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Partisans 1941 Hands On Preview

Partisans 1941 Hands On Preview

Set during World War II, Partisans 1941* has you controlling Alexey Zorin, a member of the Red Army who escaped from a German prison camp as he builds his band of Partisans and fights back against the German occupation of Russia. The game mixes ideas from a number of genres but primarily consists of real-time strategy, stealth and basic resource and base management.

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The Suicide of Rachel Foster – The Verdict

The Suicide of Rachel Foster – The Verdict

The first thing that stikes me about The Suicide of Rachel Foster is the atmosphere of the old hotel. The main character Nicole has arrived under legal obligation to check the condition of the building before selling it, but unfortunately for her a blizzard hits upon arrival and forces her to spend time in a place that holds bad childhood memories. Exploring the hotel Nicole recounts stories from her childhood while wishing she were anywhere else. Every creak of a rotting floorboard and rattle of a loose tile fills me with unease and a chill that seems unnatural even considering the piling snowbanks outside.

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Blackguards 2 Gameplay Preview

Blackguards 2 Gameplay Preview

Blackguards 2 is a turn-based, tactical RPG based on the rule book of The Dark Eye, the increasingly popular German role-playing game that challenges even Dungeons and Dragons for it’s fantasy crown. Made by Daedalic Entertainment, Blackguards 2 is a follow up to 2014’s original and is due for release almost exactly one year later in January of 2015. Various additions and improvements have been made since the first game was released making Blackguards 2 a more accessible and understandable game than its predecessor. As a newcomer to the series I was glad to see there is an in depth tutorial that explains the basic mechanics of the game including any changes and while I did feel there were portions missing that could really have been of use, this really helped me settle into the game with a basic understanding of how to move forward once I was set free on the world map.

For those unaccustomed to Blackguards 2‘s gameplay style the main portion of the game takes place in two places; your campsite and the battlefield. The battlefield is of course where you test your skills on a tiled map using a turn-based system. Your characters can be strategically placed before the first turn is taken and the map can also be fully viewed before you start. One stumbling block I ran into early on was that I would quite often find myself taking a couple of turns on a new map then restarting once I had a better gist of what my overall goal was. Blackguards 2 does allow you highlight interactive items on the map, but only once characters have been placed and turns are in play. There is also occasionally a bit of dialogue before the first turn, but in many cases neither of these fully explain the maps end goal and on the hardest difficulties this can be a death sentence if you make a tactical error early on.

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Once clear on your map goals the combat becomes really enjoyable and the twists and turns of the story elements don’t seem so harsh. In a way it’s both a good and a bad thing that maps need to be scouted before you fully commit to them. On one hand this of course means that the overall goal is not well explained enough to begin with, but also means that maps and not just straightforward affairs and vary in approach, difficulty and layout to the point that after six hours of gameplay I don’t think I approached a single battle in exactly the same way.

The campsite is the second area where you will spend a lot of your time learning about your characters history and getting to grips with the very detailed and open ability system. As with the action based portion of the game this area holds a lot of positives and a few negatives. For starters the aforementioned ability system is great once you get to grips with it. You are basically open to build your characters as you wish, without having to stick to strict class restrictions. Of course this doesn’t mean that you can just spend your ability points without thought, as this will most likely cripple your effectiveness later on when the game takes a difficulty hike. Carefully reading over abilities and choosing a path for each character is your best bet and this is where one of the negatives comes into play. The specification options and statistics are just not explained well enough. For example what is the difference between offence and damage and how do they effect each other if at all? Do main-hand and off-hand attacks have the same stat values? How many points of endurance do I need to gain in order to raise my health? These and more are all the types of questions I wanted to ask in order to improve the way I levelled my characters and so improve the way I played the game. Blackguards 2 certainly seems like it’s pushing itself toward the hardcore tactical RPG crowd, but in order to please that crowd you have to be overly informative and highly detailed in every aspect of character building.

