Save to Dropbox. Game Premise: Quaden is a rather shy, young adult living at home with his parents in Zoasis, a peaceful city known for the art of "dream catching" - the process of entering people's dreams to cure them of physical or psychological ailments, while at other times being used as reconnaissance in military operations.
He hopes to become a Dream Catcher himself, but this in itself will be no easy task. Events unfold and what starts out as a rather serene and ordinary quiet life becomes something quite different - a life unexpected with tough decisions to make; decisions that will test Quaden's morality and judgment, and allow him to ultimately grow as a person.
Characters level up through storyline progression so you can focus on the journey itself rather than on battles.
To Please or Not to Please That is the question. I have to admit that for the longest time I've felt somewhat of a lack of motivation regarding this project on account on the lack of feedback I have received.
Is it worth continue if there is no captive audience? How do I know what they want if I don't hear from them? Is this silence something positive or negative? Those were some of the thoughts plaguing my mind, but then I realized something, who cares? I'm not making this game for praise or glory, I'm making something that I can be proud of, something to stand behind and say, 'yes, after all the years of hard work, I did it!
Expect a few more blogs from me from this point onwards on my design process and decisions. I want to document this new spiritual step on my journey. In-game explanation of the combo system. Quaden's skill progression. Every major city needs a fancy image introduction, doesn't it?
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Evidence: The Last Ritual. Sometimes, places in the game can be interacted with using an inventory object, and the icon changes to indicate that something can be done in this spot, as well. Right clicking accesses the inventory. There is no quick-save or quick-load feature, but if a player dies, the character is returned to a spot not long before. There are very few instances where the archaeologist can die and it is never really a hindrance in continuing the game. The graphics are really beautiful.
The entire world is 3D computer animated graphics but has a sense of realism to it. Perhaps that is because the models for the graphics are real people. The archaeologist's appearance and movements is based upon Chiara Mastroianni, the famous daughter of Catherine Deneuve. Locations, from the pyramids of Egypt to the caves of ancient times, are stunning.
Cutscenes are also plentiful. However, as beautiful as it all is, the rendering is incredibly slow and cutscenes are choppy. This greatly detracts from the overall enjoyment of the game, as the experience was not as complete as it should have been.
The machine I tested this game on far exceeds the minimum requirements, but yet I still have problems with jerky video. Also, there is not enough freedom for exploration of the environments, as they are largely static. Sound effects, music and voice acting are all superior in this game. In one particular scene, the archaeologist takes on another role of storyteller, with a voiceover that leads into the action of the story.
The voice of the dolphin is eerily beautiful and music is always appropriate. A wide variety of accents can be heard throughout the game, adding to the exotic flavor.
The sounds matched perfectly to the game. Beyond Atlantis II revived my faith that a good adventure game can be made. Beautiful graphics and sounds, a wonderful engaging storyline and complicated yet solvable puzzles make this game one of the best adventure games I've seen this year.
This game is much longer than Road to India and has understandable puzzles that a reasonable person can complete, unlike Schizm. Adventure fans finally have a game worthy of their time. Let us hope that other developers of adventure games follow the lead of Beyond Atlantis II. Want to share your opinions with the world?
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