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Genre Perspective Visual Gameplay Interface Setting Misc |
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Description
The game is a point-and-click adventure, a sequel to The Dark Eye: Chains of Satinav released a year before. Memoria is set in the realm of Aventuria ‒ the game is based on The Dark Eye universe, a fantasy role-playing game very popular in Germany. The story picks up shortly after the end of the previous game: our hero, a bird-catcher Geron, is travelling with a fairy, Nuri, only in the body of a raven. As he seeks for a cure ‒ any type of magic spell or artifact ‒ to transform the fairy back, Geron happens onto a travelling merchant promising to change Nuri back into a fairy. A deal is: Geron solves the riddle based on the tales of a long forgotten princess Sadja, and the merchant provides the magic spell. So is introduced the story of a second protagonist, Sadja, at the very beginning of the game.We are once again in Andergast, Geron's home city and the capital of the kingdom of the same name. This time the events in the "real world" revolve around Geron completing pretty mundane tasks in Andergast and nearby forest. His goal is to learn more of Sadja's story. Her story, on the other hand, is an epic quest set some 450 years ago, covering ancient tombs, forests, mountains and fortresses. As Geron uncovers more and more of her past through journals and mysterious dreams, Nuri starts losing her memory of the time she were a fairy...
The gameplay is mostly traditional for point-and-click adventures, though, as it is often in Daedalic's adventures, there are some additional mechanics. Traditional gameplay is represented by items in your inventory which you can examine or use with objects around you. You can also combine them with other items you have. This point-and-click mechanic is accompanied by several spells your characters can cast: Geron can break/repair brittle items, while Sadja (shortly after the onset) can use up to three spells provided by her magic companion (an ability she, obviously, loses when they get separated). For example, the ability to send visions of nearby objects and people to the characters, so that you can mildly incline them to do something they don't want to. Memoria also features several puzzles where the player is expected to pay close attention to their environment or chose the correct actions.
In case the player gets confused, this game features tools to simplify solving puzzles. First, which is already customary, the "point of interest" are highlighted when you press Spacebar (or the corresponding button in the inventory). Second, you can enable combination helper through the Options. This tool makes your cursor glow as soon as you hover an item over a point of interest you can use it with (though, the helper is not consistently reliable). Finally, several time-consuming puzzles you may skip altogether. There are numerous cutscenes, all of them available later as an unlockable content, so you may watch them again. The game also has achievements: some are unlocked automatically as you progress through the story, others are connected to a specific path to solve some quest or an optional action you may or may not perform (eg. turn over a roast in a tavern).
Once again, the sequel features pre-rendered background art in the same semi-realistic style. Characters are implemented in a similar manner, though main characters (as the most animated ones) are based on 3D models with hand-painted textures.
Screenshots
Promo Images
Trailer
Alternate Titles
- "Memoria" -- Steam / GOG title
- "Das Schwarze Auge: Memoria" -- German title
Part of the Following Groups
- Daedalic's Entertainment's The Dark Eye series
- Game Engine: Visionaire
- Gameplay feature: Multiple endings
- The Dark Eye / Das Schwarze Auge universe
User Reviews
Good but not great | Windows | piltdown_man (211017) |
Critic Reviews
Eurogamer.de | Windows | Aug 30, 2013 | 10 out of 10 | 100 |
GameZebo | Windows | Sep 05, 2013 | ![]() ![]() ![]() ![]() ![]() |
90 |
Gameplay (Benelux) | Windows | Sep 27, 2013 | 85 out of 100 | 85 |
Destructoid | Windows | Sep 09, 2013 | 8.5 out of 10 | 85 |
4Players.de | Windows | Sep 05, 2013 | 81 out of 100 | 81 |
411mania.com | Windows | Oct 15, 2013 | 7 out of 10 | 70 |
Edge | Windows | Sep 18, 2013 | 7 out of 10 | 70 |
IGN Russia | Windows | Sep 25, 2013 | 7 out of 10 | 70 |
StopGame | Windows | Sep 19, 2013 | ![]() ![]() ![]() ![]() |
67 |
Realm of Gaming | Windows | Oct 16, 2013 | 6.5 out of 10 | 65 |
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Contributed to by Zaibatsu (19125), Igor Pokrovsky (195), Rik Hideto (472560), Kam1Kaz3NL77 (507376) and Sciere (829572)
Windows Credits (157 people)
109 developers, 48 thanks
A game by:
Executive Producer:
Project Management:
Story:
Puzzles:
Writing:
Based on characters created by:
Based on an idea by:
Story Consultant:
Brand Consultant:
Lead Scripting:
Scripting:
Executive Producer:
Project Management:
Story:
Puzzles:
Writing:
Based on characters created by:
Based on an idea by:
Story Consultant:
Brand Consultant:
Stefan Blanck (credited as Dr. Stefan Blanck)
Additional Puzzle Design:Lead Scripting:
Scripting:
Ingo Leitner, Alexander Kraus, Heiner Schmidt, Alexander Weiss (credited as Alexander Weiß), Daniel Pfister, Patrick Löw, Martina Gassner, Kevin Mentz