Blackguards 2 also allows for moral choices when dealing with certain aspects of the games storyline. As the leader of a group of growing power within the kingdom Cassia often has tough choices to make than can effect the story later down the line. The game is also not as straightforward as choosing which point you want to advance to after every successful battle, occasionally the kingdoms forces will try to take back one of your controlled points on the map and then it’s your turn to be on the back foot and defend what you have fought so hard for.

Blackguards 2 is currently in development and I have no doubt that come release day there will be advancements and improvements from what I have seen in the preview. For me if they are to get things just right it would be nice for there to be a bit more detail in the statistics side of things and continuation of the varying map styles and encounters. Blackguards 2 is clearly confident in what it wants to achieve, that being a solid tactical game set in a fantasy world with a rich backstory. Characters are likeable, combat is enjoyable and the game is generally well designed and I can’t wait to try out the finished product next year.

Steam Specials Weekly Wrap-up #2

Steam Specials Weekly Wrap-up #2

Now that Steam Family Sharing has been officially out for a few days have you all been making use of it? I certainly have, joining my account with a few of my friends and suddenly I have over 250 games available to me. I have even considered rotating purchases of new games between these friends so that we all have access to everything we want. Even if that doesn’t end up happening I know that I probably won’t need to buy a new game (at least on PC) for a very long time now, and this could even delay my purchase of a next-g… sorry ‘this-gen’ console.

Some people just can’t have enough games however, and if you fall under that category this list of discounts below is certainly for you.

The Night of the Rabbit – £8.49 (50% off)

Steam page

The Night of the Rabbit Steam Sale Specials #2 Valve PC Daedalic Entertainment

Developers Daedalic Entertainment are well versed in the genre of adventure gaming and if you like a good story and a good puzzle then The Night of the Rabbit is the game for you. I had this to say when I reviewed the game back in 2013:

From the initial scenes of Jerry waking up to discover he still has two days of summer holiday left to the exploration of Mousewood, The Night of the Rabbit really performs well at keeping me engaged in the story. The unravelling mysteries of the forest keep me second guessing the direction of the story and how to progress with the game. Who are the mysterious foxes and lizards seen in Mousewood? Will I ever get to meet the Great Zaroff? And just what exactly is blue juice made from? The Night of the Rabbit is not without its flaws of course and with so many directions in which to venture the pacing of the game does suffer somewhat after the first visit to the town of Mousewood. It’s almost as if the games has its own Inception of puzzles, within puzzles, within… you get the idea.

Bounce over to Steam quickly as discount ends on March 17th.

F1 2013 Classic Edition – £9.99 (75% off)

Steam page

F1 2013 Steam Specials Sale #2 Codemasters Valve PC PS3 Xbox 360

The F1 franchise is probably the only type of sporting games that I would consider buying on a semi-regular basis. It seems that these days every year or two F1 is having a major overhaul to the rules, drivers, competing teams or there is some kind of scandal going on that will change the way the sport is run. With all this in mind it means that unlike other yearly sports games, there are usually significant changes to each F1 game as it is released.

With F1 2013 you of course have driver changes and new tracks along with the new challenge mode and the inclusion of classic cars and tracks to race on as well. There is also improved multiplayer, although I haven’t had a chance to play this yet so who knows if the harsh penalties of F1 2012 multiplayer will still be in effect or not.

Speed your way over to the Steam page as discount ends on 17th of March.

GTA: IV & GTA: San Andreas – £5.99 (80% off)

Steam page

GTA IV San Andreas PC PS2 Xbox Android iOS Steam Sale Specials Rockstar Valve #2

San Andreas is a classic in the GTA franchise. I still remember my first gang war, my first trip to the gym, the first tattoo and of course the first time I got fat from eating too much pizza. GTA III‘s plot and characters were probably more memorable to me but it was when playing San Andreas that I realised that Rockstar were pushing the game to be something more than just a rehash of the same ideas again and again and credit should be given for that. If you buy this bundle you also get GTA: IV included and if GTA isn’t really your thing, check out the rest of the Rockstar sale here.

