- A classic 2D point and click adventure game in a magic realism setting.
- Unique and beautiful hand-drawn full-HD 2D graphics.
- Inspired by many of Haruki Murakami’s short stories.
- Original soundtrack with more than 15 tracks.
- Thousands of lines of dialog with English voice over.
- Meet more than 35 characters in 40 different locations.
Memoranda
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105 Std. insgesamt
Verfasst: 25.01.17 23:23
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System Info & Performance Report
Operating System | Ubuntu Linux 16.04 x64 | [/tr]
CPU | AMD FX-8350 | [/tr]
GPU | GTX 750 | [/tr]
Game Saves | Manually, plenty of save slots | [/tr]
Technical Notes | No problems running | [/tr]
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218 Std. insgesamt
Verfasst: 12.11.17 18:04
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247 Std. insgesamt
Verfasst: 01.09.17 02:31
Its unique art style and interesting premise aside, Memoranda doesn’t have a lot going for it. The nonsensical story, 1-dimensional characters, and lack of direction or a clear idea of what to do next makes for a frustrating—not to mention brief—experience.
The game started out promisingly enough with insomniac Mizuki pacing her room, the source of her affliction, a red-eyed dwarf, vowing that as long as he couldn’t sleep, neither could she. The smooth animation, fully voice acted script, and bizarre, but beautiful artstyle created a distinct atmosphere and I was eager to find out how I’d be able to dispel Mizuki’s demon. From there, the game makes a nosedive. https://youtu.be/2xJkTyx5OrI In typical point and click fashion, your protagonist is given a laundry list of tasks to complete in order to move the plot forward. Memoranda’s journal/quest log of choice called a memoranda and Mizuki updates it when you get something new to do. Unfortunately, she scribbles down personal notes the way one might in their own private journal, meaning that it may or may not make sense to someone other than the person who wrote it while these scribble notes fit in with the game thematically, a lot of them only gave the vaguest sense of what actually needed to be done. This meant that I spent more time travelling from screen to screen, trying my most recently acquired item on people and trying to combine random items in my inventory. Even the townspeople, who could have very well have made a helpful suggestion such as “Hey, have you spoken to so-and-so?” just continued to spit out one of their three pre-programmed lines, so they were of no help. I finally broke down and used the only guide posted in the community hub, which is why my playtime is only 4 hours. One of those four were spent trying not to tear my hair out and the other three were actually spent playing the game with the occasional, infrequent glance at my handy, dandy guide. In conjunction with the oftentimes obscure memoranda is the story itself. It’s based off of a collection of short stories, so perhaps it’s my own fault for not having read that first, but the game just seemed to be a Frankenstein of parallel story paths that were strangely disjointed, but somehow relevant to the fact that Mizuki had trouble remembering her name. The dwarf I mentioned earlier, for example, I had assumed had something to do with the missing name, but it turned out that he was just another random weird part of Mizuki’s life. Add to that a near-suicidal man who wants to be a fish, an investigator who is looking for a weirdly human-sized elephant and the runaway man who’s harboring him, a duck doctor who brews mysterious potions, a “dragon”, an opera singing man-cat, a deadbeat who vomits the peanut punch he was so desperate for a war between an army of frogs and a giant worm, a girl who killed herself and feared a monkey would steal her name - the list goes on and the majority of these tangents go on without a resolution. Instead, you end up with a lot of unanswered questions and the sour taste of “that’s it”? When the credits roll, not too long after the game starts. If this was an episodic game, fine. The confusion would likely be answered by subsequent chapters. As a completed work, however, Memoranda is like a machine with too many complicated working parts--Some of the parts just don’t function the way they should and instead serve as clutter. In trying to make this plot complex and many layered, the creator only manages to needlessly convolute the main plot—that is, the problem with Mizuki’s memory—with a bunch of fetch quests and 1-dimensional characters that serve no other purpose than to move the main plotline along. And that fact shows. The other characters are people who Mizuki’s seems to be very familiar with and as such, it seems that she doesn’t need to explain anything about them other than their name and occupation. The art in Mizuki’s mind, however, nor have we shared any of her 30 years on Earth and so these strangers she chats with so warmly are held at arm’s length and are made stranger still by the fact that we have no idea why we should care about them or their problems. This utter lack of character development makes the game feel even more like a chore because at no point do you feel empathetic towards any of the characters that appear once, say their peace, and a re never heard from again. There is nothing memorable about them other than the fact that they are strange people or creatures in a strange world--their motivations, likes and dislikes, and what makes them more than a plot device is lost. Phil is the perfect example of an interesting characters rendered one dimensional by loose ends. He's mentioned early on and, indeed, his story seems to run parallel of Mizuki's because she spends much of the game trying to figure out where he was located and, upon finding him, protecting him from being located by someone investigating the disappearance. After completing a few tasks geared towards helping him become a human, you find out that this weirdly proportioned elephant doesn't actually want to be a human and the man who said he did was actually lying to keep you busy. Which is insult to injury considering these are clearly fetch quests meant to pad your short game time. After that, that's it. You don't find out why the elephant has gone missing, why the runaway man is harboring him, or where they end up in the end. You just leave the elephant sitting in an armchair and talking gibberish (apparently elephants speak gibberish) and the man cooking spaghetti. For all of eternity. The game looks great and the music is quite nice. The voice acting, however, leaves something to be desired. Personally, I found the main character's very noticeable lisp maddening. Other voice actors sounded phoned in--as though they were recorded in a large, echo-y room or passed through some other medium like a phone and then recorded by a device. .Pros.- Music and unique art style
- A cast of colourful characters and locations to visit.
- The story is too convoluted for its own good. Multiple story paths lead nowhere, creating a mess of loose ends.
- The voice acting isn't great. It’s very phoned in, sometimes sounding like the speaker was recorded through some medium then through mic
- Those interesting characters never get fully fleshed out.
- Some of the solutions aren’t practical. Why can't I realistically use the world around me rather than having to solve it the ONE way the game wants me to?
- Very few interactive points in many of game screens. They were pretty, but empty.
- You spend a lot of time wandering, not knowing you have to backtrack. New ways open and people show up and you don’t even know they’re there. (Can’t talk to people without marker over their heads, which means they serve as props).
- No way to speed up actions. Interactions have to play out in their entirety. This is a very basic function in most point and clicks.
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3795 Std. insgesamt
Verfasst: 26.01.17 02:38
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Release:25.01.2017
Genre:
Adventure
Entwickler:
Bit Byterz
Vertrieb:
Digital Dragon
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
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