plot. The meandering felt more dramatic and less dramatized. It was a story of survivors simply surviving. The "plot" was Lee and Clem's developing father/daughter relationship, not an external conflict.
Hope is still alive -- and if you didn't want any spoilers, you should go play the first episode of République before reading the rest of this review. The second installment is titled Metamorphosis, a word that has multiple meanings within Camouflaj's story-driven stealth and puzzle-solving epic. Happily, it doesn't mean the game is changing into something lesser, just building on a great first chapter by adding on a few new layers to both story and gameplay.Metamorphosis picks up right where Exordium left off, and in some ways, right where it started as well. Hope is trapped somewhere she'd rather not be, and to keep her safe, it's going to take a mastery of hacking into the network of surveillance cameras and computer systems in her environment. A default profile can be used to skip right to this chapter if so desired, but playing through its predecessor helps in understanding the core mechanics and is virtually mandatory for making sense of the plot.
We've been driving back country roads of rural Kentucky for over a year now, although it's only been one night in-game. What started as the final delivery of antiques truck driver Conway and his straw-hatted dog, Blue (or Homer), has turned into a circular expedition for an ever-growing group of nomads with nowhere preferable to go. Shannon Marquez remains determined to see Conway to his destination after her mysteriously vanished cousin Weaver led them to each other. Young Ezra and his gigantic eagle companion, Julian, have joined up with the trio when they're not transporting cabins between the forest and museum. And shortly into Act III, two new additions appear, rounding out the group to seven souls in search of Dogwood Drive off the Zero.Like Act II's interim chapter Limits & Demonstrations before, developer Cardboard Computer provided fans with a free, short lead-in to Act III with The Entertainment. Arranged as an amateur play written by Lem Doolittle and set by the now-recognizable Lula Chamberlain, The Entertainmentis the perfect appetizer to what Act III will offer players. It's flooded with dialogue and new characters who pour their mundane woes into the bottom of a whiskey glass. Much like Conway's simple desire to make his final delivery, the barflies of this pre-chapter have modest dreams: a poolside vacation, a faithful husband, an honest living. It's only in brief snippets describing the "strange boys from Hard Times" Whiskey that we are reminded of the surreal world Kentucky Route Zero is set within, and the reality of what awaits these characters outside their seemingly average troubles.
What seems like just another day on the job for spirit-wrangling Rosa Blackwell turns out to be an adventure cumulative of everything she has experienced through her entire life. While The Blackwell Epiphany was my first experience with the series, it was clear in no time that the writers at Wadjet Eye Games were raising the stakes in Epiphany higher than they ever dared to raise them before. With guest appearances by characters from way back from the first game, The Blackwell Epiphany powerfully and poetically concludes a game series which has lasted nearly a decade.The Blackwell Epiphany is a point-and-click adventure where players control two protagonists (Rosalinda "Rosa" Blackwell and her ghost sidekick, Joey) who are tasked with finding restless spirits and guiding them to the afterlife to finally find peace. While Epiphany does feature a few puzzles, a staple of the point-and-click genre, the majority of "puzzles" involve uncovering facts by grinding characters for information, and conducting online research through Rosa's smartphone. About halfway through the game I fell into the rhythm of searching online, checking with the police, and asking suspects about a new piece of information I had uncovered. By the end of Epiphany I felt like I was ready to be a paranormal investigator myself.
The Blackwell Epiphany is the fifth and final chapter in the Blackwell series of point-and-click adventure games. The story features Rosa Blackwell and her ghost accomplice, Joey. Known as a Bestower, Rosa is tasked with utilizing her ability to see wandering ghosts and send them to peace, in the afterlife, with the aid of Joey's paranormal abilities. The story begins when Detective Durkin calls Rosa up and tells her to meet him at an old abandoned building, downtown.
Broken Sword 5: The Serpent's Curse is a point-and-click adventure game developed by Revolution Software. In this game, you take on the role of George and Nico as they investigate multiple murders and an artistic conspiracy that could determine the fate of the world. Gamezebo's walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game."