Better shoot as the discounts end on 17th of March.

Goodbye Deponia – The Verdict

Goodbye Deponia – The Verdict

Rufus is one of those combustible characters that try as he might, can’t help but cause chaos at the best of times. This characterisation combined with Deponia‘s off-the-wall humour has seen Rufus in quite a few predicaments throughout his adventures. The most memorable of which involved him being strapped to a giant circular saw blade and catapulted through the air, but only after the player had solved a mouse trap style puzzle in order to launch the device. The reason I bring up a scene from a past game is simply for comparison. It’s these moments of picturesque hilarity that mould the Deponia games from being simply funny, to hilariously memorable. It’s also something that Goodbye Deponia, the third and final part of the trilogy is sadly lacking a lot of. That’s not to say that these moment aren’t in the game, they are, just not on the same scale.

The change in humour in Goodbye Deponia lends itself somewhat to this in my opinion. With an overall darker feel, jokes about euthanasia and periods don’t fit well with light hearted and comedical situations leaving less room for these to arise. There are still laugh out loud moments, but having played through the entire game I am struggling to remember them.

One of the more memorable scenes from Goodbye Deponia.
One of the more memorable scenes from Goodbye Deponia.

Thankfully Goodbye Deponia excels in places that it’s predecessors didn’t, namely the puzzle solving logic which has been kept to an illogical minimum this time around. There are still a couple of sticking points where the illogicality really stunted progression but overall the flow of the game and depth of the puzzles work a lot better than in the past two Deponia games. The best part of the game comes when Rufus clones two versions of himself, meaning three times the mayhem and mishap all controllable by the player at the same time. Switching from Rufus to Rufus feels very natural and there are even instances where they can help each other to solve puzzles by exchanging items.

Goodbye Deponia clocks in at around seven to nine hours in length and contains plenty of what fans of the series will be looking for. The beautifully hand drawn backgrounds are back, looking as intricate and interesting as ever. The charismatic characters are all there from Goal, to Rufus, to Toni and Bailiff Argus. The story writing and voice acting is for the most part as great as it has always been, providing the power behind the characters and their reasoning.

This brings me neatly onto the ending of the trilogy, which of course I’m not going to spoil for you in any way. What I will say though is that I was a little disappointed by how it was handled. It comes around rather quickly and without much of a warning as you enter into what I assumed was the last quarter of the game. It certainly didn’t happen how I imagined and after three games worth of leading up to this point I have to ask myself was it all really worth it? I may be overreacting, and I certainly commend Daedalic Entertainment for ending the way they did, as I’m sure they knew it wouldn’t stick well with fans. Were they trying to give us a life message, something to take away from the story and think about? Were they proving the point that they are unlike other developers and don’t pander to the every need and demand of their fans? Or was it simply a sloppy ending to an otherwise well written and delivered trilogy of games? The decision is yours.

Verdict – On Target

Platforms Available – PC, Mac
Platform Reviewed – PC

Steam review copy supplied by Daedalic Entertainment.

Please check this post for more on our scoring policy.

Goodbye Deponia – Hands On Preview

Goodbye Deponia – Hands On Preview

It’s evident that change is afoot in Goodbye Deponia, the third and final game in a trilogy of hilarious point and click games by Daedalic Entertainment. Early on in the game we catch our first glimpse of the inside of the Argonon cruiser headed for Elysium. It’s people look relaxed and are enjoying the high life unaware of the fact that people still reside on the planet they are about to destroy. Rufus and his band of stragglers are not about to let that happen however, and even after all his mistakes Goal has come around to his way of thinking too.

