Conclusion: The Whispered World left me with somewhat mixed feelings. I found myself interesting in the story but burdened with the amount of dialogue and I enjoyed the immersive and beautifully drawn world but frustrated by the logic in some of the puzzles within it.
Summary: Point-and-click adventure games are in something of a renaissance right now, especially in the indie community. In 2012, Doublefine's Broken Age set a new record for crowdfunding with its Kickstarter campaign.
The Whispered World Special Edition Review – PC/Steam
7 July 2014
Excerpt: The Whispered World is a storybook-style adventure game of the traditional point-and-click formula, originally released in August 2009. The Special Edition was released May this year and appears to be basically the same, except it reportedly uses an updated version of the Visionaire engine and...
Conclusion: “If you really want to take a look from the business point of view, in the past the most business [came from] the very hardcore adventure game-playing scene who wanted to have very traditional puzzles,” he added.
Excerpt: Development of The Whispering World could be told as a story of perseverance, determination, and insight of a singular game designer with an admirable dream. In 2004, art student Marco Hüllen chose "The Whispered World" as the topic of his diploma thesis.
Conclusion: And a long haul it is, despite the relatively low price of the boxed copy and Steam release. There is more than enough content here to keep avid adventure and puzzle gurus occupied, and whilst the critical success of The Whispered World hangs in the balance due to traditional difficulty spikes and...
> USE mallet ON logic. The logic is now destroyed.
31 July 2010
Excerpt: My God did The Whispered World drive me mad initially. After the first few hours, I didn't have a good thing to say about it and would rant about it to anyone who would listen. Even if they weren't listening. Actually, I'd rant on even if there was nobody there.
Pros: Stunning artwork, Intelligently written
Cons: Infuriatingly illogical, Sadwick's voice, Bad editing
Excerpt: From around 1995 to about 2005, 2D was a dirty word. The prevailing wind of new technology dictated that if a new game didn't boast a high number of polygons it was a dusty relic, hopelessly clinging to the past. In 2010, things look a good deal rosier for flatness fans.