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preview: Juniper Crescent - The Sapphire Claw
 

Speaking of challenges, Sapphire Claw promises a nice variety of character, task, puzzle, and inventory-related dilemmas, with no dexterity-based action sequences planned. Ince assures us that the story and gameplay will work hand-in-hand, with each obstacle relating organically to the developing plot and character abilities. The latter is another distinct feature of this game. Scout's companions are not merely along for the ride, as each possesses an area of expertise needed to complete the game. For example, you'll want to call on the strongest member of the team for those occasions when a little more muscle is in order. Appropriate use of each cohort's abilities will be essential in getting you through obstacles Scout could not manage on his own. Unlike Blinky, these companions don't become playable characters, as you'll simply select them from a separate team menu and use them on the environment. On the plus side, they do remain onscreen with Scout, so the gameworld never feels lonely or empty.

The movement away from empty environments is no accident for Steve Ince. He has been a very vocal proponent of greater "interaction density" in adventures, so it's hardly a surprise that Sapphire Claw will have plenty for the player to DO at any given time. Whether it's items to collect, obstacles to overcome, or background objects to poke, prod, and examine, there should be no shortage of interactive elements driving the experience.

Of course, in any adventure, there exists the possibility of getting stuck on a puzzle or two, which typically brings progress to a screeching halt. Rather than see players get frustrated or run scurrying for the nearest walkthrough, however, Sapphire Claw has an ace up its sleeve with a separate but parallel, progressive gameplay component, designed to give players an ever-present alternate activity throughout the game. While the basic concept is in place, the details of this feature are being kept under wraps for the time being, so I can't say more at this stage. For anyone anxious about the uncertainty, though, rest assured that the entire feature will be purely optional.



Along the way, there will also be plenty of conversation with the characters you encounter. Strong writing has always been characteristic of Ince's games, and though the demo only provides a brief glimpse, Sapphire Claw looks to be no exception. The dialogues I experienced were filled with mutual repartee, and the combination of dry wit and playful banter should keep the laughs coming throughout. There are no spoken lines in the demo, but the full game will feature carefully chosen voice actors that best reflect the unique and quirky behaviours of each character. With Ince having been instrumental in the voice direction at Revolution, there's little doubt that the same standard of excellence will be applied to this game. An original music score is also planned for the game to complement the wonderful ambient noises already evident in the preview.

If there's a recurring theme in each facet of Sapphire Claw's concept and initial presentation, it's "quality". Beyond the obvious artistic ability is the invaluable industry experience of its creator, which shines through in the meticulous attention to detail. How many "can't lose" games have missed greatness or even become failures with design flaws, poor gameplay decisions, or careless implementation? It remains to be seen if this game's execution can match its ambition, but it's certainly starting out on the right foot. From top to bottom, inside and out, the game's proposal shows a keen understanding of the genre's nuances and its fickle, oft-disappointed fans. As a result, its potential is both abundant and tantalizing.

If that potential is ever to reach fruition, however, there is one obstacle left to overcome. Like many small studios, the challenge facing Juniper Games is securing the financing needed for full-scale production of the game. While this announcement precludes any firm production schedule or target release date, the company is actively seeking a publisher partnership to move forward, and hopes that by revealing the extensive pre-production progress already made, it will help foster interest for fans, press, and publishers alike. From what we've seen, it certainly merits the attention it gets, and we'll follow the progress of Juniper Crescent – The Sapphire Claw with great anticipation.

A lot can happen in a year.

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