The Moment of Silence is a classic point-and-click 3rd person adventure game set in New York City in 2044. Players step into the role of Peter Wright, an advertising executive currently heading up the Government's 'Freedom of Speech' campaign. When a heavily armed SWAT team storms his neighbor's apa...
The Moment of Silence is a classic point-and-click 3rd person adventure game set in New York City in 2044. Players step into the role of Peter Wright, an advertising executive currently heading up the Government's 'Freedom of Speech' campaign. When a heavily armed SWAT team storms his neighbor's apartment, Peter must uncover the truth behind his mysterious disappearance as he becomes drawn into the deceptive worlds of corruption and power. Fascinating, well researched visions of the near future 75 locations, designed by award-winning CG artists and more than 500 interactive screens 30 minutes of full screen video Lip synchronization using phonetic voice analysis Motion captured animation.
The Moment of Silence marries fully-rendered, animated backdrops with a traditional and intuitive adventure interface. The game mixes real-world locations with fictitious environments to create immersive and incredibly varied worlds.
The Moment of Silence offers more than eight hours of professional voice talent for heart-pounding drama that sounds as good as it looks. Traditional adventure puzzles are fused with dialogue choices and moments of high drama, putting the game on par with some of cinema's greatest thrillers, where action sequences are integrated to create a constantly challenging adventure.
Absolutely unique, highly immersive espionage thriller story
Pre-rendered backgrounds with spectacular scenes and actions
Reminiscent of The Longest Journey
Multiple choice dialogues
35+ true-to-life 3D characters with strong biographical background to interact with
Fascinating, well-researched visions of the near future
75 locations, designed by award-winning CG artists and more than 500 interactive screens
30 minutes of full screen video
Lip synchronization using phonetic voice analysis
Motion-captured animation with real-time facial expressions
I am very glad I bought this game when it was on sale, otherwise I would be very annoyed.
The story is interesting, the settings is great, the characters are very good.
BUT there is much too much walking and running around and far too many senseless screens as intermediate stops where you can not interact with anything and that can not be skipped.
This really sucks. :(
If you can acquire this game for less then 5 euros and you like running around for hours: go for it!
OK, we all know why we're even looking at this game, so let's get this out of the way: No. Despite being made by the same developer, this is not a repeat of "Mystery of the Droods"'s hilarious so-bad-it's-good insanity.
It's a thoroughly mediocre adventure with a decent story, and when I call it "Deus Ex Lite" that's not meant as a derogative. The story setting and beats may be similar, but compared to Deus Ex's "why not everything?" approach to conspiracy mythos, MoS's story is refreshingly focused and straightforward.
Some twists are a bit obvious and thus the protag, Peter Wright, can seem a bit slow at times, but at least - unlike callous sociopath and petulant self-diagnosed underdog Det. Halligan - he's a likeable and decent person. In fact, the whole reason he gets involved with the plot is that he witnessed his neighbor being disappeared by a night-time SWAT raid and he wants to check if the guy's wife and child are okay, Wright having lost his family to tragedy not long ago.
Sadly, MoS fails at gameplay. There is only one lateral thinking puzzle (which is actually unnecessary in the context of the game world) - most item usage is on the level of "key+lock". Oh, and those aforementioned obvious twists? Sometimes you have to act counter to what you already know about whom not to trust to progress. Said progress is mostly done through dialogue, which would be okay (ignoring some stiltedness and awkward translations from German) if the game didn't make it a chore travelling around to check up with the characters. Time-wasting and unskippable fades, camera movements, show-your-ticket-to-open-the-cab-door animations abound - the stuff that better games show once to establish the scene, then auto-skip. Scenes have too many perspectives that require pixel-hunting to walk into and are disorienting if you manage to. It seems fitting the "final boss" is navigating a circle of identical rooms and hallways with way too many fiddly transition points.
While this game started out very intriguing, it quickly ran into a slog. Obviously some people like it so it's a matter of taste, but I found it to be terribly slow going. Besides moving at a physically slow pace, I also engaged in long, ponderous dialogues. Generally, moving around was a chore, and talking was painful. The artwork and sound were quite good and the premise was extremely intriguing but that didn't make up for the slowness of the game. If it was done with a different engine and the writing and dialogue sharpened, it would be a much better game.
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