Amerzone review
The Good: Great story, perfectly embedded puzzles, and a lot of interesting animals and gadgets.
The Bad: Not as long as most recent released games, a few scenes that required some extensive pixel hunting.

As it so often happens when one comes to the point in their life where the length of it before them is considerably shorter than the part that has already come, regrets inevitably begin to bubble to the surface. Alexandre Valembois is such a man. Sixty years before he had been the perpetrator of a great wrong. He had stolen the last egg of the famed white birds of the Amerzone. In the name of exploration he had come to the isolated country. To study the white birds, who are said, to live their whole life in the sky. Penetrating far into the jungle he had been taken in by a tribe of natives who showed him the egg. Betraying their trust Valembois took the egg back to France to as proof of the white birds existence but his dreams of glory where soon dashed as he became the laughing stock of the scientific community.

As a reporter assigned to interview Valembois you enter the story in Brittany, France. You find the gnarled old man in his lighthouse where he implores you to take the egg, which is still fertile, back to the people of the Amerzone and then dies. This dying plea sets the stage for this first person perspective game to begin. With Valembois’ hydrofoil, an invention that can transform into a number of different vehicles, you set out for the Amerzone. Third person scenes of the hydrofoil in its various states are nicely intercut into the game giving the player the chance to witness their journey from outside the craft. Amerzone is mouse-controlled game with the simple point and click navigation that adventurers know so well. The cursor moves over the screen changing to highlight areas that are accessible and objects that can be used. With over 200 environments to explore and allowing in a 360 degree panning this type of control allows the player the opportunity to truly explore their playing area.

Amerzone is filled with fictitious creatures that move smoothly and fluidly throughout the game. The graphics demonstrate an attention to detail that can be seen in scenes where wayward butterflies and frogs carelessly cross your path without any warning. The environments of the game are beautifully done in 3D with lighting and effects that always appear natural. The score, or should I say lack of score, is the perfect choice for this game. Instead of going with an endless looping or created sound track the designers have gone for authenticity. Sounds are only employed when needed. The chirping of birds, water running, and doors opening. This is what made the difference in atmosphere in Amber: Journey’s Beyond and it has been perfectly employer here again. With the combination of graphics and sound Casterman/Microids has created an atmospheric world for the player to experience.

A true adventure, the best part of this game come from exploring your environments and collecting inventory. None of which is very hard, with a little common sense you are off and surveying Amerzone. Many out there will be happy to know there are no slider puzzles and no timed sequences. The most difficulty I came across in piecing clues and items together was one scene where I found myself madly running my cursor all over the scene looking for an object then moving one step and repeating the process. Some might complain that some of the puzzles in the game were too easy but I felt that by not creating Black Dahlia like puzzles that held a player up for hours this contributed to the flow of the game and my overall enjoyment of it.

I thoroughly enjoyed this game. It has been a long time since I went to bed and laid there for another couple hours rehashing a game in my mind and plotting strategy for the next day. It maybe shorter in duration to what many gamers have come to expect in a game today but I enjoyed every hour of it. At its retail price it may seem a tad pricey to some but I think once you play it you will agree that it was worth the purchase price. So I say get yourself down to Amerzone, there’s some exciting country to see down there.





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Game Info

Amerzone: The Explorer’s Legacy

Platform: iPad, iPhone/iPod Touch, PC

Genre: Drama, Fantasy

Developer: Microïds

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Releases
Territory Date Publisher
Europe 1999 MC2 Microïds
United States September 1 2001 The Adventure Company
Download June 1 2011 Anuman
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About the Author
Heidi Fournier
Staff Writer

Comments

ShadeJackrabbit
Nov 29, 2007

This game was really great. I still pick it up every year or two and give it a run-through. It’s got really great graphics, and the game is very awe-inspiring. The only problems were the pixel-hunting and the ending, which I will not give away, but was a bit of a let-down. Nevertheless, it’s a great game.

Davies
May 7, 2009

I’ve just finished playing Amerzone for the first time and can recommend it. The graphics are beautiful, and the entire experience is very atmospheric, even moving in places. The story ends up as something of a meditation on the themes of tyranny and freedom, destruction and hope, without a conclusive “all wrapped up in a neat little bow” ending.

The game is quite short and very linear. Although you can often explore a fairly wide area, there’s no question but that you have to do A to get to B, where you will be asked to do C. This keeps the difficulty level low and the story moving, but destroys some of the feeling of exploration.

There are a couple of moments that forced me to the primitive fallback strategy of “try everything on everything”. This is somewhat mitigated by the fact that you’ll never have much inventory, so going through all the permutations isn’t unthinkable. There were a few periods of squinting at the screen to identify tiny variations in the background, and one true pixel-hunting drag when I ended up dividing the screen into sectors and clicking systematically until I found the right spot. But these moments are relatively few and far between.

Because of the small inventory and limited range of environmental features that can be tinkered with, it’s likely that you’ll occasionally stumble on the right answer to a puzzle accidentally. This was a real problem only at the very end of the game. I still don’t fully understand what I did to finish the game, or why I was supposed to do it.

I got stuck enough to need a walkthrough twice. The first time was entirely my own fault for not noticing a doorway. The second time was more the fault of the program, in that I knew exactly what I needed to do, but couldn’t figure out which actions would carry out my intentions.

A minor but recurrent annoyance is that the old explorer’s journal—which you need to consult often—can be paged through in one direction only. Click one page too far and you have to go through the whole book and come round again.

This post is ending up sounding almost entirely negative, which isn’t what I intended at all. Let me repeat: it’s a good game. Play it. You’ll like it, especially if you want to relax with something relatively short and simple, but rewarding to finish.

Length: short. Overall level: easy. Story and atmosphere: brilliant. This would make a great introduction to adventure gaming for beginners, as long as they are the sort who would appreciate the quiet, thoughtful storyline.

Hoipolloi Hoipolloi
Sep 15, 2010

Just recently, I dug up the old disks and replayed the whole thing - short as it is, once you’ve been through (and still remember how), but it’s Benoit Sokal’s first piece of game art and should be valued as such. I don’t remember if the color dithering—especially in the movie sequences—was as noticeable back in when-it-was-young, but anyway, I didn’t find a way to eliminate it. Even so, it’s less ugly during most of the gameplay, and probably wasn’t helped by my efforts to increase the brightness of the image on my tired-out piece of equipment. But, just like Syberia, Amerzone resisted all my attempts to be lit up - Sokal’s only crime against humanity is the usually missing gamma control. But who minds a little bald-eagle hunting in the dark? (Or grappler-firing at undistinguable rocks?) End of the rant: it’s still worth playing occasionally, just to be reminded of Sokal’s most creative years.



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