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I admit that when I was offered the chance to preview Secret Files
2: Puritas Cordis, I was fairly reluctant. I know, I know, gaming
is the entertainment of the gods, lifting spirits and boosting happiness
to incomprehensible levels - it's just that every point and click
adventure game I've reviewed has been exactly the same as the last
- slow, boring, tiresome drivel. It also didn't help that the original
Secret Files
failed to really set the virtual realm on fire, scoring a less than
incredible 6/10. However, while playing the preview version of Secret
Files 2, my view quickly changed, as I discovered that it's unusually
fast paced for an adventure game and it is never the tiresome, sluggish
terror that I had envisioned.
Like
all adventure games, the story is deep and full of mystery, starting
with confusing riddles and titbits of information, gradually unfolding
until you have a complete picture of events. To give away much of
this plotline at such an early stage would be blasphemy, as the
underlying theme of the game is uncertainty as to what is really
going on and - perhaps more importantly - what will happen next.
However, I can say that the world has been shaken up, tossed and
turned by natural disasters - floods, earthquakes, volcanic eruptions
caused by global warming and other catastrophes. What if these so-called
natural disasters were not natural at all, though? What if they
were engineered by terrorists or a crazy secret society? It's an
interesting concept and grade-A material for a mystery adventure
game full of conspiracies, religious nutcases (their presence in
games of this genre is compulsory) and wannabe assassins. Solving
this puzzle are our old friends Nina Kalenkov and her ex-boyfriend
Max from the original, along with some other people who get caught
up in all the chaos.
With
this possible humdinger of a story, you'll be glad to know that
the gameplay stays true to the point and click mandate; you move
the cursor around the screen and click on stuff to move your character.
Some of the objects you click on can be interacted with, such as
bookcases and toy UFOs, often revealing clues to puzzle solutions
or just activating dialogue with non-playable bystanders. These
'hotspots' are highlighted by a special button on the game's interface
(opened when you drag the mouse cursor to the bottom of the screen),
meaning you aren't left clicking at everything wildly in case you
miss something - a really helpful and well conceived tool. Clicking
anywhere other than these hotspots forces your character to walk
(or run, if far away) as close as they can to that position. This
is pretty much stating the obvious for games in this genre, though
a run over long distances avoiding tiresome hikes is curiously left
out of far too many adventure games, really letting them down on
the gameplay front. That's already one plus point in the bag for
Secret Files 2 - and luckily there are other elements that make
this one of the best point and click games I've played since Myst.
Secret
Files 2 is predominantly a clue-hunting and mystery-solving game,
as is so often the case with the genre. It's therefore excellent
to see that some degree of thought has gone into making the cases
interesting and neither too hard nor too easy to complete. Each
puzzle is limited to a few scenes - a few different areas that Nina
or Max can enter, such as one deck of a ship or a series of rooms
in a university. Solve the puzzle and you progress onto the next
set of scenes (or a new puzzle with the same group). You then know
that the solution to the current enigma you're trying to solve must
be hidden somewhere in these scenes; maybe you simply need to find
an item like a brush or perhaps you need to combine that brush with
some water. The upshot is that you do not have to spend hours trekking
about hopelessly from room to room - you always feel that you are
making some sort of progress, narrowing your search area down until
you find what you need.
These
self-contained puzzle areas also imply a limited number of things
to click on and interact with - bookcases to look at, objects to
grab and so on. Combining this with the neat tool that highlights
all the hotspots onscreen at any time means that as long as you
click on all of them at least once, you can pretty much gather all
the clues that you require to solve a puzzle. It's then left to
your mind to knit those clues into the unbreakable web of a solution.
With the web complete and the puzzle solved, you gain a wonderful
confidence boost, as it was not the game that told you the solution
- it just gave you all the tools you needed to discover it for yourself.
Putting
you at the centre of it all and getting you to interact with things
and think about the game is wonderful design - I salute the developers
at Fusionsphere Systems! However, there is one minor issue that
I hope is sorted before the review code comes in, and this stems
from clicking on objects that can be interacted with always generating
some spoken text, be it thoughts from the main character read aloud
or actual conversation. The game would greatly benefit from a way
to skip these ramblings, as although they are never overly long,
you often click on them twice or even a third time, forcing unpleasant
repetition.
The
graphics on the whole are well detailed and thoroughly polished;
the 3D characters all look convincing and are, for the most part,
animated to perfection. I say that because while the running and
walking animations are superb, the lip synching sometimes goes awry;
mouths just open and close without any thought to what the character
is actually saying. This underwhelming movement is often hidden
behind objects (usually the character you are playing), as your
view into the game world is always fixed, meaning that the lifelike
3D characters move around 2D backgrounds, giving the game a familiar
'2.5D' appearance. These backdrops are well-drawn and also impressively
detailed, though they are also very flat and static, leading to
the characters looking as though they are walking across the set
of a low-budget movie. This problem seems to fade as the game progresses,
but I would definitely like to see some more animation in the background,
such as birds flying or loose potatoes rolling back and forth with
the sway of a ship.
The
lack of background movement is certainly not a problem in the cut
scenes though, which alternate between action-heavy, movie style
video and in-game animations. One that I particularly enjoyed happens
fairly near the beginning of the game, featuring Splinter
Cell style guards by the names of Biggs and Wedge. At least
one is referred to as "Red 2" and this is where I realise that the
developers saw me coming. I am a huge Star Wars fan and both Biggs
and Wedge are pilots from Red Squadron - the X-wing flight group
that Luke Skywalker joins when he enters the Rebel Alliance. Red
2 is the callsign of Wedge Antilles and the callsign of Biggs Darklighter
is Red 3. Surely this is not mere coincidence, although it very
probably has nothing whatsoever to do with the game's plot, but
is rather a subtle little homage to fans of the original trilogy.
I've just had a terrible thought that I've exposed some hideous
copyright monster, damning us all, upsetting hordes of Star Wars
academics and causing unspeakable destruction as though a million
voices cried out in pain and were suddenly silenced. Better get
back to the game quickly, before I bring about the end of the world.
The
sound is a good place to get back on the rails, as the addition
of "professional voice actors" (as announced in bold letters on
the official website) is a welcome one, considering the much-slated
vocals of the original. In this sequel, people sound like you would
expect; the elderly university scholar sounds croaky and old while
a rather rude travel adviser that you meet quite early on is American,
with a know-it-all aspect to his tone. It is a slight shame that
there isn't much in the way of other audio effects, beyond the occasional
low whir of propeller blades or the thwack of a ping-pong ball bouncing
off a racket, but the game never feels dull from the lack of effects,
so it's entirely forgivable. Similarly, there is not that much music,
which actually aids the gameplay rather than distracting from it.
For example, the music on the main menu is full of trumpets - a
fitting background for the start of an adventure - but if this were
to provide an audio accompaniment to the rest of the game, it would
just get repetitive and irritating.
My
lasting impressions of Secret Files 2: Puritas Cordis are quite
optimistic - extraordinarily so at times with the wonderful puzzle
areas scheme, the action-heavy cut scenes (that's the way I like
them!) and the splendid voice acting. There are one or two rough
areas such as poor lip-synching and static backdrops, but nothing
major. This is actually the best point and click adventure game
I've played in years, and while it will doubtless be lost to some
within the sea of its similar looking but inferior competitors,
those who do take the time to investigate will likely be hooked
from the moment they begin their adventure.
Previewed by Tom Clark for AceGamez (All Rights Reserved).
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