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review: Journeyman Project Turbo
Pros
Solid storyline; interactive gameworld; logical, well-integrated puzzles; strong production values
Cons
Extremely short; tiny viewscreen; lots of “game over” screens; some bothersome control issues; lame ending.
Verdict
3 stars out of 5
About This Score »

A worthy introduction to the Journeyman Project universe that lays groundwork for the sequels; recommended mostly to those planning on playing the entire trilogy.

As for the gameplay, The Journeyman Project's puzzles are definitely on the easy side. There really aren't many of them to begin with, and those presented shouldn't prove any kind of substantial challenge to veteran adventure gamers. Even newbies should have little difficulty with the pattern matching and other simple logic or inventory puzzles offered here. It's clear that Presto refused to implement random puzzles to artificially increase the difficulty, focusing instead on integrated obstacles that serve the story.

The greater challenge in the game is posed by the inherent dangers. It's possible to die or fail in The Journeyman Project, and you'll undoubtedly do plenty of both, either due to awkward controls or timed sequences. The control issue doesn’t apply to standard navigation, fortunately, but does crop up in specific instances. There are activities that can’t quite be called "arcade", but may pose similar difficulties. One puzzle stands out as being particularly finicky, as it requires repeated manipulation of an uncooperative trackball on an in-game computer (yes, control within control issues!) while the clock ticks down. Other timed sequences are liable to end your day early, as well, so follow the time-honoured tradition of “save early, save often.”

Each mission provides only a limited amount of time to complete the goals, but most people will find the allotment to be more than sufficient. The environments are small enough that there won't be much wasted time to slow your progress. In addition, you can hit the "recall" button at any stage, and when you return, your time will be reset. The only thing this affects is the game's point system, which is a curiosity but completely irrelevant, as there isn't a maximum point total that provides a standard to gauge your progress.

Worse than any timing annoyance is the possibility of hitting a dead end that only reveals itself late in the game. Trust me; I hit it. There is one biochip absolutely necessary to bypass an obstacle, and the game will deny you the opportunity to collect it if you remove another out of order, but let you blissfully continue with no hint of trouble to come. This is completely inconsistent with the many "failed mission" screens you can experience elsewhere, so it's all the more surprising to find such a glaring contradiction. I only found the one example, but that was more than enough.

Aside from that frustration, the game is completely stable. The "Turbo" version of the game is a technical upgrade which eliminates some lag in the original release. The game can be run directly from the CD, or off a small installation. I tried it both ways, and experienced no glitches at all. With all the problems generally related to backwards compatibility, this was a welcome change.

Progression through the game offers a certain degree of freedom in the early going, but becomes more linear towards its conclusion. At each destination, there is both a peaceful and aggressive method for achieving your goals. These options provide only cosmetic (and point-scoring) differences, though, as the game plays out identically no matter what approach you choose. Still, offering the choice is a smart addition that reflects Presto's dedication to providing a more immersive playing experience. If only this commitment also applied to the game's ending, which consists of nothing more than an abrupt splash screen that can only be described as a letdown (in terms of form, not content).

Time flies when you're having fun, and that's certainly true in this game, as The Journeyman Project is over all too soon. Even accounting for the numerous inevitable reloads, I can't imagine the game taking anyone more than 5 hours at most, and for some it will be significantly less. This fact would definitely have impacted an evaluation of a new game sold for top dollar, but as this one can be picked up for a song these days, value shouldn't be a issue. Just be sure to set your expectations accordingly.

Is The Journeyman Project worth playing? Well, if you're looking for a standalone science-fiction adventure to lose yourself in for hours on end, take a pass. If you're considering the entire Journeyman trilogy, however, then I highly recommend you do play the first. Not only does its story lay the foundation for the sequels, but it's an entertaining little diversion in its own right. Sure, it's clichéd, and more of an antiquated interactive multimedia experience than a narrative-rich puzzle game, but for all the time it'll take to complete, it's certainly worth the investment.


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