From the first moment you are able to take control of Rufus mayhem ensues, not in a frustrating ‘detrimental to the game’ kinda way, but in a wholly expected and welcomed ‘Rufus is back’ kinda way. If you’ve played the previous parts of the story you’ll already know that despite his best efforts everything Rufus touches is ruined in one way or another and the same is evident in the early story and puzzles of Goodbye Deponia.

The game mechanics are much the same as you would expect from Daedalic’s past games and indeed the past Deponia games. Space bar highlights any interactive points on the screen where as the left and right mouse buttons allow you to examine, pick up and use items found on your travels. Considering that this is the final part of three games, I would have expected the puzzle solving to be as hard as ever. Instead during the first few moments you are almost on rails and have only one option to advance. This is soon sorted and the proper puzzle solving kicks off but while the intro is entertaining, it also seems a little weak as far as gameplay is concerned.

Goodbye Deponia Screenshot Rufus Daedalic Entertainment Steam PC

As the version I am playing is only a preview and not the final product, there are still issues with sound balancing and missing text/voice from conversations. These are things that I would fully expect to be ironed out in the final product, but could cause frustration if they are missed. Aside from the obvious flaws, Goodbye Deponia actually seems to run a lot faster on my ancient laptop than the previous two games did. Again this could be because of the version but if translated to the final product this would improve gameplay and cutscenes nicely.

Daedalic claim that Goodbye Deponia can be played as a stand alone, without knowledge of the past two games and while they certainly try I don’t believe that you would experience the game properly. Without having that previous knowledge of characters, running jokes and puzzle solving methods many items of information would go way over your head. There’s even a quick run down of the past two adventures, but this for me acted as a jog of the memory more than a serious explanation that would allow an uninformed me to continue with play unhindered.

With all that being said the general feel of Goodbye Deponia is one of high quality care and attention, both in puzzle solving and game mechanics. The world, its characters and intricately hand drawn backgrounds are all still present and there is nothing to say that this wont be as good as the past two games, only time will tell. When all is said and done it really will be sad to say goodbye to Deponia and to Rufus, but at the same time I look forward to the conclusion of many hours of play and a genuinely interesting world.

Goodbye Deponia will be released via Steam and other outlets on October 22nd.

Memoria – The Verdict

Memoria – The Verdict

“Somehow I don’t enjoy mindless trial and error like I used to” announces Geron during what I now like to refer to as ‘The Cucumber Incident’, the one and only moment in Memoria where all reasoning and judgement are thrown out the window in place for random guess-work and pure luck. To say that there is only one such moment in a ten to twelve-hour game built around puzzle solving is a big credit especially for Daedalic Entertainment who, in my opinion have let such illogicality dog the progress of previous games. Indeed the puzzle solving in Memoria has to be the most enjoyable of any adventure game I’ve played to date.

This is in part to do with the difficulty of the puzzles and how this has been dealt with by the developers. The logic clicked really well with me and in my occasional moment or two of struggle there was always a helpful hinting system to hand, an aspect that has been honed to perfection for this release and allows you to pass by those potential moments of progressional frustration. It is also latterly to do with the genre and whilst I understand varying tastes, the context of the story surrounding the use of magic and being set in a mystical fantasy world filled with tales of conquest and heroism, was always going to firmly grab my attention. Interestingly the story itself is also part of a grand puzzle that you have to solve as its mysteries are slowly revealed to you.

Memoria tells the two intersecting stories of Geron and Sadja who whilst living in very different circumstances some five hundred years apart, have more in common than they first suspect. Geron, in a bid to free his girlfriend Nuri who has been transformed into a bird, has agreed to solve a riddle involving Sadja and her attempts to acquire the mask of Malakkar. This mask should have changed the course of a great war and placed Sadja in history books as a heroine for a nation. Instead she disappeared from all records and it’s up to Geron to discover what has happened. The intersecting stories deliver the adventure very well, each characters section releasing a little more information about the riddle, about the floating city of Drakonia, the mask of Malakkar, the great battle, the mysterious merchant Fahi and the demon that turns people into pillars of stone.

