User Reviews

Myst-like ghost story Terrence Bosky (5463) 3.33 Stars3.33 Stars3.33 Stars3.33 Stars3.33 Stars
Decent adventure game. Earns a gold star for bizarre technical achievement Kurt Sample (1044) unrated

Our Users Say

Category Description User Score
Acting The quality of the actors' performances in the game (including voice acting). 3.4
Gameplay How well the game mechanics work (player controls, game action, interface, etc.) 3.5
Graphics The quality of the art, or the quality/speed of the drawing routines 3.7
Personal Slant How much you personally like the game, regardless of other attributes 3.6
Sound / Music The quality of the sound effects and/or music composition 3.8
Story / Presentation The main creative ideas in the game and how well they're executed 3.8
Overall User Score (25 votes) 3.7

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
I am pretty jaded when it comes to adventure games, having played so many of them, and so it is a rare thing for one to surprise me. But this game literally took my breath away. In retrospect, I can't believe I hadn't played it yet—I have had it for at least a year and kept passing it by because it looked like some metaphysical exploration/know yourself kind of junk. But no, it turned out to be a horror game extraordinaire.
When most people think of scary movies or horror games, they think of blood—blood, guts, gore, and all things that we have accustomed to accept as scary. If the monster does not eat its victim with lots of gore, the movie is just lame. Obsolete. Finito. Thankfully, the game AMBER: Journeys Beyond goes beyond that—far beyond that. It is truly a scary game. There are ghosts, paranormal activities, and plenty of strange sightings enough to keep most fans of The X-Files happy. There is even a demented UFO fanatic with the deluded “they are coming to get me” mentality. The game has no gore, except for a few scenes with a dead body that is not at all gory. What makes this game scary is its lack of in your face fear. It is a minimalist game, with subtle hints of a suspenseful fright. If you believe in ghosts or like to be scared, then get a copy of this game and play it. Better yet, play it alone at night in a dark room with the sound turned up for an even more scary experience.
Amber has beautiful graphics and an elegant, uniquely chilling atmosphere. However, it is short and may be too grim for some players. That being said, this one is a must-play for those in need of an elegant scare!
Adventure Gamers (May 18, 2002)
I just recently finished playing Sanitarium and though I liked the game I would hardly say that it made the hair on the back of my neck stand up. Well, that can't be said for Amber: Journeys Beyond. Amber is an acronym for a cutting edge piece of psychic detection equipment that the player employs throughout the game. What really sets Amber apart from the recent crop of horror adventure games is that it succeeds in scaring the hell out of you. It manages to capture that fear you feel when you have just watched or read something scary and then gone to bed, only to find yourself straining to hear any noise out of the ordinary, positive that this will be your last night on earth. The really extraordinary thing about Amber is that it doesn't use dismembered heads, bleeding walls or jarring sounds to create this mood; it lets you create the fear all by yourself.
AMBER lacks the flash of some of today's other adventure titles, but it doesn't really matter. AMBER offers an intriguing storyline, backed up by an impressive use of ambient effects to bring the player into one of the most engrossing atmospheres ever in an adventure game. If you want a truly creepy experience, turn out the lights and load up AMBER: Journeys Beyond.
AMBER is a good game troubled by questions of what might have been. If gameplay were only half the quality of the rest of the game, AMBER would've been a real standout. Gaming novices can add a half star to this game's rating, since they are most likely to enjoy all that AMBER has to offer. More seasoned gamers...well, they can drop a half star or, better yet, buy AMBER for a newbie friend and watch over their shoulder. Odds are they'll see a personal style and vision seldom seen in the realm of MYST-like adventures.
Just Games Retro (Sep 06, 2004)
