|More a puzzle game than an adventure||Jeanne (76328)|
Our Users Say
|Acting||The quality of the voice or video acting.||2.8|
|Gameplay||How well the game mechanics work and the game plays.||2.8|
|Graphics||The visual quality of the game||3.4|
|Personal Slant||A personal rating of the game, regardless of other attributes||2.5|
|Sound / Music||The quality of the sound effects and/or music composition||2.6|
|Story / Presentation||The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations and special editions which don't have unique game content not available in a standalone game or DLC.||2.8|
|Overall User Score (8 votes)||2.8|
Critic ReviewsMobyRanks are listed below. You can read here for more information about MobyRank.
Tap-Repeatedly/Four Fat Chicks (Feb, 2003)
Where do I begin? I have found myself, for the past several weeks, consumed by Alida, a refreshingly complex and well-designed first-person, point-and-click adventure game from independent Australian developer Dejavu Worlds. Really consumed. Bad. But it's now over, and I'm here to tell you the tale. First let me say I haven't had a game eat away at me like this for a long time.
GameBoomers (Aug 27, 2004)
One of the things I liked about the game was how the band members had interests outside of rock music, and how these interests were reflected in the puzzles. They designed much of the machinery in Alida as well as the mechanisms for the various locks. The individual members were responsible for different parts of the Alida guitar complex, and the solutions of some of the puzzles you must solve to access these areas reflect their non-musical interests. The anti-gravity technology used to power one of the transport devices you use in the game was derived from a mysterious spherical object that was discovered while excavating Alida. Yet you never discover very much about the object. Alida holds more mysteries and the game ends with a suggestion that there may be a sequel. I hope so.
Quandary (Aug, 2003)
Alida does not feel skimped at all or rushed out - this is a fully developed game. Like Riven you are not only playing a game but also experiencing a world. A world conceived as a whole, as an entirety. The puzzles interlock to form one single puzzle. This is a work of art and technology.
Puntaeclicca.it (Oct, 2004)
Sembra quasi una regola non scritta, quella secondo la quale i giochi che hanno un'alta densità di enigmi, difettano per altri versi nella grafica o in altri aspetti apparentemente marginali ma che renderebbero il gioco degno della massima lode. In questo caso si tratta di un bel gioco, molto molto impegnativo, originale nella concezione, denso di intelligenza ma con un vestito modesto. Onore al merito.
UHS (Universal Hint System) (Sep 19, 2004)
The high point of the game, for me, was the overall environment created by Alida. The 3D rendered scenes, the complex locations in the game, the animated video sequences, and the accompanying music track were all of extremely high caliber.
FOK!games (Dec 13, 2004)
Alida is een leuk adventure-spel. Het concept is niet bijster origineel, het verhaal is tamelijk dun en de graphics zijn niet van de allerhoogste kwaliteit, maar wie daar doorheen weet te prikken kan zich een hele tijd heel aardig vermaken met de puzzels in Alida. Het ontbreken van feedback in de vorm van een cutscene na het oplossen van een puzzel kan soms frustrerend werken, omdat je een paar keer heen en weer moet lopen om te kijken of datgene dat je wilde bereiken daadwerkelijk gelukt is. De extra features op de DVD-versie zijn leuk om eens te bekijken en te beluisteren maar bieden niet echt heel veel extra speelplezier. De "Maps and Diagrams"-sectie is wel een erg handige toevoeging. Alida is geen topper, maar het is zeker geen slecht spel en ik hoop dan ook dat Cos Russo ooit een vervolg maakt.
Just Adventure (Oct 07, 2004)
This is a classic adventure game. If you enjoy adventure games, then you will enjoy this one. The fact that it was created by a single person is just amazing.
Mystery Manor (Sep 21, 2004)
Overall, there is much to like and admire in Alida, particularly if one is a fan of solitary-exploration-and-puzzle adventure games. The graphics and sound are superior, particularly given its humble origins. The story is reasonably interesting if a tad farfetched… at least until the insultingly cliché “twist.” It is obvious that a lot of intelligence, talent, love and dedication went into the game’s design and creation. But I came away feeling let down and disappointed. Perhaps it was all the hype declaring Alida the best thing since sliced bread. Maybe it was my continual feeling that it kept building up to being something great, only to throw another unfair puzzle or illogical/impossible story component in my path. I only know that I came away feeling that Alida could have been something phenomenal but ended up just missing over and over. I somehow feel that a game with as much quality as this one should have been more fun, dammit!
JeuxVideoPC.com (Feb 10, 2005)
Mesdames et messieurs, approchez ! Vous allez assister en exclusivité ludique mondiale au premier clonage de jeu vidéo: partir d'un grand jeu d'aventure célèbre pour en créer un nouveau qui lui ressemble comme deux gouttes d'eau. Venez assister à ce miracle de la nature: le nouveau-né s'appelle Alida. Retour sur terre. Certes, le clonage de jeux vidéo n'est pas si nouveau mais on en parle beaucoup moins. Si je vais vous parler d'Alida, encore des mots, toujours des mots, rien que des mots diraient certains, c'est pour une raison: il a la couleur de Myst, le goût de Myst, l'allure de Myst, mais ce n'est pas Myst, et encore moins une simple copie !
Adrenaline Vault, The (AVault) (Sep 20, 2004)
Given that it's the first release of a development team composed of one, Alida is quite impressive. The superior graphics, enigmatic puzzles, and haunting music are well worth the price of admission. A lot of creativity is embedded here beneath the surface. However, the absence of a story delivered in a compelling way, along with several other questionable design decisions, hinders your motivation to make it all the way through. If you like a lot of lone exploration, do not mind backtracking, and do not care about much else, then this might be your cup of tea.