Memoria Screenshot Sadja Drakonia PC Steam Daedalic Entertainment Adventure

Geron’s story builds quite nicely from his first meeting with Fahi, but its Sadja’s grand tale of heroism that is most appealing. Ultimately her quest for the mask of Malakkar and her involvement in the great war are the focal point of not just her story but of Geron’s too, meaning that you don’t really explore much of Geron’s character throughout the game. Geron also tends to briefly mention events that happened in the previous game Chains of Satinav. While these lines of dialogue are not key to understanding this story, they can be a little confusing and to get the most out of Memoria it’s probably best that you have played it’s predecessor first.

Memoria is played in a chapter by chapter basis, consisting of eight chapters. Quite what the point in these chapters are is unclear as they seem to appear at unusual times during the game. Playing through the whole game without any chapters wouldn’t be detrimental but I can understand the feeling of progress they instill and ultimately they don’t harm the gameplay either.

So, this is a game about puzzles, let’s talk about that I hear you cry. Well, puzzle solving in this, the latest of Daedalic Entertainment’s increasingly long list of adventure games, is simplistic but satisfying and almost never (see ‘The Cucumber Incident’) illogical. Even if it takes you a few attempts to solve a certain puzzle, you will almost always agree that the solution is something you should have thought of rather than something you could have guessed through random trial and error. Different sets of abilities in the form of spells are provided for each of the main characters and so keep the puzzles changing all the time. As new spells are added, so too is another level of complexity and as you don’t use the same spells all the time you are always kept guessing as to the right path to proceed. Of all the abilities the ‘send vision’ spell is the most innovative and while at first this seems a bit vague the opportunities to use it are well presented. Memoria also makes use of mechanics common throughout other Daedalic games such as the looking-glass used to detect all the magic in a certain area, or the use of the space bar to show all the interactive points on-screen.

The Dark Eye Memoria Screenshot Sadja Daedalic Entertainment Adventure Point and Click Review

Memoria is so close to being that brilliant adventure game I yearn for that I really, really want to give it our highest score, but unfortunately it just doesn’t quite hit my lofty expectations for a couple of reasons. The major reason being the ending of the story, where for me the game stops being great and turns to merely average. I can’t mention too much without dropping some huge spoilers however the problem for me is not with the content of the ending but instead the way this ending is delivered. It seems almost like the focus of the whole plot is passed over in the matter of a couple of minutes. It’s not elaborated on too much, the major characters don’t really have much to say about it all, and to be honest it all feels a little rushed. As the second game in the world of The Dark Eye, Memoria can now be considered part of a series and it could be that Daedalic have another game planned to lead on from this. They might have more story to reveal and have purposely left some loose ends to lead into the next game, but in all honesty it feels like after such a brilliant middle sector, the ending has been squeezed of life.

This shouldn’t stop you from playing this game however as the many good points outweigh what could well just be my personal annoyance with the ending. The story is absorbing, exciting and mysterious. The characters are well animated, interesting and occasionally even funny. The visuals are stunning, with the beautifully hand drawn backdrops merging well with the computer animated characters that have more life than any drawn character could. The puzzles are intuitive, logical and occasionally very challenging and all in all, Memoria is a well polished, well delivered game with a decent length and an interesting story. I would go as far as saying this is Daedalic Entertainment’s best yet.

Verdict – Headshot

Platforms Available – PC
Platform Reviewed – PC

Review based on a copy provided by Daedalic Entertainment.

Please check this post for more on our scoring policy.

Memoria Hands On Preview

Memoria Hands On Preview

I admit that I may have jumped into the adventure gaming scene some fifteen years too late and as a result have been participating in a lot of pointing and clicking lately. It’s a wonder that my mouse hasn’t worn itself out from the constant release of great new games and discovery of old classics. As of late most of my finger tapping has been directed at Daedalic Entertainment’s releases and with each new arrival I feel duty bound to report to you with my impressions.

