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Showing posts with label PC game. Show all posts
Showing posts with label PC game. Show all posts

Monday, December 8, 2014

Retro Review: King's Quest VII The Princeless Bride PC

Just about everyone interested in adventure games has played at least one game in the King's Quest series. The plights and perils of Daventry's royal families delighted gamers for about14 years, unfortunately like many venerable long running series, eventually quality declined, such is the case with Kings Quest VII.



Story:

The Story for this King's Quest entry is centered around Queen Valanice looking for her daughter, Princess Rosella (Star of King's Quest IV) after a not so well received talk about marriage ends up with  both of them going into a pond and getting sucked in the magical world of Eldritch. Now sometimes the premise is silly but the rest of the story manages to be engaging and interesting, that's not the case here. It evolves into a convoluted drama involving a Witch who's angry with you for reasons that are never entirely clear and Rosella's gaining true love. It starts silly and not particularly interesting and stays that way





Graphics:
Graphics in the cut scenes are done to look like cel shaded animation in the style cartoons from the time period. The cut scene graphics are not great by current standards, but not bad either, serviceable overall. The on-screen graphics use the same animation style for the most part, but it's hit and miss in terms of how good it looks. Most of the background characters and enemies are done about as well as the cut scenes, but Rosella  and Valanice often look terrible in motion and don't interact particularly well in their environments.


Controls:
This is the only King's Quest that is a pure point and click, no typing or keyboard necessary. You use your mouse to investigate, navigate and use your inventory. Additionally, making it simpler than earlier incarnations your pointer is a magic wand that sparkles whenever you're near something that you can interact with. Overall basically what you'd expect when playing a point and click adventure game.

Sound:

There's nothing to write home about in the sounds department, the ambient and action sounds go well with cartoony vibe of the game. The music is so-so, not bad, not good, very forgettable, but in keeping with the game. The only exception being the main theme/ending theme which is some and irritating pop song that sounds like it belongs in a barbie movie. It's fully voice acted game, something worth noting back in 1994, and the voice acting is surprisingly good given game voice acting was still in it's infancy. That being said by today's standards most of it isn't good, like most of the game though it ends up solidly mediocre.

Gameplay:


King's Quest VII's gameplay differs from the earlier entries in variety of ways. First as I briefly touched on in the controls section, there's no text interface at all, it's purely point and click. Second as I also touched on, the point and click cursor is a magic wand that twinkles whenever you're near something of note. Third you take controls of two different characters, in alternating "chapters".




There are six chapters where you take control of either Rosella or Valanice. At first each character is in different areas from one another,  that span the
breadth of Eldritch ranging from a volcanic cave, to fairytale town, to a knock off  Halloweentown. Eventually though they cross paths (though without actually meeting each other) so you get to see all these areas from the perspective of both of the royal ladies of Daventry. Aside from being cliched these environments are actually pretty well executed, they're bright, colorful and interesting. Sometimes the attention to detail can actually make it hard to find what you're supposed to interact with but the environments are a place where the game really does things well.



 Of course what's a good environment without a few interesting inhabitants.The NPCs in these areas
self-segregate because you pretty much only encounter characters who fit the aesthetic of their respective towns. This is not the only game that does this by a long shot, but it's boring and predictable. that being said, there still are a few interesting denziens of Eldritch: there's foppish dog Arch Duke Yip Yap who's governing style seems to hinge on making sweeping generalizations, throwing parties and wearing masks, a talking bolder who spends most of his time sleeping, a troll blacksmith who's clearly got a sexual harassment suit on his hands and a surprisingly pleasant and helpful headless horseman. Although naturally not all of these inhabitants are particularly nice, several of them are more than happy to bring your quest to a premature end.

In typical point and click fashion in order to traverse these areas and meet these colorful personalities
you're going to have to do some item collection and puzzle solving. The magic wand pointer makes the collection parts fairly easy. Making things a bit more interesting, once you've collected the items you will need to examine them, most of them time it's just seeing what it looks like from different angles but occasionally it's necessary to continue with the game. Unfortunately this feature wasn't implemented particularly well so it gets irritating more often than not,  because it's not always easy to spot where to interact with a given item. Still, most of the puzzles aren't particularly difficult. The biggest puzzle problems come from some poorly executed backgrounds which even with the help of the sparkly pointer can be difficult to navigate. That being said there were a few puzzles we had to look to walk-through for, mostly due to some pretty illogical conclusions, *almost a spoiler alert* that's just not how you use a rubber chicken.

