Disappointed
Having enjoyed playing several games by Microids and having seen trailers elsewhere I was inspired to buy this game. However this version feels like it’s the original version rather than the latest version. Graphics are poor, the controls clunky and it appears to be missing key interactions and clues. Definitely not for buying through App Store or playing on iOS. Very disappointed as it looks like it should be a good game.
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Can’t ride the giraffes
I had thoroughly enjoyed the game up to the point of the swamp. Now there is a green interaction icon on the giraffe’s bridle, but it does not do anything. FelineMuse reported this glitch two years ago. If you went out of business as a company, you should have made sure all your products were labeled as final in their last updates, even if such update is to mark them as final. Thank you!!!
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Pure adventure
Games like that are rare. Microids is one of very few developers who know how to deliver a true sense of adventure. Please keep them coming!
Lost and nearly impossible
Ok. The game had a good story but, I truly gave up. Towards the end you must navigate based on sounds in a swamp. But, on an iPhone it proved impossible even using walkthroughs. Second time in the game where I was lost. This time I gave up and deleted the game.
Loved it!
Great graphics and fun story but too short. 😩 removed 2 stars because of a glitch the second time playing it. Can’t get on the giraffe. It’s standing there with the green dot but clicking it won’t allow me to climb on.
Boring
Amerzone was designed and produced by the same guys who made the popular Syberia games. Amerzone, though in a shared universe with Syberia, is a separate story about different characters.
On the iPad, panning tends to be clunky, but there is an inverse movement option. Most location nodes are featureless, and when moving to the next node, sometimes the game turns the view to a different direction without an accompanying animation to signal that this has happened. The movement animations that were provided often give little sense of what distance was travelled or what turns were made. This makes navigation difficult. A document map of a single area can be acquired, but this map does not mark current location, shows no landmarks, and gives no indication of where the game's location nodes are, making the map a useless Rorschach blotch.
There are several multi-page documents for the player character to collect, and the interface for reading them is primitive. The player can only page forward through a document, so if he accidentally skips ahead a page or wants to go back to review something, he must go back to the beginning. There also seems to be no way to close a document other than to page completely through it to the end.
The puzzles are simple, even simpler than those in Syberia, but they aren't always fair. After having every interactable in the game marked with a special cursor and being promised by the tutorial help that this would be done, the speaker poles in the marshlands were not marked in this manner.
Gameplay mostly consists of wandering through monotonous areas looking for an object to collect or a control with which to interact. Most nodes have nothing of interest in them and were included simply to increase travel time and assist the player in getting lost. For people claiming that the point of the game is the joy of exploring, that sounds like a fanboi attempt to justify the game's limitations, weaknesses, and failures. If the point of the game is simply exploring the environment, then why didn't we get an environment worth exploring? Even after solving all the puzzles in Myst, it's fun to spend a little time revisiting the prettier locations and just soaking up the ambiance. Each time I left an area in Amerzone, it was with a sigh of relief to be escaping that dreary place.
Amerzone's graphics are dated, though this is mostly apparent with character models and some creature models such as the crocodiles. The graphics are also grainy, dimly-lit, drab, and bleak. Amerzone is in dire need of something beautiful or appealing such as the Art Deco architecture and automatons of Syberia. Some of Amerzone's creature designs are creative and well rendered, but we don't get to spend nearly enough time with them.
The story revolves around a species of bird which has the ludicrous reproductive strategy of producing the entire next generation within a single egg that must be cleansed with a special potion in some tribal ceremony. Talk about a recipe for extinction! This story is revealed in the game's opening scenes through an interminable exposition dump via multiple, lengthy documents and via speeches from NPCs who die or disappear after expounding. The rest of the "story" is simply carrying out a fetch quest.
In short, this is a tedious game with dull graphics, a preposterous story, and no real puzzles. The only things it has to recommend it are some interesting creatures that look like they belong in a science fiction setting, good sound effects, and surprisingly stirring music. If you have not yet played Syberia, don't prejudge it by this game; if you have already played Syberia, Amerzone suffers by comparison.
On the iPad, panning tends to be clunky, but there is an inverse movement option. Most location nodes are featureless, and when moving to the next node, sometimes the game turns the view to a different direction without an accompanying animation to signal that this has happened. The movement animations that were provided often give little sense of what distance was travelled or what turns were made. This makes navigation difficult. A document map of a single area can be acquired, but this map does not mark current location, shows no landmarks, and gives no indication of where the game's location nodes are, making the map a useless Rorschach blotch.
There are several multi-page documents for the player character to collect, and the interface for reading them is primitive. The player can only page forward through a document, so if he accidentally skips ahead a page or wants to go back to review something, he must go back to the beginning. There also seems to be no way to close a document other than to page completely through it to the end.
