Nice one
Enjoying very much thank you. One minor complaint As we have come to expect it. Playing these games as much as some of us do we HAVE come to expect a bonus game. And this one does not have one. But all in all it was a good game and it lasted quite a long time.
Very, very sub par
Story was lame, hidden object games were far too easy and sparse, the game was more expensive than other Artifex titles and there is not even an extended 2nd adventure. Very dissatisfied. I recommend ANY other artifex title.
Too expensive
I love the game but really 10$ each time I want to buy one of your games if excessive.
Used to play the Room for half of your price.
Sorry,
Used to play the Room for half of your price.
Sorry,
Love it
Better story line than the second episode. Good fun, amazing graphics
Honestly wanted to like this more...
SPOILER ALERT FOR BEGINNING OF PERSIAN NIGHTS!!
I have been playing nothing but Artifex Munda games for about two weeks now (just discovered them) and I have been relatively impressed. I’ve played four so far. This review can stand for all four: Eventide: Slavic Fable, Eventide 2, Queen’s Quest, and Persian Nights.
First, the artwork has been uniformly exceptional. Great depth of color, and a positively terrific assortment of incredibly well-defined objects in the hidden object puzzles. Second, for the most part, the stories have been fun. Slavic Fable was unexpectedly wonderful. I usually play puzzle/escape games like the “Room” series. I am playing for the puzzles, not cute stuff. But Slavic Fable had characters that actually interacted with me. Very fun. The other two were fine as well.
Persian Nights, however, put me over the line. It has a character that I heal and help. For most of the game, that character accompanies me in what I can only guess is supposed to be my “quest”. But the puzzles seem to mostly rely on me moving a small piece of lumber, or trying to reach a high shelf, or lighting a torch, and my companion literally stands (with his back to me in one completely infuriating sequence!) and does NOTHING. The seriously simple tasks (for which much searching is required for a ridiculously arbitrary scattering of “essential” items), combined with a companion that only occasionally interacts (and then only to say the most pompous things) and the rest of the time is just a golem standing and watching me struggle to find a match or pick up a small piece of wood, well that just got to me. And then I thought about it, and the people with whom I am near, for the most part in these four games, stand five feet away from my character while I plunder the environment for the only things that can beat the baddie, or help me escape the situation. I get what the story seems to require, but I have a problem with completely illogical and, IMHO, bizarre choices that seem to just be “there” as puzzles to fill space because no one came up with something that made sense and moved the story along. I have also noticed in just four games that several puzzles in different games are the same except for the image attached to the interactive behavior of the game. The puzzle seemed, to me, to be pretty much the same.
I questioned, also, how I was right at the climactic confrontation at one point, and as the defeating blow was about to fall, I was presented with a lengthy and complex hidden object puzzle. That kind of pacing problem killed the story part of it for me.
I found it insulting that more thought didn’t go into these aspects of the game. I mean c’mon guys, why does a character exist that does nothing but exposition, and how is it feasible that the evil dark magician waits quietly while I kick his keister, his eyes spewing violent violet glowing ectoplasm?
In a short time, I’ve come to expect more from your company.
Great artwork, though.
David
I have been playing nothing but Artifex Munda games for about two weeks now (just discovered them) and I have been relatively impressed. I’ve played four so far. This review can stand for all four: Eventide: Slavic Fable, Eventide 2, Queen’s Quest, and Persian Nights.
First, the artwork has been uniformly exceptional. Great depth of color, and a positively terrific assortment of incredibly well-defined objects in the hidden object puzzles. Second, for the most part, the stories have been fun. Slavic Fable was unexpectedly wonderful. I usually play puzzle/escape games like the “Room” series. I am playing for the puzzles, not cute stuff. But Slavic Fable had characters that actually interacted with me. Very fun. The other two were fine as well.
Persian Nights, however, put me over the line. It has a character that I heal and help. For most of the game, that character accompanies me in what I can only guess is supposed to be my “quest”. But the puzzles seem to mostly rely on me moving a small piece of lumber, or trying to reach a high shelf, or lighting a torch, and my companion literally stands (with his back to me in one completely infuriating sequence!) and does NOTHING. The seriously simple tasks (for which much searching is required for a ridiculously arbitrary scattering of “essential” items), combined with a companion that only occasionally interacts (and then only to say the most pompous things) and the rest of the time is just a golem standing and watching me struggle to find a match or pick up a small piece of wood, well that just got to me. And then I thought about it, and the people with whom I am near, for the most part in these four games, stand five feet away from my character while I plunder the environment for the only things that can beat the baddie, or help me escape the situation. I get what the story seems to require, but I have a problem with completely illogical and, IMHO, bizarre choices that seem to just be “there” as puzzles to fill space because no one came up with something that made sense and moved the story along. I have also noticed in just four games that several puzzles in different games are the same except for the image attached to the interactive behavior of the game. The puzzle seemed, to me, to be pretty much the same.
I questioned, also, how I was right at the climactic confrontation at one point, and as the defeating blow was about to fall, I was presented with a lengthy and complex hidden object puzzle. That kind of pacing problem killed the story part of it for me.
I found it insulting that more thought didn’t go into these aspects of the game. I mean c’mon guys, why does a character exist that does nothing but exposition, and how is it feasible that the evil dark magician waits quietly while I kick his keister, his eyes spewing violent violet glowing ectoplasm?
In a short time, I’ve come to expect more from your company.
Great artwork, though.
David
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