In Andergast, whose inhabitants are considered to be notoriously superstitious, King Efferdan awaits a state visit from high-ranking dignitaries. For centuries the kingdom has been at odds with neighboring Nostria, but now first steps are being undertaken toward a lasting peace. But a plague of crows troubles the king, for the birds are acting with unusual aggressiveness, even attacking humans. Moreover, there are those among the citizens of Andergast who swear that the crows are bringing them dark nightmares. As the belligerent creatures infiltrate even the castle itself, the king seeks a skilled bird catcher - an opportunity for young Geron to prove that the reputation for ill luck that has followed him since childhood is undeserved. Following an audience with the king, the prestigious task is assigned to him. However, not only does his task prove unexpectedly difficult, but it also turns out to be the first step of the greatest adventure of his life, which will lead him to the borders of the charted lands of Aventuria and beyond.
With a history of more than 25 years, The Dark Eye is one of Europe's best-known role-playing brands. In addition to the popular pen & paper adventures, TDE has also inspired a series of successful computer games. The Dark Eye: Chains of Satinav takes you deep into the world of Aventuria, where you’ll take on the role of young Geron and get caught up in a mysterious plot that threatens to wipe out the kingdom of Andergast, a back-water realm in the northwest of Aventuria.
Age requirements: PEGI Rating: 16+ with Violence.
Minimum system requirements: Windows XP/Vista/7 Processor: 2,5 Ghz Single Core or 2 Ghz Dual Core 2.5 GB RAM, Video card: OpenGL2.0-compatible graphic card with 512 MB RAM (shared memory is not recommended), DirectX9.0c-compatible sound card, 5 GB HDD, Keyboard, mouse.
Posted on 2012-11-22 19:32:04 by Romulus:
I want to like The Dark Eye:Chains of Satinav. I feel I'm almost opening myself up for a barrage of comments that pull into question my points, but dammit, I can't help the truth as for all its stunning visual elements. Chains has blown its load on style and left clichéd content and infuriating characters.
I was drawn towards Chains because of the coherent style; each sceneread more is a wonderful digital painting and that never loses its way throughout the game. This is its strongest suit and it plays it very well. The intricacies of each place are a wonder to examine; the characters and props all meld into each other producing a consistent canvas. The work is on par with that of such CCGs as Magic the Gathering and D&D Books. The viewing feast is never a disappointment and I cannot stress this enough as really that’s all the positive things I'm going to say about Chains.
My number one gripe is the two main characters – a pillar upon which adventure gaming must support its plot and quite simply engage the player to care, or feel something towards them. I'm not saying you have to produce a likeable character, but just one which stirs a mixture of emotions would help.
Geron is a complete Mr. Potato Head, and a whiny, irritating, unremarkable one at that. He manages to whinge and bleat his way from start to finish with an attitude attune to a child dragging his heals at an amusement park. Geron’s opener is that he is a down-trodden unlucky bottom-feeder whose rank and job in the world is the most low and despised. When he is thrown into a world of disarray, responsibility and the unknown, he does not expectantly throw off this mantel of adolescence, no, the git continues to do the bare minimum to keep his head off the chopping block. This includes acting in the most despicably selfish way to Nuri who, yet again in video games, is a female who nannies (with child-like innocence) a jaded male. This means once again a female character taking upon themselves a submissive role – and submitting to a weak male; one which is such a cliché it makes your head hurt.
Nuri in her own right is annoying because of the air-headed, doe-eyed nature of her decisions, which are nothing more than an excuse to make the oh-so-world-weary Geron just HAVE to go save her. This does nothing progressive with a female character; she is the carrot on the end of a stick which slow-jerks the story along ‘til its dribbling conclusion.
If you thought that this game contained a choice to avoid such events; think again, Chains has only the gossamer thin illusion of choice. Most dialogue trees all end up folding back in on themselves and you find yourself clicking text which you would have never chosen to deal out.
The voice acting is delivered in what I call ‘character tone’. That meaning, the actor was ‘in character’ therefore that is the only way a line can be delivered. This renders all variation of emotions non-existent – you get one tone for each person regardless of what they’re saying or how they feel.
My last point is the fractional budget spent on animation. I cannot fathom why you would bankroll so much on visuals and have basic, jerky animations that have one or two frames. Example in point – the mouths of the protagonists are probably the thing you see the most flapping out their lines. So why not give them a few more frames of animation for their lips? It looks identical to adventure games of the 90’s, except they had the excuse of lacking technology – Chains certainly does not.
In conclusion, expect to be disappointed, but try and enjoy the look of the thing along the way. It’s a shame even the puzzles are as bland and predictable as Garon.
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Posted on 2012-11-23 15:52:38 by CheeseshireCat:
I just had to write it because I feel damn cheated.
I gave it a low score not because of any missing localizations or anything. The game just isn't good enough.
The story is nice, but is terribly drawn out even for a point-and-click adventure. Lots of the puzzles are not exactly logical, but apparently the designers knew that -- so they included the hint system, which is still notread more enough.
In addition, there's too much forced back and forth running which again doesn't always (if it makes any when you have to go back and forth to ask for four different passwords) make much sense. In few places where you can actually circumvent it, guess what happens? Game breaks.
On the story side... On one hand, there is not enough Aventuria feel. On the other, authors tried to compensate for it by stuffing gods' names and related expressions where needed and not -- and thank Twelve, I know them well enough -- but I had to explain to my wife even basic things like what "Boron's wheel"'s significance is, why some character mentions a specific deity or another, etc. Honestly, it feels like nothing but an attempt to "piggyback" on a well-known brand. Would have been way more honest to create an own world.
Most characters in the game are either too flat or inconsistent. Nuri behaves completely out of character quite a few times, not as a fairy relatively new to human world but seasoned and jaded.
All-in-all... If you expect DSA... Forget it. If you expect above subpar quality... Forget it. If you're into point-and-click adventures where you have to light fire by first buying a bottle of wine, giving it to a drunkard in a second location for him to empty it, then breaking the bottle -- and in no other way than combining it with a fire hydrant in third location (nevermind all other objects you can smash it against), then chipping a pencil with the shard to get chippings, then go into the store again to buy some wire and combine it with the bottle's bottom to make a magnifying glass and use it on the chippings in a sun ray -- all that instead of just buying matches or a lighter -- it's your game.
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Posted on 2012-11-22 07:53:47 by ernanedl:
This is one of my best point and click games. It's not so hard and the game offer free tips during the game. The scenarios, speechs and characters fits perfectly. I almost cry at the end and I'm still thinking about it. I recommend a lot.
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