The puzzles are simple, even simpler than those in Syberia, but they aren't always fair. After having every interactable in the game marked with a special cursor and being promised by the tutorial help that this would be done, the speaker poles in the marshlands were not marked in this manner.
Gameplay mostly consists of wandering through monotonous areas looking for an object to collect or a control with which to interact. Most nodes have nothing of interest in them and were included simply to increase travel time and assist the player in getting lost. For people claiming that the point of the game is the joy of exploring, that sounds like a fanboi attempt to justify the game's limitations, weaknesses, and failures. If the point of the game is simply exploring the environment, then why didn't we get an environment worth exploring? Even after solving all the puzzles in Myst, it's fun to spend a little time revisiting the prettier locations and just soaking up the ambiance. Each time I left an area in Amerzone, it was with a sigh of relief to be escaping that dreary place.
Amerzone's graphics are dated, though this is mostly apparent with character models and some creature models such as the crocodiles. The graphics are also grainy, dimly-lit, drab, and bleak. Amerzone is in dire need of something beautiful or appealing such as the Art Deco architecture and automatons of Syberia. Some of Amerzone's creature designs are creative and well rendered, but we don't get to spend nearly enough time with them.
The story revolves around a species of bird which has the ludicrous reproductive strategy of producing the entire next generation within a single egg that must be cleansed with a special potion in some tribal ceremony. Talk about a recipe for extinction! This story is revealed in the game's opening scenes through an interminable exposition dump via multiple, lengthy documents and via speeches from NPCs who die or disappear after expounding. The rest of the "story" is simply carrying out a fetch quest.
In short, this is a tedious game with dull graphics, a preposterous story, and no real puzzles. The only things it has to recommend it are some interesting creatures that look like they belong in a science fiction setting, good sound effects, and surprisingly stirring music. If you have not yet played Syberia, don't prejudge it by this game; if you have already played Syberia, Amerzone suffers by comparison.
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Langweilig und mit einigen Bugs
Am Ende abgestürzt. Konnte nicht weiter spielen. Außerdem langweilig.
Underwhelming
Although there are some nice artistic elements to the game the movement through it and interaction within are cumbersome and awkward with little sense of fluidity. Green arrows and circles tell you exactly what to interact with removing all the fun of actually exploring and discovering this virtual world.
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Still amazingly good entertainment
Finished it on Iphone 5s in half a day. Excellent story and visuals. Next one is Syberia.
Immersive, intuitive, gorgeous
I loved Syberia 1 & 2, and was looking for a game from the same creator for my iPad. This was a different game than the Syberia games, more solitary. Felt like myst, but with a better story. I played this one through without stopping. What ever bugs previous reviewers experienced have been fixed. Please keep creating Benoit, you are an artist.
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Charming
Great relaxing puzzle adventure and the graphics are beautiful. More like this please!
non merci
j'adore Benoit Sokal pour la qualité de ses dessins mais pas pour les scénarios.
1 j'aime mieux piloter un personnage comme Kate Walker qu'être le sujet
2 on évolue dans des paysages certes bien dessinés mais sans véritable intérêt, pas de personnages ou très peu et véritablement peu loquaces
quant à cette histoire d'oeuf .....non merci
1 j'aime mieux piloter un personnage comme Kate Walker qu'être le sujet
2 on évolue dans des paysages certes bien dessinés mais sans véritable intérêt, pas de personnages ou très peu et véritablement peu loquaces
quant à cette histoire d'oeuf .....non merci
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My favorite game on PS1
Add Russian language please
Cautiously boosting stars
"Continue game" is working. Graphics seem improved. Not sure what took so long but seems to be fixed for iOS 8. Not recommending the game until I play it a bit.
Useless without Save working
Fix the bug. Thanks for the unusable Load function tho. Btw, were you able to Save my money?
Don
Don
UPDATE REVIEW 14.05.2015
Happy to now report that the app update of the 4th of May has fixed the 'Continue' problem with IOS8.
Please please fix the save / continue problem on iOS 8!
I loved this game on iOS 7 despite some issues with sound. However it has a much more serious problem on iOS 8, which is that you can neither save a game nor continue an interrupted game. You must start all over each time, even if you've just gone to make tea and the game's timed out. This problem is also present in Road to India, another Microids game, with iOS 8. Please fix - I love your games and would like to be able to replay many of them.
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Fixed !
Fixed for IOS8 .... and my saved game is still intact, which is brilliant. Thought I'd have to start again. Love this game. It's an epic old school adventure.
Pas de sauvegarde.
Sauvegarde impossible, ni même de garder le jeu en sous application... Impossible donc de progresse dans le jeu.
Je veux être remboursé !
Je veux être remboursé !
Funditor
Bonne fluidité sur Ipad, mais quel dommage qu’on ne parvienne pas à sauvegarder les parties...