Getting from world, to world, puzzle to puzzle is pretty linear. The swapping perspectives guarantees a lot of backtracking as the characters visit a lot of the same areas, though not at the same time, Valanice and Rosella don't actually meet up until the very end of the game. There isn't a whole heck of a lot of back tracking while you're the same character though, just a few minor instances of it. This has bad and good parts, you know that for the most part assuming you diligently picked up the items in a given area you're not going to have to wander back there 100 times seeing if there's a new item to be found, on the other hand you're it makes the game more linear and less interesting.

Your reward for traversing these diverse lands, clicking and puzzle solving your way to victory of the evil witch is either a good ending or a bad ending depending on how you handle the last scene. The bad ending isn't really all that bad, it just doesn't really answer any questions for you. The good ending is a little better, giving you an ending that really only makes sense if you've played King's Quest IV, and a full animated ending sequences of cliches set to some really uninspiring pop music. In short, regardless of which ending you get, it's not worth the time put into getting it.



Conclusion:

Overall this is a mediocre title, it's playable if you like adventure games. It started off fun but it got repetitive and boring pretty quickly. Frankly it was a bit of a struggle to even finish it. Honestly while it's not bad I couldn't really recommend it unless you're a die hard King's Quest fan. I give it 2.5 cephalapoints.


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Saturday, May 19, 2012

Retro Review: King’s Quest IV: The Perils of Rosella


Introduction

Back in the hey day of point and click games Sierra was king. They brought notable series such as Police Quest, Leisure Suit Larry, and King’s Quest to gamers everywhere. I, sadly, was not able to play the series from the beginning due to a lack of a computer with good enough specs to run it and I was a bit too young. I started with the fourth installment in the King Quest series, The Perils of Rosella, which quickly became one of my favorite PC games of all time.


Story

The basic story is that King Graham, the protagonist of the previous three King's Quest games, lies dying. Princess Rosella, his daughter  feels incredibly sad and gets sucked into a mirror which pulls her into another world. In this strange world you can find a fruit that will save your father, good thing you go sucked through that mirror huh?  However the fairy that brought you here through the mirror is ALSO dying. So you're going to have try and save her too, otherwise you will never get back to your world.  Stupid fairy. 

Wednesday, May 25, 2011

Retro Review: Syberia PC

Syberia is 20 years old now but pretty much as soon as it was released it was considered an instead classic.


Introduction

American lawyer, Kate Walker goes to France to sign some paperwork giving a large client control of an old toy factory. When she arrives she discovers a town full of strange but beautifully intricate automatons and a half century old secret. Suddenly a one day trip to take care of a few formalities becomes a life changing adventure aboard a clockwork train  heading for the fabled island of Syberia.


Syberia Title Screen Screenshot




Overview

Controls aren't bad, it's a point and click so there's not a whole lot of guessing or wondering how something is done. However Kate can be kind of sluggish sometimes, watching her take the stairs was particularly annoying for me but did make me nostalgic for those old PS1 adventures games that suffered the same issue. Additionally looking for the right sweet spot to make something work or pick up a necessary item got tiresome sometimes, but nothing any adventure game player shouldn't be very familiar with.


Syberia Aralbad Snowy Fountain Screenshot


Graphically it's nice overall. The character designs are pretty consistent with the time period though their movements themselves are bit stiff. The environments are imaginative and beautifully rendered with gorgeous art-nouveau and steampunk styling throughout, even the menu is pretty. My small issue is while they're lovely, the environments are pretty flat there's usually not a lot of background activity happening and you usually only see everything from one angle.

Soundwise it's good, but not phenomenal. It's got full voice-overs which normally in a game of this type I could take or leave, but other than a few
botched accents the voice actors were very believable.The only issue there was that it was the voices were often delayed, making many conversations awkward sounding especially when one character broke into another's speech or was supposed to be startling.

Syberia Pipe Organ Screenshot

The music, was well written and appropriate, but I had a problem with it's usage. Every single time you accomplished a task like turning something on or putting something together, you got a big swell of music. Which was ok the first time and maybe even the 10th time, but after that I was completely over it. It drowned out any background noise or conversation for those couple of minutes you were stuck listening to it. It at least had the decency change depending on your area, but it still got old quickly, which honestly is kind of a shame because the music was otherwise a high point.

