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BOOMER REVIEWS
04/25/25 05:53 PM
[Linked Image]


As the Steam page says, time travel is real and history is up for grabs.

You may recall we peeked in on Fia Quinn, a time agent for ChronoZen, about two and a half years ago (relatively speaking time-wise of course). She had dropped into 2024, escorting a wealthy client to have a last supper at a favourite burger joint. When the client goes rogue, time threatens to do what time does when stuff that like that happens, meaning Fia has to sort it. Which she does, with your help.

Old Skies is a Wadjet Eye game, so many players will know what to expect. As I said back then (or will say in the future, depending on when we are) while there is a bit of a retro feel to the design, it's a step-up from the pixelly visuals of some earlier games. The same painted backgrounds are present, everything is voiced, and the music track is appropriately good. Game-play is familiar point-and-click, and you can save at will. The inventory ribbon appears top of screen in response to the mouse, where you have access to your items as well as a digital archive with search terms that increase as you uncover information. Plus, a 'phone' to contact Nozzo back in the future, who monitors and assists your activities in the past. It's all very straightforward.

Game screens tend to be generally WYSIWYG, and you can highlight hotspots to aid your searching. Exit points will take you to a scrolling streetscape, where available locations are represented by icons top of screen. Just click and that's where you will be.

It hasn't been hard to date, and the game provides plenty of feedback. You will know when new search terms have been added to the archive, and when a new location has become available. I have so far gathered only a few inventory items, most conundrums being propelled forward by conversations and some archive research, but have certainly deployed the few items I have at appropriate locations.

The roll-over aspect to looking at things warrants mentioning. Instead of clicking to look at something, moving the cursor there will generate a little pop-up description of whatever it is you are looking at. I quite like it.

My recollection is the demo finished at the end of the first mission, and so I made sure I went a little further before this look. I was particularly keen to trigger a death, which the Steam page had said was possible. Indeed, it seems to be inevitable (I say that based on a sample size of one). A scene results in Fia's demise, Norro then rewinds time, and you play again with the knowledge of what you did and didn't do last time. I don't know how many times this will occur, or if you can prevent any or all of them occurring by what you do, but on the strength of the scene I just played, you will die, and you will then have to solve it. How I feel about these scenes may well depend on how often they occur, so I will reserve any further judgement. I can say that the one I experienced didn't have any timing involved, but was a product of saying and doing things in the right way. Death more than once though may well result.

I am currently in 1871 chasing down an ex-boxer with traveler number two, and the game promises seven in all. Locations apparently include the speakeasies of Prohibition and the World Trade Center on September 10, 2001.

I am looking forward to it (or back on it, depending :-).
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BOOMER REVIEWS
04/24/25 12:41 AM
[Linked Image]


I am about 75 minutes of playtime in, and am so far having a rather glorious time.

You play an unnamed journalist, sent to interview French scientist and explorer Alexandre Valembois about his career. Living as a recluse in a Brittany lighthouse for more than 50 years, your letter of instruction from the commissioning magazine states that despite his unsavoury nature, he remains the only expert on the little-known Amerzone.

The source of that unsavouriness you can discover for yourself.

I played the original but remember only a bit about its story. I do remember fantastical white birds and all sorts of creatures, and a small critter on the path to the lighthouse is a promise perhaps of things to come.

That it looks sumptuous will only help.

It's point and click, with supplementary keyboard commands, and utilises point to point movement to get around. At each new point you can look completely around and explore the location in detail. The Alt key will highlight hotspots, and there can be quite a few. Cursers will indicate what might be done there (look, take etc) and at times you will need to mimic actions with the mouse (pull, slide, turn etc.,) to engage.

You will be exposed to quite a bit of information and will take much of it with you. I have used some of it to unearth a way forward and explored to find items that have helped in other places. To date it hasn't been difficult, but if you get stuck a hint system can assist. In that regard, at the start of the game you choose either traveler or adventurer mode, the latter offering a more challenging experience, with fewer helpful documents and less precise hints. For an even greater challenge, you can also choose to turn off hints altogether.

Pop-up tutorials occur at certain points early on, which will help settle into all the different aspects of the game. There is a lot of material that gets added to your inventory, including information about subsidiary investigations you can engage in, which don't need to be completed but which the game says "will enable you to discover additional content and delve into the secondary elements of the story." It feels a little overwhelming at first, but spend some time playing in the journal (and the rest of the inventory fields) and it will feel more comfortable.

You transition between points with a very realistic amble, or double click to skip. I just found a map that tells me I can now fast travel around the lighthouse.

Everything is voiced, and it sounds as good as it looks, and music is used to heighten elements not just to underpin everything. It autosaves exclusively, but will tell you how long it's been since a save if you decide to exit.

I haven't yet left the lighthouse, but I have plenty of incentive to do so. The means beckon, once I sort it all out.
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