Richard & Alice reviews

Translated by
Microsoft from Deutsch
As An Indie Developer (Dead Age, Grotesque Tactics, Holy Avatar), I like to play other Indie productions myself again and again. Richard & Alice is an Indie Point & Click adventure with a Graphic Style that goes a bit into the 16bit Area (Amiga, Atari ST), somehow as abstract as the Southpark style just without Satire. With the atmospheric Sound, this worked well and, considering how in earlier Times Adventure companies like dtp and their Developers went partially broke due to the high Costs, then one can already ask, why not? It's very inexpensive, but still very atmospheric. The Dialogues of the Few Characters are also Very Atmospheric. The Plot is very well thought out with some different Ends. You should brace yourself for Survival and some Cruelty, but more in Thriller Form, it's not about Splatter or anything. Since I love thriller about everything I can only say the Game will do the Thriller Aspect very justice. I myself am not English professional now, I get along halfway. The English is good to understand here and has carried me away dirt-away. May be at the Writing Style and because later there are also children who inevitably talk more easily. xD I personally find Adventure games great, which put great Focus on the Storyline and less on Puzzles. The best Game series in this Direction was the Nintendo DS Adventures Hotel Dusk and Last Window. Although Richard & Alice can't quite keep up because it "only" has its 6-7 Hours of Playing time, it has already reminded me a bit and works similarly exciting. For all Adventure friends who put less value on Puzzles than on a good Story and for whom English is not an Easy to understand hurdle, this Indie adventure is highly recommended. The small Price also justifies the shorter Playing Time, you can not complain. 8/10
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Translated by
Microsoft from Deutsch
The Game with the distinctive Name belongs to the Breed Of adventure games. It is not striving for good Graphics or ingenious Sound, but for Story, Setting and Characters. And with Success, of course. After Only a few Minutes, we devoted themselves to the winter apocalyptic world, whose Hope for Food, cosy Climes and Humanity seems to have been lost. The Event Alternates between a Prison, which is called the safest Building in the World, and the bitterly cold Outside world, which has been transformed into a merciless Winter Landscape for several Years. The Latter is the Setting For The Prehistory of Alice as she, as Richard, has ended up in Prison and her Existence must now be met there. The Focus of the Story is on Alice, whose Experiences are told very intensively with simple but effective means. There are no set Dialogues and no Facial expressions, yet you can feel the Oppression and Worries of the Characters, which is due to the very well-written Dialogues. And although the Game has its unsightly sides (Operating the Characters in large Areas quite tough, long walkways, no Change Of music during the Dialogues, adventure part is more akin to a Hidden Object game) has me the greatest Strength of the Game to Play on Driven: The Story. Sadly, though, it also has a crucial Macke for me: The End of Naja, better put it more to do with an End. Because the Game has a total of 5 Ends, which vary depending on your own Decisions in the Game. The Idea sounds nice, but I wasn't happy with my End. It comes abruptly and makes you feel like you've only played the first Half of a Game. A very good Game mind you, but you will probably never see the other Half (So Far there is no official Statement on the Part of the developers regarding a Sequel). The other Ends are much better, as they close the Story with a well-placed twist. Nevertheless, I can recommend the Game to anyone who wants to experience a hard and gripping story and Attaches great importance to good, interpersonal Dialogues. Because that's exactly what dominates the Game with Flying colours! Remark: And one should not be deterred by my Rumble about the Ends. Once immersed in the Game, one will remember it either way as an Experience. Promised:)
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