Gameplay

As a point and click style adventure, your primary means of going through the game is talking to NPCs, finding important documents, finding random objects, using said random object with information obtained from NPCs and documents to complete a task and move on with your game. Simple classic stuff here, not too much different from the sort of things we were playing back in the eighties (King's Quest anyone?) it just looks nicer.

Syberia Voralburg Key Screenshot


The exploration leaves a bit to be desired. The locations are lovely and pretty well realized, but as I noted above they're a bit flat. Most places you can only see from one angle and there isn't really a lot of room to wander around. You're always on a main path that will take you to a puzzle or objective, sightseeing off the beaten path isn't an option. Additionally, Kate often wouldn't speak to NPCs that weren't absolutely necessary, or examine and comment on her environment unless it was relevant to the story right then. This sort of thing is a huge pet peeve of mine in any adventure game, as I feel extraneous environmental details, while unimportant to storyline, add to the depth and overall feel of a game. I will say however, that in some ways this detraction is also a blessing in some ways. As I mentioned briefly above, Kate walks painfully slowly even when running. I often found myself dreading any backtracking I had to do, so having full run of the land might not be so great. On the other hand, I'm playing an adventure game because I want an adventure I can feel connected to and immersed in, not a carnival haunted house style experience on rails.

Syberia Village Screenshot


I can't discuss the puzzles in any detail without ruining things, but they're pretty easy for a veteran gamer, not so easy they insult your intelligence though. Even if you're not an experienced game adventurer, they're not so hard you find yourself wanting to send the programmers some less than complementary emails. Most solutions are either discussed somewhere or by someone or are pretty logical once you have all the required items. I only found a few places where I got stuck because the next course of action wasn't exactly logical or ever discussed, but not really anything out of the ordinary for this type of game.

Syberia I need a Key

The storyline is interesting and compelling, Kate spends most of the game trying to track down the mysterious heir, master automaton maker and mammoth obsessee, Hans Voralburg. Tracking Hans is no easy task as by all accounts no one has seen him for years, and some think him long dead. Her only clues are his now dead sister's notes and some of Hans' creations including a clockwork train, and Oscar the amazing automaton train conductor who's AI tends toward the neurotic with special attention paid to needless bureaucracy. The two of them encounter a large cast of colorful NPCs ranging from a hotel clerks and barge captains to a drunken astronaut and a world famous opera singer. Most of the NPC are pretty fleshed out as well with refreshingly non-archetypal personalities. Even the locations themselves have interesting and complex histories for Katie to learn about.

Syberia Conversation Screenshot


Kate Walker's own personality comes through surprisingly natural character development. You learn about Kate's life via a series of cell phone conversations with her mother, best friend, fiancee, and boss. A nice change from the normal "my name is ___ and here's my life story" randomly blurted out in a cutscene found in many lesser quality games. By the end of the game I found myself thinking of Kate not quite as friend, but still fondly and familiarly, like an old high school acquaintance I would like to catch up with over coffee.

Syberia Kate on Train


They only issue with the storyline is the ending. Without ruining any details, it's abrupt, anti-climatic and clearly a lead-in to a sequel. Personally I can't stand it when game publishers (or movie makers, or novel writers) do that instead of giving you a real ending, there are ways of both giving your story and end that won't make your players feel like they wasted hours for nothing and still leave your options open for a sequel. I didn't necessarily feel like I wasted my time at the end of Syberia, but I did feel a bit cheated.

Syberia Train Screenshot



Conclusion

Syberia is a good game, it's got a nice classic feel and a unique, compelling storyline. Visually it's treat, every single object, environment and menu has been carefully and artfully designed and well rendered especially for the time period. The game isn't without it's flaws, as discussed above, but the positives outweigh them. So, if you've got a few hours to spare and are looking for a unique adventure Syberia won't disappoint.

~Stephanie

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Monday, July 19, 2010

Retro Review: Legends of Murder 2: Greyhaven

Greyhaven was one of my favorite games as a child, I was so happy to find that my old 3rd or 4th generation floppy of it still functions after 20 years, especially as for years it was not available for download anywhere on the Internet (though last we checked a few sites had it).

Introduction

Greyhaven is a fantasy murder mystery RPG published to Big Blue Disk magazine in 1991 (though the game itself was apparently made in 1990) which was a computing magazine solely for DOS games. It wasn't one of the most notable games to ever by published in Big Blue Disk (Like Apogees Kroz series, or ID Software's Catacomb series) But it is the one I remember most fondly from my childhood.


