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But it's not a great game either and will be far too linear for the average gamer, who will also be put off by the sometimes simplistic puzzles and lack of any real sense of adventure. It's an average game at best, perhaps better suited to a younger generation of gamers, while everyone else will probably find more satisfaction elswhere.
I love satire, and I'm all for humor in games, but somehow, the humor falls flat here and is not funny at all. Monkey Island, that was funny. Forever Worlds is not. Combine that with the total lack of any story-driven direction whatsoever during the game, and the difficult navigation occasioned by the appearance of the set screens during the player's travels, and this game is doomed, which is sad because I believe the design team worked hard on trying to make a good game. I really can't find much positive to say about Forever Worlds except for the initial concept, and can't recommend it even for a bargain bin purchase.
All in all it was also a breath of fresh air from the good old days, when you didn’t have to break out in a sweat and turn your console pad into mush trying to get out of a triple spin while looking for your hand gun and checking out the bad guys all at once. It was a relatively simple game, and once you get the hang of it, it kinda grows on you. Just like granddad’s farm.
In sum, Forever Worlds is a game that I cannot recommend in any way. While the game possesses some excellent cinematic cut scenes and animations, it is also spoiled by far too many failings that range from a cumbersome user interface to poor storytelling to confusing puzzle mechanics. Some concepts of the game design and production are admirably perceived with good intention; however, the execution and realization of these concepts have mostly fallen flat. Simply put, Forever Worlds is a game that "could have been", "should have been", but "never was".
Though the game world visuals are sumptuous and the animation in the cutscenes first-rate, the dialogue doesn't play and the puzzles have none of the physical intelligence of the developer's earlier work. The only thing Forever Worlds has in common with what Shakespeare has done before is the burst of stars that signals the passage from one world to another. Forever Worlds is a huge, huge disappointment.
Da werden Erinnerungen an Cypher wach, das bis dato schlechteste Adventure, was ich zu Ende gespielt habe. Ob Forever Worlds dieses noch unterbietet ist schwer zu sagen, beide halte ich für Zeitverschwendung. Da gibt es wirklich besseres, was man mit seiner Zeit anstellen kann, vielleicht ja sogar draußen vor der Tür.
Personne n'attendait Forever Worlds, donc personne ne sera déçu de sa faible prestation. Avec un bug qui se voit comme le nez au milieu de la figure, une bien pauvre réalisation graphique et un intérêt franchement discutable, on se demande bien comment il pourrait bien se faire remarquer. De toute manière, il y a un signe qui ne trompe pas concernant la qualité d'un jeu. Quand un éditeur n'appose pas son logo au dos de la boîte, c'est qu'on peut commencer à se poser des questions. C'est le cas pour Forever Worlds.
I really wish I could be more positive about this game because I felt that the developers were trying to be inventive and the time paradox aspect could have been interesting. Unfortunately, the full potential is never realised. For the reasons I have outlined the game seems unfinished with story development and motivation left out. Butterflies loom large in Forever Worlds and I am reminded of Chaos Theory for all the wrong reasons.
I feel kind of bad about panning it like this. The game had potential. If the rough edges were smoothed over and a few more transitions added to maintain continuity, it might have been a good game.
Imagine the following as soft elevator music plays in the background: You peer down to see that you dress like a lumberjack. Then examining the surroundings, you suddenly realize you have been transported to an office. Here, you are greeted by two transparent human beings who work at their desks. Not surprisingly, the door standing before you is locked. Knowing you must move on, you wrack your brain, staring at the only item sitting in your hand: a box. It must open the door, you think to yourself. Miraculously, when you press the box against the doorframe, it sticks to the door handle. You wiggle your head in utter confusion and watch as the box unexpectedly smacks down into a crack in the door, swinging it wide open. You take careful steps through the doorway, and then everything freezes. You are stuck for eternity, staring at a black wall, eating chocolate.
On the cover of the booklet that comes with Forever Worlds, the game is subtitled "Enter The Unknown". It might also have said "The Unclear," "The Undefined," "The Unintuitive," "The Unworking," or "The Unenjoyable" -- all of which would have been just as accurate.
I choose to assume that a lot of “chocolate” was being consumed during the production of Forever Worlds because it’s otherwise impossible to believe that anyone thought this was a good game. From the annoying sidekick lizard’s sex jokes, to the whiplash you get from the fast and furious cut-scenes, to the lousy solution guide which is both required reading and written in a horribly obnoxious tone, there’s nothing in Forever Worlds that would appeal to anyone. Not even those with lots and lots of “chocolate.”