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Have you ever read a story written by a six-year-old? They're extremely
creative, coming up with wacky ideas that adults would never dream
of. None of it really makes much sense of course, as kids tend to
take creativity so far that it becomes confusing. It might make
sense to them, but to any outside observer it's a mishmash of random
ideas with few links and no logic. I'm sure you know where I'm going
with this, but to spell it out, I'm making an analogy to Aura 2:
Sacred Rings, a beautiful and creative game that probably seemed
great to the producers, but to everybody else it teems with confusing
elements and has no noticeable logic.
From
the very beginning, you can tell there's going to be some plot and
writing issues with Aura 2. The opening cinematic is a mash of names
and places, all of which sound very exotic and very confusing. At
the end of the three minute intro, all I had managed to pick up
was that some bad guy is after a tetrahedron and rings, and some
student called Umang who I assume I'll be playing as has been tasked
to hide them. There is a lot more to it than that, but there's so
much information and lore packed in that it all blurs together.
Playing through the game doesn't clear up a terribly huge amount
of the confusion either.
Likewise,
the first in-game cinematic is enough to scare off anybody who's
played a game with a plot before. Travelling through space and time
in a teleporter, the hero Umang is dumped outside a house in an
unknown land. The house-dweller invites you in and offers food and
lodgings on the condition that you solve for him a perplexing puzzle.
Could it be a powerful and complex computer that needs reprogramming?
A metaphysical conundrum that requires your philosophical mind to
solve? No - he needs you to "open the metal door" for him. Why?
Because he "forgot how". Sure, your character asks why the door
needs to be opened - but you're "here to work, not here to ask questions".
Uh huh. This little exchange at the very beginning of the game typifies
what you need to expect, so don't say you weren't warned. By the
way, he doesn't tell you which metal door, and I never found out
which one it was, as there are hundreds of them.
The
player's view is in first person perspective, looking through Umang's
eyes. While most players are probably used to a WASD system of control,
Sacred Rings uses a 'transition' technique. As you pan around the
screen, here and there the cursor changes to an arrow, letting you
know you can click to move forward, and upon doing so the view makes
a jumpy transition to the next location, which could very well be
only a metre or so away. Imagine it like a chessboard, except there
is no marked grid and the squares are different sizes. Also they're
not really squares, more like summarily decided 'hotspots' that
Umang stands in. The transition movement system makes traversing
relatively short distances a tedious and time-consuming task. It
also makes navigating around an already confusing world a lot harder,
as it is easy to lose perspective when you never know how far forward
a single click will throw you. Expect to spend a lot of time panning
around the screen just trying to get your bearings from your last
wacky transitional jump.
Graphically
however, Sacred Rings generally does an excellent job. Borrowing
heavily from games like Myst,
the world of Sacred Rings is very much a steampunk-inspired place,
with a mix of magic and Victorian-era backdrops and characters.
Backgrounds are pre-rendered, with limited animation for objects
like doors and machines, and they're generally quite pretty. If
you're not a fan of steampunk however, stay well away from this
game. For those who appreciate that style of visuals, this is a
very nicely rendered game from a visual perspective. Unfortunately,
the confusing nature of steampunk architecture can make it difficult
to find your way around, as many doors and halls look either very
similar, or too alien to remember, and thus are difficult to navigate
by memory.
Considering
that the main character has a name like Umang, it would be fair
to expect the developers to work hard on making him likeable in
other areas. Sadly this is not the case, as listening to Umang talk
during cut scenes is like being a drama teacher rehearsing a play
with high school students, and fairly untalented ones at that. Umang
is great however compared to most of the other voice actors, especially
the shining talent of Nikifor, the first character you meet. He
sets the tone for the rest of the game's decidedly sub-par voice
acting, and I'm still trying to decide if it's so bad it's funny,
or just so bad. Thankfully the game's music is pleasant enough,
which gives your ears a rest between cut scenes.
As
a puzzle game, Sacred Rings is a bit hit-and-miss. There are plenty
of puzzles, and as a general rule the difficulty is quite high.
Remember the analogy to the six-year-old's story, where it makes
sense to the writer but not to those reading it? The same thing
applies here, as while most of the puzzles usually have a logical
answer, there's no rational reason behind how they are placed or
constructed. Instead of feeling like puzzles that an outsider would
encounter in a strange world, it just feels like a whole lot of
random problems thrown in at random. Not only does this make solving
them more difficult without adding satisfaction, it defeats the
purpose of using puzzles to immerse the player in the game world.
Aura
2: Sacred Rings is far from being a terrible game, but it's far
from being a good one too. There's clearly talent behind the game,
producing quality visuals and a technically impressive and bug-free
experience. The plot and characters are dull and lifeless however,
and there's nothing here to draw you into the world and make you
want to stay. Add to this a high difficulty level from the very
beginning, giving no time to adjust or acclimatise to the game,
and there's little to hook players in for more than a few minutes
before interest wanes. Were it actually written by a six-year-old
I'd find it quite impressive, but for a major production by an experienced
team of adults, there's much to be disappointed about.
Reviewed by Steve Rosenthal for AceGamez (All Rights Reserved).
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