Memoria is Daedalic Entertainment’s latest tale of adventure and is the second game in the series to be based in the world of popular role playing game The Dark Eye. In Germany The Dark Eye really holds its weight amongst a band of loyal gamers, outselling Dungeons & Dragons with it’s dice rolling fantasy jaunts since its conception in 1984. Indeed the continent of Aventuria has been around for so long that it leads me to expect detail and complexity when considering anything linked with its name and based in its world.

Memoria tells us the story of Geron and his wish to break the curse that currently traps his friend Nuri in the form of a raven. In order to do this he strikes a deal with a wizard who will teach him the spell he requires, but only if he can first solve a riddle. This riddle tells a second story of Princess Sadja and her attempts to acquire the mask of Malakkar, a powerful artifact that will supposedly change the course of a great battle her people are engaged in. In historical tales Princess Sadja disappears from the face of the earth with no trace or explanation as to where she might have gone. It’s up to Geron to discover her fate and in turn solve the riddle and free Nuri from her curse.

Having not yet played the first game in the series Chains of Satinav, I am lacking a bit of background information of protagonist Geron and his past exploits that have him branded as the hero of Andergast. In fact quite a few of the characters themselves don’t seem to be all that well explained, possibly due to the developers assumption that I have played the previous game and already have knowledge about them. In contrast, the fresh story of Princes Sadja and her band of would be heroes is very interesting and contains plenty of information about its characters. Hers is also a story more focussed on mythical beings, magic and undiscovered ruins, adventure and conquest and I find myself longing for each new part of the princesses story as the game progresses. As this is only a demo I still expect a lot more from Geron in the full game and am sure this will be the case.

Memoria screenshot fortress pc steam gog daedalic entertainment adventure point and click

If there’s one thing that continually shines throughout Daedalic’s games it’s the intricately hand drawn backdrops that stand out and give the games much of their charm and distinction. It’s the same case for Memoria and the developers have even chosen to go one step further and have rendered the characters with a computer, breathing new life and movement into the 2D world of Aventuria. At this stage in development English voice actors have not yet been added to these characters, but I’m happy to say that the script kept me thoroughly engaged to the point where I would have happily played the whole game without them.

If there’s one gripe I have at this stage it’s that the puzzles are a touch on the easy side and lack a little depth. Sure the developers have done a good job so far of removing much of the illogical decision making that has dogged past games, but in doing so have made the road to solving the puzzles a little too simplistic. It feels as if they need to add something to beef them up a little. Of course this being only a preview version I fully expect things to have changed come full release or at least advanced in the later parts of the game. There are also a few missed elements such as the previously mentioned voice actors and dialogue options that don’t exist.

All in all, Memoria is shaping up to be a great addition to the adventure gaming scene, with a strong story and a well imagined world. Before the full game releases on 30th of August I fully intend to play through Chains of Satinav so that I can better understand the characters and story of this game. Until then I recommend you check out the official web page and forum for up to date info on the series.

Interview With Matt Kempke, Author Of ‘The Night Of The Rabbit’

Interview With Matt Kempke, Author Of ‘The Night Of The Rabbit’

Daedalic Entertainment have been producing distinctive and high quality adventure games since their first production in 2008. Titles such as Deponia, The Whispered World and Dark Eye: The Chains of Satinav have been praised by critics for their imaginative stories, strong characters and well developed worlds. Daedalic’s latest game, The Night of the Rabbit is no different and you can read my full thoughts in the Verdict I wrote earlier in the month.

Magically I have managed to corner Matt Kempke, author of The Night of the Rabbit and have convinced him to answer a few of my questions about the game and his thoughts on future projects. Matt is no stranger when it comes to making games and has written and created his own in the past, most notably What Makes You Tick: A Stitch In Time.

