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The Dark Eye: Chains of Satinav: Overview Friv

No matter how hard the critic tries to be impartial, still often subjective and inexplicable determines which way the scales will lean when writing a review. Sometimes it happens - here it is, a project licked from all sides. Disassemble it into elements - everything is in place. However, it does not cling to this, does not carry away, and the taste of this perfect game action is similar to chewing gum, albeit with the aroma, for example, of mango.

And another time, just look at the game to immediately catch the eye of imperfections and shortcomings. It's crooked, it’s not well thought out there. But there is some kind of spark, a light that keeps and does not let go, makes you spend days and nights in adventures. The second case differs from the first in much the same way as a ripe mango, albeit with dents, from chewing gum with any taste.

It's good to be a loser. A young man named Heron is a pathological loser. At least, that is the opinion of all the inhabitants of the kingdom of Andergast, and therefore Heron is not too favored - they say that a curse lies on him. In kindness, only an elderly breeder belongs to the boy. He raised an orphan as a son and taught his craft. The remaining residents of this friendly region of the guy basically chase and scoff at him.

It is all the more surprising that our hero is not discouraged and is constantly trying to change his fate in spite of the "seal of failure" lying on his forehead. He compensates for the lack of luck with his ingenuity - and often wins. And here they give such types of games as applications and online friv games on www.friv1000games.org According to various researches such games as logic, trivia, memory and puzzle friv could help you to avoid dementia and forgetfulness.

For example, in a competition to collect four oak leaves. As a reward, the laureate receives an audience with the king himself - and a set of new troubles on his own head. The king, on occasion, gives the youth a task - to deal with the ravens, whom lately the dark and the dark have bred in Andergast in general and in the royal palace in particular. These birds bring bad omens and sickly material damage. As soon as Heron gets to work, in addition, the mentor sends the pet in search of the fairies. Starting with the destruction of the raven, the young man gradually finds himself at the epicenter of fateful events, makes a dangerous journey, passes through the camp of the fiercest Orc tribe - in general, has fun as he can.

The game world is respectfully borrowed from the board game The Dark Eye, beloved by many Germans. Moreover, Daedalic Entertainment is not the first development team that was inspired by the “black-eyed” universe: there is also a relatively fresh series of role-playing roles The Dark Eye: Drakensang , and in the 90s a trilogy called Realms of Arkania was released , where Aventura was also chosen as the scene of action - the continent from the "table".

Daedalic Entertainment is by no means a studio for losers. It was they who released the wonderful The Whispered World and Edna & Harvey . True, their last pancake - A New Beginning - turned out to be lumpy, but such a result can hardly be justified by simple bad luck.

The developers did not even hide that this time the plot will be the core of the adventure. And indeed: despite a very “well-deserved” setting, the authors managed to present us with a rather fresh script, full of unexpected twists and elegant solutions. Here we will talk about elegant solutions further.

Despite the classic, defiantly retrograde “point-n-click” two-dimensionality, playingThe Dark Eye: Chains of Satinav is easy. Even not too "hardcore" quest lovers will not have to, most likely, frantically interrupt Google in search of passage. Most of the tasks - typical two-run in the spirit of "found - applied - got the result and rejoiced."

For example, fixing a wheel looks something like this. Heron, within the framework of one screen, finds all fragments of this collapsed wagon element and asks his companion Nuri to repair what he found with magic. Fairy girl snaps her fingers - voila, the wheel is ready to use. If we initially turned on the highlighting of active points - there is nothing to do here. If it’s off, then you’ll have to do pixel hunting.

Though a little brain-puzzling puzzles begin around the middle of the third chapter. To the category of cute raisins can be attributed a man of nuts, which should be presented to the fairy as his forest friend, so that the former inhabitant of the magical country agreed to appear to the hero's eyes. An elegant deal with a greedy dwarf - selling a special elixir for a beard with preliminary breaking up someone else's property - is already closer to a multi-pass combination, but still still belongs to the category of childish pranks. We will have to think a little over the search for the path through the orc camp with the associated organization of the divine sign.

Nevertheless, it is noticeable that the plot dynamics of the developers in the first place. The main thing is that the player quickly get to the next turning point, so that he does not have time to get bored and throw everything halfway.The Dark Eye: Chains of Satinav only disguises itself as an adventure game from the nineties. In fact, all the modern principles of quest-building are fully applicable to the project: the scenario - first of all, tasks - is just one form of interactive immersion in the game world. Two-dimensional hand-drawn graphics, defiantly outdated animation and an archaic cursor in the spirit of traditional adventure games of the “Golden Age” period - all these are just atmospheric elements. So that we taste the nostalgically beloved antiquity. Painting "under a patina", no more.

Another eye-catching feature of TDE: CoS- well-developed characters and dialogues in which there seems to be nothing remarkable, except for naturalness. How often do we have to encounter strained texts in adventure games, somehow adapted to equally strained tasks. Here, the opposite is true: often the right decision stems from the character traits and worldview of the NPC. So, the example described above with a man made of nuts perfectly illustrates the naive charm of a fairy who can give names to the fruits of mandrake and talk with them. Of course, in fact, she does this from loneliness, and not from stupidity. Over time, we begin to understand this.

The protagonist owns a piece of magic. A very small piece. At one time, Heron tried to break into the academy of magic. From there they kicked him out with a bang. The only trick the guy learned is breaking up fragile objects from a distance. By the force of thought, of course, although our ward is ready to work with a hammer, if necessary. This petty, fragmentation magic, combined with an unusual profession and notoriety, paint a rather non-trivial portrait of the main character. He is lively, completely not pathos and at the same time does not look deliberately miserable and lonely, although in fact it is clear that Heron’s life is not sugar. Somehow, he immediately wants to believe and sympathize.

That's the way it is here all the time: two-dimensional, at first glance, characters suddenly come to life, go off the screens and literally pull us into their fairy-tale reality, where everything seems to be a bit of a make-believe, in the style of classic fantasy - but not really. Because by chance, the authors touch on the topic of xenophobia, superstition, fatalism, loneliness. Probably, for this they want to forgive a lot.

And forgiving is what. If the missing facial expressions of human characters can still be attributed to ideological nostalgia, then the repeated answers like “this will not help” and “why should I do this?” In response to an attempt to incorrectly apply the subject - are slightly bad form. In decent houses, adventure games have not done so for a long time. The absolute linearity of the passage should be partially compensated by the variability of the tasks, but this variability is more formal, at the level of "break the vessel with a hammer to draw water from the formed waterfall" or "lower the container on the rope, catching some amount of liquid."

Often comes to the ridiculous: we are literally locked in the same location as "masterful arbitrariness." For example, when a little fairy asks Heron not to go about her business because she would be bored without him, and thereby closes our way somewhere outside of a single screen. This is probably good for passing - it’s immediately clear where you need to look for a solution. But not too good in terms of atmosphere. It is not good when the invisible borders shine through.

However, we are aware that many players will still consider retrographics and architroanimation to be the main disadvantage. Moreover, somewhere deep down one’s heart cannot help but wonder: is it really worth looking for an idea in such a modest visual implementation or will it be more accurate and honest to assume that the reason is in an extremely low budget?


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