![]() ![]() ![]() The adventure is almost simple enough that children could play, or at least be present to help you play along and feel like they were taking an active role. ![]() Puzzles are generally intuitive, and when they're not, the game does a fairly good job of explaining what you need to do within the storyline. Scenery is implemented, both in image and in word - a lovely blend of interactive fiction and graphic adventure elements. Almost everything can be clicked on for more information, even if it's not a useful object. And to be quite frank, one of the things I liked most about Dream Chronicles is how it goes beyond the standard graphic adventure interface (in a way that many Myst-lovers would possibly find quite jarring) Dream Chronicles uses captions and text to flesh out detail. perhaps it's how the art nouveau architecture and generally lush environments reminded me of Myst: Exile. Now, it's not entirely Myst-like, mind you, so don't go download it, play, and then start calling me on that. This game reminded me a great deal of Myst. Post Myst, a lot of game reviews made claims that this or that game was Myst-like or in the footsteps of Myst or what have you, and while sometimes such praise was merited, often it was just something someone said to be nice or because the graphic adventure reviewing community has failed to come up with new and interesting ways to explain how a game is beautiful and immersive. One line summary: Too pretty to not review.īut I suppose I should probably expound on that a bit more. Graphic Adventure Review: Dream Chronicles First posted in July, 2007 Nothing beats being able to move with no hesitation.Īchieved the good ending within two - Graphic Adventure Review | Dream Chronicles Memorizing the fireplace code will save you time, even if you have the pattern up on another screen or similar.As of writing, the page won't spawn in repeated attempts, so if you fail, restart the game to retry. You may run into an issue trying successive games.I found it saved a bit of time and was easier to hit the switches when you approached them from the side, so try that for switches #1 and #8 for example.Remember that you are free-roaming, so you can cut corners and trees to shave a few seconds off your transit to and from the markers, and be sure to hammer the triggers or buttons when you approach the levers to try and flip them faster. If you have them, hook them up to your Xbox and give it a try if you've done it a couple times with no luck. While I got this with a controller, reports are that it's much easier with a keyboard and mouse.Hit the dock switch (#1) twice to grab the page, then hoof it to the library, enter the fireplace, enter the code, and then link immediately to D'ni and give the page to Atrus. While you're waiting for the gear bridge to appear, hit marker switch #7 by the cabin, then run to hit switch #8, and then backtrack to the dock, hitting switch #5 on the way. From the power station marker switch, run to the clock puzzle and input the correct time (2:40). To start, avoid marker switch #1 and instead hit the others in this order: #2, #3, #4, #6.Time starts when you can move after linking to Myst, and ends when you link to D'ni. For this run, I recommend playing on Classic (non-random) mode, so that the clock code is always the same and you'll always have the switch with the page back at the dock. This is going to be tough on console with the controller, just because of the lack of precision, so you really can't afford to make any mistakes with the pattern. As you might have already figured out, if you know what to look for, all you need to achieve the good ending is right here on Myst Island: activating all the marker switches, toggling the final one to get the page you need, and then inputting the fireplace code and reaching D'ni. The final one is a speed run, and this is the hardest achievement given that it's got a very tight time limit. ![]()
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