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Winter Voices: Episode One

Score: 69%
ESRB: Not Rated
Publisher: Beyond the Pillars
Developer: Beyond the Pillars
Media: Download/1
Players: 1
Genre: Turn-Based Strategy/ RPG

Graphics & Sound:

Winter Voices doesn't do much to not look like a flash-based game. The animations are smooth, but have that kind of "shadow puppet" look to them. The backgrounds are lovely, but there's little interaction with them.

The style is unique, if only a little amateurish in some parts. For example, while the backgrounds are a lovely winter-wonderland of detail and color, character portraits are rather drab, and sometimes could use a little bit of symmetry. They, however, rendered nicely in watercolor. Though the character portraits could use a bit of polish, the overall look of the game is nice, with colorful, interesting details in what could otherwise be a monochromatic, winter theme.

The music for Winter Voices is the real standout here. Haunting melodies with a bit of an exotic feel to them, a nice blend of synthetic and real instruments, moody music to match the mysterious past of the main character: it all works together brilliantly.

There is some narration to the game, provided by a deep-voiced actor. It's haunting and mysterious at first, but then the narrator's pace seems to drag on, his voice getting a little monotonous. It probably would have been better to keep the spoken dialogue to a minimum, a nice, mysterious minimum. It's the kind of thing that reads better in your head after a while (because it feels like someone is reading a children's book to you, granted a really bleak and depressing children's book).


Gameplay:

The game starts off with the death of your character's father. As you go through the village and talk to people about your father, you start to learn about a mysterious past that you'd never realized existed. Throughout the game, you do battle with haunting memories, literally. Winter Voices seems to keep the surprises coming, with some fresh ideas and interesting concepts. Unfortunately, it doesn't quite take these concepts to their full potential.

The choices for the stat names are interesting in themselves. I think this is the first time I've seen humor (charisma is in there too, but it's a separate stat) as a stat, and you better believe I pumped as many points into it as I could. It opens up dialogue options for you later, but also has practical purposes in battle. All the stats have interesting descriptions, and indeed, this is the first time I've seen "perspicacity" as a stat as well. Of course, these stats all do pretty "ordinary" things as far as stats go (raise your energy / life, raise your mana, etc.) but it's a different way to think about building your character.

Another interesting thing about all the skills is that they tend to describe a mental state, rather than a physical action. It's a game that's all about spirits, and mental battles, so it all fits together rather nicely. It's also just interesting to think that the game is describing mental exercises, such as making yourself feel empty, as a skill, something you practice to keep yourself mentally fit. This is what actually matters for survival in this world, rather than physical strength.

Some of the skills are rather interesting as well, but complicated. I'm not kidding when I say you'll need a minimum of a twice-over read to understand some of these. But when you do get the skills, some of them are quite interesting. There's a healing spell called Emptiness that at first drains you of 60% of your life. During its duration, you receive less damage but also benefit less from healing. If you make it through this self-inflicted trial, you'll recover full health. Actually that's what I thought it would do, but it doesn't seem to work that way at all in practice. Here, we run into another one of the game's big problems: translation.

The dialogue begs for a better translation. It sounds like the text was translated very diligently, but without a second review for coherence, grammar, or for the target audience. This is a game about characters, relationships, and a dark past, but you'll struggle to get any of these qualities from the dialogue when you're just wondering what they "meant to say" all the time. It's frustrating, because you can just feel that there should be a great story, deep characters, and involving dialogue here, you can just feel it. It never, however, materializes. Also, for some unknown reason, people really like to call each other whores at the drop of a dime in this game; it gets pretty ridiculous.

Example dialogue: You ask a fellow hunter how the hunting is going. She replies "Well with you the femal [sic] hunter population dramatically decreased... a third less or about (smile)" Ok, I'm guessing that was, in the original script, some kind of jab at her masculine nature, but by the time I'm done guessing and pondering, I really haven't gotten anything useful, or even coherent out of this mistranslation exercise. Another nonsensical line: "You have a very perception notion of what is funny." I'm hoping that since I'm reviewing a beta copy of this game, that these script problems will be fixed, but it wouldn't be the first time that a game retained its broken script.


Difficulty:

Winter Voices is not a difficult game, but then it's not a game that's big on "winning." You see, even if you lose a battle, you still get experience based on how close you got to the battle's goal. If the goal were to survive for 15 rounds and you made it through 5, you'd get a percentage score based on getting through 5 rounds.

Battles are clunky, long ordeals. Things that are pretty important to the game like traps are hard to discern, even when you're in one. You'll find that your range is suddenly limited, and then if you take a step, everything comes back again. Well, that was a trap, but you might not realize it if you weren't paying attention. And battles very quickly turn into endurance tests. Surviving for 20 rounds when you've barely had a chance to develop defensive skills is just a frustrating, futile ordeal.

Because there's little incentive to do well, you may find yourself just letting the battles run their course in order to get through them quicker. When the most appealing option is to just give up, this is just a bad sign.


Game Mechanics:

Winter Voices point and click interface isn't as smooth as it could be. Some parts of the background look as if you should be able to walk over them, but you'll click and click in vain while your character just stands there. This becomes especially frustrating when you're trying to move from one area to another. Often, the "exit" is not obvious, and you're allowed to walk all around the transition area, with only one little patch of arbitrary space that will actually move you to the next screen. Also, if you change your mind about your destination, it seems like all the clicking in the world won't make your character change her mind about her destination. And the walking system isn't very smart. Click on a destination at the end of the map, and then walk past a door, well, you'll probably be swept into the house instead of making your way across the map like you intended.

Winter Voices is a game with a ton of potential. But it needs a new script, and it needs battles that don't feel like endurance tests. The music and the look of the game are pretty much where they need to be, but it's hard to keep playing through the frustrations of trying to translate a translation. With some tweaks, this could be a great, dark journey into this heroine's past. Let's hope it gets the tweaks.


-Fights with Fire, GameVortex Communications
AKA Christin Deville

Minimum System Requirements:



Windows XP, Vista, 7 & MAC os X 10.4, Processor: 2 Ghz, RAM: 1024 MB, Graphics card: 256 MB
 

Test System:



Windows XP, 3.20 GigaHertz Intel Pentium 4, 3 GB Ram, RADEON X850, Creative SB Audigy 2 ZS

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