On to the new kind of puzzle the game offers. Now, I don’t really mind using the smartphone, since it’s just another menu, but why do I have to look for a flashlight/lantern/adventure game light source, when it’s my understanding that most smartphones have a flashlight/lantern/adventure game light source built in? Anyway, Rector’s smartphone is where you’ll call and text people (which you will have to do often), do web searches (no internet connection required), access the hints and use the analysis function. Seriously, what’s with Jane Jensen and smatphones? Rector now prefers his smartphone to a computer, and Cogntion’s heroine had a smartphone as an important part of her inventory, too. One tool you’ll be using a lot: Rector’s smartphone. The game itself demonstrates just how useful this is when it takes that away from you at the end of the game (fortunately, it isn’t as necessary then). A puzzle becomes a lot less frustrating if you have all the elements to solve it. Knowing exactly what you can interact with and what you can’t removes frustrating pixel hunting. Most of the time, it’s pretty clear exactly what you need to do to solve the puzzles.Ī much better-designed convenience is the ability to target things you can interact with. To be fair, though, I really only remember two bad puzzles. But the hints are very frustrating if I can’t figure out what item to use or where to go. Don’t get me wrong, sometimes that’s enough. Unfortunately, the hints don’t ever tell you how to solve a puzzle. Putting the hint system in-game removes the need to head to the Internet to find the answers. I love hint systems in adventure games, since, sometimes, all you need to get moving is a little hint, and, besides, if you’re really stuck, you’re not playing an adventure game for the bizarre puzzles anyway. Now, actually, I don’t think they got it completely right with this one. The first modern convenience is a hint system. Yeah, thanks, I was going to do that anyway. Fortunately, it has some modern conveniences and a new kind of puzzle solving. You’ll visit an area, talk to inhabitants and solve some environmental puzzles to progress through the story. Jane Jensen has been designing adventure games for over 20 years now, so it’s no surprise that Moebius: Empire Rising is an old-school adventure game, through and through. These men were hired by a mysterious group called FITA, who want them to investigate certain wealthy women around the world. in Military History, and he’s just as capable of pulling together an adventure game solution as Mr. Don’t let his look fool you: he’s not a dumb jock. Meet David Walker, ex-Green Beret and all-around tough guy. Fortunately, he’s finally found a bodyguard. Rector gets into scrapes with unsavory characters quite often. If he catches someone trying to pass off a fake, he’ll tell his clients immediately, and bluntly, not caring that he might offend some dangerous people until it’s too late. He’s a genius appraiser, evaluating objects worth millions, with fees of twenty to thirty thousand dollars. Rector has one nearly-fatal character flaw: he’s not particularly wise where people are concerned. That may not sound like a dangerous occupation, but our dear Mr. The character you will be controlling for most of the experience is Malachi Rector, antiques appraiser. Does the game live up to it, or fall flat on its face?įirst, our protagonists. Unlike Cognition, this is a full game right out of the gate. The talent here is promising. Moebius: Empire Rising is a new adventure game from Phoenix Online Publishing and legendary adventure game designer Jane Jensen (creator of the Gabriel Knight trilogy, and Phoenix Online Publishing’s Cognition series).
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