Legends Of Murder 2 Greyhaven Opening Screen



Overview

Legends Of Murder 2 Greyhaven OKeys

Controls are pretty simple keyboard controls arrows and simple keyboard controls (IE G brings up the game menus, S searches/looks etc.). They're pretty standard for a dos game of this type. However, the controls are clunky it's easy to get stuck on things and you sometimes have to search around a stationary object 10 times before you find an item you KNOW is there.


Graphics are fine. Graphics while you're moving around the map and interacting with things are quite sparse, graphics on the closeups are better, but really nothing amazing. Honestly though the graphics are a bonus this game easily could have been a text only.

Sounds are nonexistent. I suggest listening to something like Midnight Syndicate to set your own mysterious murder fantasy mood.


Gameplay

You start the game with text explaining why you've come to the sleepy little town of Greyhaven which you've apparently been to before. You are the inspector, a crime solving mage, who's continuing mission is to seek out new life and new civilizations, to investigate the murder of a wizardry School apprentice. You make your way to the local tavern to meet with the headmaster of the school. On the way there you can investigate the town or run straight to the Tavern.

Legends Of Murder 2 Greyhaven Tavern

Honestly though if you just want to dash through and not read and/or explore this probably isn't the game for you, as it's pretty much the entire game play. When you do investigate you'll notice that things in the town are...a little off. Boarded up businesses, abandoned homes, deserted streets and naturally some unhappy creatures bent on killing you. Eerie! After you've gotten all of your exploring out of the way and hopefully not gotten yourself killed in the process you met up with Baswik the Wizard headmaster for more detailed info on the situation. You adopt the guise of a new apprentice so as not to arouse the suspicions of the other students (and likely murders) and start your investigation.

The entire game is basically you wandering around the map searching for clues, fighting in encounters, leveling up, and reading a lot of text. Without actually going into to everything you do in the game and how you solve the crime, there's not too much to discuss here. Though there are some things for better or worse that set Greyhaven apart from other games from this period.

Legends Of Murder 2 Greyhaven Telescope

First you can examine just about everything. Personally this is a big bonus for me. If there's painting on the wall (in this case a couple of blue pixels) I want to know what it looks like, if there's a shelf I want to know whats on it even if it's not useful. However this can get you in to trouble because you figure out the crime pretty organically, you don't take special note of the things that are important (or take notes at all) so actual clues can get a little muddled with random information.

Second the encounters are completely set. You can walk up and down the same patch of empty street 500 times and you're never going to encounter an enemy. But if you walk into the same trigger corner of a house and you haven't killed the enemy there it will pop up with the same text every single time. This is kind of convenient in that when you're week or simply don't feel like fighting anything you can avoid the encounters until you're ready for them. But annoying because later in the game you'll find that you're too weak to take on the enemies that are left to trigger, but you've already killed the ones you were capable of killing.  Very frustrating.

Legends Of Murder 2 Greyhaven Skeleton Demon

Third you can only carry a 9 items, this seems like it ought to be enough but it's really not. You find way more stuff than you can carry and have no real way of knowing what you're going to need to hold on to and what you won't and when you drop something it's gone forever. Not being able to pick-up stuff you've dropped is probably the biggest issue with the game play.

Legends Of Murder 2 Greyhaven 

Third as I said earlier you figure out the crime in an organic manner, the game doesn't hand you anything. This is both awesome and annoying. The clues aren't obvious and unless you have a completely photographic memory of everything you read, examine, say when you walk in a room and/or hear from someone, you're going to have to write some stuff down and sift through it. Even then though it's tough, when I got to the final showdown it was some trial and error for me to guess the name of the killer (which is a necessity). On the other hand, it's nice not to be treated like you're stupid and makes things more of a surprise at the end. Which is way better than other games where blatant clues often tell you the whole story from the beginning.

Once you've gotten all your information and drawn successful conclusions you'll have your necessary items, and can find the killer. Assuming you're strong enough take them out and not only solve a murder, but save a town in the process. 




Conclusion
I love Greyhaven, I really do but it does have a few flaws. It's short, I'll say generously an hour of gameplay if you know what you're doing. It's got very limited replay value, encounters only happen in specific areas under specific circumstances and there isn't a lot you can do to alter or change your conversations in any way. Pretty much the only time it's worth playing again is once you've totally forgotten everything that happens. That being said it's really a shame more people haven't played this game. It's really a great game considering the time period and that it was a 1 man effort. If you're a fan of the genre, Greyhaven is definitely a game worth seeking out.

