Showing posts with label Codeminion. Show all posts
Showing posts with label Codeminion. Show all posts

Monday 25 March 2019

Game Review: Phantasmat Collector’s Edition (first play)

Developer: Codeminion
Publisher: Big Fish Games
Original Release Date: 6th January 2011
Platform: PC


I had a couple of game credits and a bit of spare time, so I thought I’d try out a game series I’ve not played before: Phantasmat. I saw the most recent title (Remains of Buried Memories) listed on Big Fish Games, but it seemed to have mixed reviews. I know this sounds weird, but it was the negative reviews of Remains of Buried Memories that convinced me to try the series. Bear with me on this… A number of the bad reviews of Remains of Buried Memories were from people who were comparing the new game (unfavourably) to earlier instalments of the series. These reviews were so effusive about the early titles, they convinced me to give them a try. I’ve been looking for a new series to replace Mystery Case Files in my affections, after all.

So I started with the first game, Phantasmat, which was developed by Codeminion (later titles were developed by other companies). And I’ll say up front, this is going to be a positive review. I really liked this one!

The game begins – like so many others – with your character driving down a dark and rainy road. And would you believe it? You crash your car and end up in a strangely deserted town. This is fairly typical HOPA stuff, but it’s done very well here. You’re quickly introduced to one of the non-player characters (more on these characters shortly), who directs you to the local hotel – which is ominously named The Drowned Dead Hotel. You’re advised to ask for help and use the phone only – apparently this is not a good place to stay the night. However, when you enter the Drowned Dead, the hotel’s owner (another NPC) tells you the power’s down, the phone’s not working, and you’re going to have to help fix things.

And so the story unfolds… your overall objective is pretty straightforward. You just want to leave. Each step of the game is supposed to move you closer to this goal, but every time you solve one puzzle, you’re thwarted in the next step. This forces you into a secondary objective, which is to solve the mystery of the abandoned town and its curious remaining inhabitants. Again, this is fairly standard HOPA (one might almost say clichéd), but the storytelling in this one is really good. It’s a compellingly creepy story, which unfolds through some interesting techniques.


The game’s design is pure Gothic-y HOPA. It’s dark and creepy, with some detailed settings and scenes. The colour palette is dark, but not too dark to find hidden objects in the HOGs or inventory items scattered around the scenes. NPCs are illustrated, though not fully animated, but there’s nothing cartoonish about them (there’s also a kind of cool aspect to the illustration of these characters, but I can’t tell you what it is without spoilers!). There are also a number of cutscenes – again, illustrated but not fully animated – that are really well-integrated into the gameplay. The game makes interesting use of the cutscenes, so although there are a fair number of these scenes (and also breaks for dialogue with NPCs), they’re not unwelcome interruptions.

Another aspect of the design I enjoyed was the soundtrack. While it doesn’t quite hit the dizzy heights of the Ravenhearst music (what does?), it’s really good, with a number of distinct, atmospheric themes that vary throughout the gameplay and don’t loop too frequently.

So, on to the gameplay itself… this is also well-done. Phantasmat is absolutely a HOPA, so there are no surprises with gameplay. It’s point-and-click, move between scenes, pick stuff up, use stuff from your inventory, play HOGs and mini-games. However, this is a great example of how less is most definitely more in these games. There are no morphing objects, no collectibles, no jump map and no ‘plus items’ – all of which can be a tad distracting if you’re trying to immerse yourself in the story. The gameplay here is also intuitive and logical – you look for objects that are directly related to your overall objectives, and use items from your inventory in common-sense ways (often, though not always, shortly after finding them).

One detail of gameplay that I enjoyed was the way HOGs were integrated into the overall story. There are three difficulty levels in this one (but no Custom option, sadly), and I played Advanced (slow recharge on Hint and Skip, misclick penalties, limited black bar tips). I had assumed that this difficulty option would not include sparkle indicators on HOGs, so was initially disappointed to see the ol’ sparkles appear almost immediately. However, I came to really like the sparkle indicators in this one – and I’ll try and explain why. Quite often, the sparkles appear after you’ve entered the scene, sometimes even after you’ve interacted with other items/NPCs within the scene. So, for instance, you talk to someone, and then realize that you’re going to need a screwdriver. Suddenly, there’s a sparkle to your left, and you click to have a rummage through a pile of stuff. Sure enough, you find a screwdriver. It’s as though you’ve spotted something out of the corner of your eye and gone to take a closer look. This is a great touch, which integrates the HOGs into the very intuitive gameplay and keeps you fully immersed in the storyline. While the HOGs are junk piles, they do make sense in context.

However, if you really don’t want to play all the HOGs – and the game is heavier on these than on mini-games (of which there are only a few) – then you can switch to a Match-3 game instead. I tried this a couple of times, and while they were beautifully designed, they seemed to take a lot longer to complete than the HOG itself. And, of course, they do draw you out of the story a bit.


Now, if you’ve read any of my other HOPA reviews this year, you’ll know I can sometimes have strong feelings about NPCs in these games. So, it might come as a bit of a surprise that I was more than happy with the fact that Phantasmat involved sustained and repeated interactions with three NPCs. In fact the story is essentially about your interactions with these characters.

The first you meet is a young woman, who instructs you to go to the hotel but tells you it’s a dodgy place. As I’ve said about some of the other features here, this is fairly standard fare. But there’s something quite sophisticated and stylish about the way you interact with the NPCs in Phantasmat (there’s two more after the young woman – the creepy hotel owner and a weird old woman who lives in one of the rooms). Yes, they do have that HOPA habit of telling you that something needs to be fixed, and then standing back while you do all the work. But there’s a reason behind this, which becomes clear as the game progresses. There are some really nice touches in the way the interactions work in Phantasmat. Although the dialogue scenes are standard – though nicely done, with no irritating voices – the effects of the interactions are… interesting. (It would be unfair of me to say too much more, as I don’t want to spoiler any of the game’s little surprises.)


I played the CE on this one, so there were a few extras. There’s a bonus chapter, which is an immediate epilogue to the story. I wasn’t blown away by this, as it doesn’t really add anything to the story (and, in some ways, it doesn’t make a huge amount of sense given the main game’s ending). But it’s a little bit of extra gameplay (about half an hour’s worth), which is nice.

The game also has achievements, replays on HOGs and mini-games, and a chance to have another go/a first go at the Match-3 games. This last feature could easily suck you in for a few hours!

I’m trying to put my finger on what I enjoyed so much about Phantasmat. It’s certainly stylish and atmospheric, but no more so than some other titles. The gameplay is straightforward and intuitive - though there's a bit of back-and-forth throughout - and just the right level of diffculty for me (I hardly used Hint at all, but I didn't find things too easy). But it really is a story-driven game, and that story is developed using some neat techniques that I haven’t seen before. Ultimately, I play HOPAs to immerse myself and switch off from everything else – Phantasmat was definitely one to lose yourself in, and I’m looking forward to exploring the other titles in the series. I wouldn’t say it’s replaced Mystery Case Files in my affections, but to be honest I don’t think anything ever will.