Despite the fact that horror games were a pretty well-tapped genre, Amber: Journeys Beyond manages to find a pretty unique angle. In the game, you play as the friend of a zealous paranormal investigator. She has purchased a reputed "haunted house" in the North Carolina hills, and has been working there feverishly on new equipment for her company. As the game begins, she has fallen out of communication, and the VP of the company has asked you to check up on her. Upon arriving on scene, needless to say, you find that things have gone wrong. The kind of wrong that has left you stranded at the house, and forced to remember the details of Poltergeist ASAP. Joking aside, the opening section to the game is quite strong, and reminds me of the corporate technology-toys-with-nature muckity muck that Michael Crichton would pen. Regardless of what you think of his work, it's saying something that the plot of a video game could hold its own against a muliple New York Times bestseller.
Quandary (Mar, 1997)
AMBER is a fascinating game with an intriguing and compelling story. The scary/horror elements are very well done and, for the most part, eloquently understated -- the game doesn't trade on full-on gore, it doesn't need to, preferring instead to respect the player's intelligence. Subtitled 'Journeys Beyond' it is a trip well worth making and particularly for anyone interested in the paranormal.
75 (Sep, 1999)
Un gioco molto apprezzabile, coinvolgente ma giocabile con paurosa distensione e senza problemi.
GameSpot (Dec 19, 1996)
Several pleasantly creepy experiences await the adventurous in Amber: Journeys Beyond. If you're fascinated by poltergeists and unexplained phenomena, or simply enjoy sitting alone in the dark and listening for things that go bump in the night, playing this spooky game from Hugh Forest Entertainment might have you sleeping with the lights on - at least for a little while.
Tres años después del lanzamiento del revolucionario Myst por parte de Cyan Worlds, una empresa llamada Hue Forest Entertainment (hoy ya en el olvido) lanzó una aventura gráfica que muchos aventureros nunca llegaron a conocer, llamada "Amber: Journeys Beyond". A pesar de que no se trate de un juego que haya hecho grandes aportes al género, esta pieza es considerada indispensable por muchos aventureros amantes del terror ya que cuenta con un enfoque diferente al que estamos acostumbrados en los típicos relatos y películas de casas embrujadas.
PC Joker (Mar, 1997)
Sowohl die mit über 250 Animationen ausgestatteten Lokalitäten a1s auch die Akustik sind der jeweiligen Epoche (von der Jahrhundertwende bis heute) angepaßt. Die gute deutsche Übersetzung sowie die einfache Bedienbarkeit wissen zu gefallen, das eigentliche Spiel aber weniger: Über weite Strecken regiert gepflegte Langeweile. Schuld daran tragen neben den verschnarchten Gruseleffekten die ebenso öden wie schwierigen Rätsel. Das Aufzeichnen von Astralschwankungen ist für uns Normalsterbliche nunmal ebensowenig abendfüllend wie das Lösen des x-ten Schiebepuzzles.
Ich bin zwar nicht der absolute Adventure-Crack, war aber den Lucas-Arts-Perlen nie abgeneigt. Von daher schien die Bekannstschaft mit dem Bilder-Adventure "Amber" zunächst ganz interessant: Die Story ist reizvoll, und auch häßlichere Grafiken habe ich schon gesehen. Stutzig wurde ich, als ich immer länger durch die Gegend lief, mein Inventar größer wurde, sonst aber nicht viel passierte.
Power Play (Mar, 1997)
Eigentlich erübrigt sich dieser Meinungskasten, denn mit der Aussage “langweiliges Renderadventure“ dürfte wohl alles gesagt sein. Die Symptome gleichen denen der zahlreichen Vorgänger, denn kennt man eines dieser Machwerke, kennt man auch alle anderen und hat damit genügend Gründe, sie nicht zu spielen. So läuft der bemitleidenswerte Spieler vom einen Renderbild zum nächsten, die in diesem Fall ausgesprochen unauffällig wirken. Er legt im einen Raum einen Schalter um, klickt im nächsten auf einen Knopf und darf immer in irgendwelchen Tagebüchern einer abstrusen Story folgen, die schwerer zu verstehen ist, als dctps “Prime Time Spätausgabe“. Die Rätsel sind entweder äußerst simpel oder einfach nicht nachvollziehbar, wobei seltsamerweise die größte spielerische Herausforderung meistens im Auffinden des benötigten Gegenstandes liegt und nicht in dessen Anwendung.