~Stephanie

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Sunday, July 11, 2010

Retro Review: Princess Maker 2

Unlike the majority of game reviews we do, I don't actually own Princess Maker 2. It was briefly licensed in English, but was never actually brought to the market. It's largely considered to be abandonware, though the English translation/conversion company says that it's not, though they no longer retain any rights. We don't generally condone anything that remotes resembles piracy, but given that there is not a way to own the English translation, no one is profiting (or not profiting) off having it, and  I can't go out and buy it, we've made peace with the download..  When I wrote this review Princss Maker 2 occupied nebulous legal status and I was playing the abandonware version. Now Princess Maker 2 (as well as the original) are now available legally download from Steam.We bought it right away and highly recommend it for time wasting fun!

Introduction

The Princess Maker series of games, shuns convenient categorizations. It is many things: a life sim, a strategy game,  a dating sim, an RPG,  and a dress up game. It all depends on how you play it.

Princess Maker 2 Title
Look up there in the sky it's a LOGO! It's an ill omen!



Overview


The premise is simple if not a little crazy. You play the part of a famous swordsman who is granted a child from the heavens.It's your duty to raise her until the age of 18. You choose her activities, her lessons, her jobs, her clothes and just about everything else she'll do with her days. Your choices will determine how her life will go. Will she be a famous warrior, a magician, a homemaker, the princess of darkness or a loveless spinster? It all depends on your skills as a father.

Princess Maker 2 Artist
Hopefully she'll spend her days painting happy trees


Controls are simple, it's a classic point and click. The only time it's different is in the Adventure Mode, where you can either use the mouse or the arrow keys. She moves a bit stiffly and awkwardly in this mode, but for the most part it doesn't cause problems as it's turned based fighting and random encounters. You might get hung up on rock or something and waste a bit of time, but that's the extent of the control issues.

Graphics are surprisingly good for a game that first came out in 1993. They're very lovely high quality manga style images that still stand up very well. They still have that early 90's VGA look to them, but they're quite detailed and look better than plenty of modern anime style games I've seen.

Princess Maker 2 Dance Class
We would have killed for tappa tappa tappa!


Sound is what you'd expect from a sim game from 1993, repetitive midi songs which eventually just fade into the background. They're not great and they're not terrible. There isn't a whole lot else going on sound wise, just a few noises during special events but that's about it. So, if uninspired repetitive music bothers you, it's probably just best to turn all the game sounds off and listen to your own playlist.

Sexism
I can't talk about this game and not talk about sexism. This game is flagrant in your face stereotypical "girl game". Your best ending means you marry the prince, even if you don't marry the prince, you need to marry someone. In endings where you don't get married at all even if she's otherwise successful are often viewed as failures.

Princess Maker 2 sexy outfit
I didn't put her in this outfit until she was 18 but it's not a requirement..ugh


 You've also got your required girl game dress-up features.  Your daughter can wear a variety of different outfits, several of which are quite questionable for a young girl, putting it mildly. Even if the skimpiness doesn't bother you, unless you spend a lot of time making her diet, she'll often be "too fat" to fit into many of the outfits.  Not exactly a positive message for women and girls everywhere. On that note in her stats screen you see her, height weight, bust size, waist size and hip size, because I mean that's exactly what I'd want to know about my 12 year old. It wouldn't make me a creepy freak of a father at all. Perfectly on the level, no questions here at all.

Always a great day at the Sleazy Bar

In addition to questionable outfits, there are also some questionable job choices, including gems such as sleazy bar and cabaret. Though other than the moral objections involved, when your other options include doing masonry or working in a graveyard, cabaret might not be so bad.

The worst offender in terms of sexist content though, (other than the nude patch, but that's not unlocked in the game through any normal means) is that, if you're an especially sleazy kind of parent you can pick up the buxomize pill from a wandering merchant. Which, as you could guess from the name, increases her chest size. Which (as far as I know) does nothing other than alter the sprite of an underaged girl.

However, as I'll say a number of times in this review, this game is almost completely changed by how you personally decide to play it.  You can avoid focusing on having her cook, clean and be pretty. You can have a scholarly lumberjack daughter or an artistic warrior daughter and you won't have to worry too much about a lot of the more offensive content. However, that's not without it's pratfalls too. I specifically tried to go down the warrior path with one incarnation of my daughter, but when she lost the annual combat festival the family butler, Cube, couldn't resist pointing out that "Girls are cuter if they aren't incredibly tough."