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The Night of the Rabbit – The Verdict

The Night of the Rabbit – The Verdict

I have to admit that I’m a sucker for a game with a good story, and it’s clear from the get go that The Night of the Rabbit is a game with a good story. From the orchestral music to the intricately hand drawn world, from the solid voice acting performances to the care and attention that has been given to the delivery of the story and its characters. All of these elements create a believable and engaging world that brings me back to my childhood and the excitement and enthusiasm I had for hearing stories of adventure and discovery.

To compare The Night of the Rabbit to any of Daedalic’s previous games would be a disservice to the company as this is clearly a different game with a different message to put across to the player. This particular story tells the tale of every child who grew up with an imagination and a dream of one day doing something amazing with their lives. This story tells the tale of Jeremiah Hazelnut, the boy who dreamt of one day becoming a magician. Little did Jerry know that his dream was not as improbable as first imagined and the journey that he takes in order get there is set in motion by a chance encounter with a rabbit pulled from a hat.

The mechanics and gameplay are much the same as you would expect from any adventure game, a few unique additions in the form of spells and magical items do keep the gameplay fresh however. Along the way Jerry can learn spells that let him turn night into day (or vice versa), see invisible leprechauns or even converse with rocks leading to much hilarity and an inventory rammed with miscellaneous items. The humour is gentle and amusing, appearing often enough to keep you smiling but not so often that you get tired of its tone and direction. This fits very well with the type of story The Night of the Rabbit is trying to portray, not distracting the player too much from its main points but often giving you a line of dialogue to chuckle over.

The Night of the Rabbit Screenshot Daedalic Entertainment Steam PC Point and Click Adventure

From the initial scenes of Jerry waking up to discover he still has two days of summer holiday left to the exploration of Mousewood, The Night of the Rabbit really performs well at keeping me engaged in the story. The unravelling mysteries of the forest keep me second guessing the direction of the story and how to progress with the game. Who are the mysterious foxes and lizards seen in Mousewood? Will I ever get to meet the Great Zaroff? And just what exactly is blue juice made from? The Night of the Rabbit is not without its flaws of course and with so many directions in which to venture the pacing of the game does suffer somewhat after the first visit to the town of Mousewood. It’s almost as if the games has its own Inception of puzzles, within puzzles, within… you get the idea.

On occasion one of these puzzles can prove illogical to the point that it slows the gameplay down to a crawl, halting progression and negating from the pleasant atmosphere of the gameplay. There is also an annoying oversight where the in-game journal does not record the information you would expect it to. On one or two occasions this meant I had to cycle thorough a whole riddle multiple times in order to dissect the meaning of each individual part. This on its own would not be such a major problem, but coupled with the before mentioned logical mind-boggling and you can find yourself going round in circles and resorting to trial and error in order to advance in the game.

The Night of the Rabbit Screenshot Daedalic Entertainment PC Steam Adventure Point and Click

While I would say that The Night of the Rabbit is clearly aimed at a younger audience, there is plenty here for gamers of all ages to enjoy such as the challenging puzzles and enjoyable world and characters. The game often hints at popular culture giving references to characters like Harry Potter and Mario and the general nostalgic feel of games like Monkey Island will keep 2D adventure veterans thoroughly content. With a play length of 9-11 hours there is plenty of game for your money. On top of the main story there are also collectibles, achievements and a card game that can extend the life of the game beyond even that.

It’s a rare thing that a game delivers such a warm sense of nostalgia and with The Night of the Rabbit being as detailed and well presented as it is, it’s easy to overlook its minor flaws. Even personal irritants such as characters talking over each other and the flawed hinting system seemed insignificant as soon as I entered another beautifully hand drawn area or met another of the games charming characters.

Verdict – Headshot

Platforms Available – PC
Platform Reviewed – PC

Review based on a copy provided by Daedalic Entertainment.

Please check this post for more on our scoring policy.