PIB (Programmer In Black) (Sep 09, 2005)
It is a gorgeous game, but one of the more difficult that you'll run across. Not a game for the impatient or someone who needs instant gratification and thrills. I'd give it 4 stars for experienced adventure gamers or someone willing to use the hint site. I'd rate it at 3 stars for novices, the puzzles would probably prove to be too much.
Adventure Gamers (Sep 21, 2004)
The Macintosh platform used to be a citadel of independent game production, and while the capacity for computer games to be produced first on the Mac has dwindled over the last ten years, certain games have still kept the torch aflame. Not only that, but a few games are even making the fateful leap into the PC realm after being besieged with requests from fans.
Adventure-Treff (Dec 20, 2004)
Ich gebe zu, Anfangs war ich sehr enttäuscht von Alida. Technisch schlecht umgesetzt kommt die Story nur stockend in Fahrt. Hat man jedoch erst einmal weite Teile der Insel erkundet und ist auf die Aufzeichnungen eines Bandmitglieds gestoßen, kommt zumindest Neugier auf und motiviert zum Weiterspielen. Und das ist kein Fehler. Ich war von der Komplexität einiger Rätsel und den abgefahrenen Ideen des Autors beeindruckt. Leider frustriert deren Lösung mehr als nur ein Mal und lädt nicht gerade zum Weiterspielen ein.
Imperium Gier (May 23, 2005)
Mam wrażenie, że twórcom Alidy nie brakowało wiedzy, lecz wyobraźni. Tymczasem Albert Einstein powiedział niegdyś, że Wyobraźnia bez wiedzy może stworzyć rzeczy piękne. Wiedza bez wyobraźni najwyżej doskonałe. Ludziom z Dejavu Worlds nawet tej doskonałości nie udało się osiągnąć... Może uda im się następnym razem?
Game Over Online (Sep 07, 2004)
A few months ago when I reviewed Broken Sword 3, I complained about how it contained ancient relics and pyramids, and how those things are all too familiar in adventure games. Well, perthaps developer Dejavu Worlds had the same thought, because their adventure, titled Alida, takes place in and around a giant guitar. I?m pretty sure you can?t get more unique than that. Unfortunately, I?m also pretty sure you?re not going to play a worse adventure this year.
Game Chronicles (Sep 15, 2004)
Alida, though, is not a simple clone, but rather an inspired homage. You begin with no backstory, other than what you’ve read on the box and or in the manual. Instead you are given an imperative: travel to Alida and find Arin.
Jeuxvideo.com (Feb 14, 2005)
Ca me gène de le pénaliser pour ça, mais c'est bien en raison de ses problèmes techniques que Alida n'obtient pas plus de la moyenne. Il aurait fallu optimiser les déplacements et abolir toutes formes de plantage pour qu'il puisse réellement devenir un titre à conseiller. En clair, il aurait fallu le rendre plus convivial. Peut-être qu'une suite permettrait de corriger le tir.
Cheat Code Central (Aug 16, 2005)
That seems to be the philosophy behind Dejavu World's, story-less puzzle game Alida. Created in the tradition of Myst, Alida is full of fantastic-looking scenery juxtaposed with strange machines and devices that seems all at once ancient and futuristic. Puzzles fans are probably drooling right now but you should be warned that this game appears to be built on an engine that is ancient and not very futuristic.
GameSpot (Aug 31, 2004)
It's fitting that Alida was created by a developer called Dejavu Worlds, because this point-and-click adventure will make you feel like it's 1993 all over again--the year when the seminal adventure game Myst was released. Reminiscent of Myst, Alida unceremoniously plops you down on a deserted island filled with puzzles composed of strange and elaborate machinery. In Alida, you're expected to solve the puzzles not for any compelling reason, since story and character get short shrift, but rather simply because the puzzles are there. Not only is Alida built around one of the most tired clichés in the adventure genre (the deserted island filled with Rube Goldberg machines), but also Alida's game engine is woefully dated to boot. While old-fashioned, the graphics are nevertheless finely crafted and attractive, making them the game's one saving grace.
GameZone (Sep 20, 2004)
With a weak story, awkward puzzles and a cliché environment, Alida makes for one weak adventure game experience. Not only that, but everything here has been done (and much better) a decade ago.
GamersWanted (Sep 30, 2004)
From the very start, Alida lacks interesting features. When you take a look over the box to the title, there really isn’t anything tantalizing to speak of that would make you go ‘wow’ and, unfortunately, things don’t get much better once the game is in your computer.
Computer Gaming World (CGW) (Dec, 2004)
There are those who will defend Alida and all games like it to the death, extolling the pretty pictures and nice bird and water sounds. But they’re defending it mostly because of what it’s not (violent, bloody) rather than what it should be (a good story with relevant puzzles). And they do themselves a disservice—it's the passionate defenses of undiscerning fans that allow developers to continue to turn out lazy, half-assed pieces of work and pocket the money. Start holding the publishers of these games to a higher standard, and maybe the adventure genre will finally see some innovation—and some good games. Games unlike Alida.
Gameinatrix (Sep 25, 2004)
When I was a little I was told if you can’t say anything nice, don’t say anything at all. Well thank god I’m a big girl now, so I can tell you all about Alida. Alida, is the latest from Got Game Entertainment, about a man who mysteriously disappears after a visit to an island. She hires you to go there and find out what happened to her husband. The storyline was just the first of many annoyances that plague the game.