Who asked for your opinion anyway?

On the whole, I think the positives of the game outweigh the negative sexist overtones, but maybe I'm just repressed enough by the patriarchy into not being bothered.


Gameplay

You start off the game by setting your family name, your daughters name, your name, her birthday, your birthday and you daughter's blood type. This information does affect the game. Your daughter's birth-date determines her guardian deity, who in turn effects her stats, and her blood type determines her personality type.


For example my daughter Lily, had a birthday of June 20th and blood type O. Which meant her deity was mercury, she got an intelligence stat boost and she didn't gain or lose extra stress at the end of the month. There are loads of informative guides on the internet about choosing the optimum combination depending on the ending you're trying for but I think part of the fun of Princess Maker is the experimentation. With the initial stuff out of the way you get some very brief and barely coherent storyline before you're ready to start raising a little girl.

No pressure though...

When you start the game she's 10 and has whatever stats are determined by her birthday. The individual deity stat boosts aren't particularly generous, so it's possible to lead your daughter into any path you want. You decide what she eats, what she wears, where she goes, who she talks to and and most importantly her weekly schedule. Her schedule consists of work, school, adventure or free time. You choose the subjects you want her to study and/or the part time job you want her to take and charge the family's butler with making your daughter carrying out your plans. Why you can't do it out yourself since all you seem to do is sit at home, I do not know. Perhaps it's because dictating all that down to the letter and then pushing it on her too would be just be crossing the line. Using the butler as a buffer naturally means you're not a crazy control freak, just a dedicated father.

Your laziness and control problems aside, for the most part all you do is watch a small animation of her days spent on the schedule and see how well she did, how much her stats changed and how much money she's made. You're not in direct control over any of it, it's all ruled by your daughters stats. They only time you're active in her scheduled time is when you send her out adventuring. The adventuring interface works like a very basic RPG, and can get surprisingly addictive. I often felt sad when my 9 days were at an end and she had to go home.

Random encounters HO!


Whatever you choose to schedule for her, should be thought out carefully. Just about everything you do in this game will effect your daughter's destiny in one way or another. Again there are several guides online which will tell you detailed information if you're really dying to get a certain ending, but experimentation is more fun. This game has over 50 endings (I've seen conflicting reports on what exactly the number is ranging from 56 to 70+) I've played it through multiple times and have never gotten the same ending twice. One other thing to be aware of while scheduling, is that school is very expensive. When you start the game you can pay for one period of class and that's it, you can schedule her for more, but the instructors will just complain about her not having enough money and won't teach her anything, and having spent all your money, you won't be able to afford to feed her for the following months. So while it seems like pretty bad parenting to send your 10 year old off to work, it's a necessity here.

 Regardless of what you choose for her, even though you have almost complete control over every aspect of her life, there are some limits. If you don't give her any time off and she ends the month with stress she's likely to become delinquent, refusing to work or do schoolwork and potentially sneaking off to do unsavory things during free time. If you make her do too many things she doesn't like, she'll run away from home for a month wasting precious skill building time and not bringing in any family income. Similarly being too lenient with her and giving her too much free time nets similar results. Every girl is different so you'll have to experiment before you find just the right balance with your particular daughter.

It's OK Lily we all have loaf days

After you've hit your groove with successfully scheduling your daughter, she will eventually be visited by deities that give her stat boosts depending on what she's been excelling in. Additionally if she does particularly well at the harvest festival held at the end of every year she can gain a rival. These have different effects depending on your daughters stats. Additionally there are a few other random events as the result of adventuring, winning a contest or buying a special item that will give you random effects.

After 8 game years of working, adventuring, networking, festivals and education your daughter will turn 18 and you'll see what your choices have lead to. Will you have been a good father and pleased the deity with their decision to grant you a child? You'll have to find that out for yourself.

Thank goodness making kids work at 10 is smiled on by the heavens.

Conclusion 
Princess Maker 2 one of the most sexist stereotype driven games I've ever played that's still PG. That being said it's also a lot of fun. This game is what you make of it and has tons of little surprises (like all the different paintings your daughter can make and hang in your home) to keep you interested and make playing through it again and again worth your while. If you don't like sim games or games with very little action, this isn't a game for you. But just about anyone else could have a lot of fun with this.


~Stephanie


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