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Review: Memoria is an adventure without the "adventure logic"
24 April 2014
Excerpt: Adventure games always have their own brand of logic. You can't just turn a knob to open a door. Instead, you have to snap your fingers, chant an ancient melody, and tickle a summoned demon before you can even get a key to unlock the door. Daedalic Entertainment's The Night of the Rabbit , released earlier this year, contained some of this logic. Memoria , Daedalic's newest adventure game, doesn't. We should all be incredibly thankful for this.
Excerpt: I tend to have problems with a lot of point and click adventures. After a while they all start to blend together for me. For me, about eighty percent are cookie cutter stories with identical puzzles. However, one company has been a constant exception for me and that is Daedalic. Each game they've made has had unique background art and a style all their own. In addition the stories are top notch and aren't afraid to institute sarcastic humor into each title.
Summary: Memoria is a nice trip down memory lane for people who like old-school adventure games. It doesn’t have a lot of the new features that games tend to have now, but it is innately familiar if you’ve played an adventure game before. It can be dense at times, but it provides a pleasant 6 to 8 hour experience, if you give it a chance.
Excerpt: While I appreciate the art style and the unique animation used in Memoria, I have personally never been a fan of the point and click gameplay. Point and click games have always come off as frustrating, tedious, annoying, and full of was I supposed to do that? moments. However, after over an hour of random guess work for every time I was stumped on what to do next, I finally resorted to clicking or attempting to combine anything and everything.
Conclusion: Memoria is an excellent follow-up to Chains of Satinav , and you don’t need to have played that game to get what’s going on here. The majority of the puzzles are challenging and fun, magic is well implemented, and the story is the most perfectly told of any Daedalic adventure. You’ll keep playing to the end to find out how things go, and the fate of Sadja in particular was compelling enough to keep me hooked.
Conclusion: And even if you happen to end up staring at the screen from time to time, it will not be in vain. Backgrounds are all lushly drawn, and feel as if they came right out of a fantasy magazine. Every location looks beautiful and real, even if that location is a dusty shanty town with no soul living inside. While the art style is great, the character models are not.