After a few complications, I finally get some time to reviw this great game.
Ok, here goes:
First, I'd like to say that I had no idea Time's Tear was designed for children when I first played it. I did notice that all the characters were young, the scenario was a bit "farytale" and the puzzles were very forgiving but for some reason the category "Children's story" didn't hit me... Maybe it's because I tend to associate "children's story" with those horrible little stories that are all love and peace and friendship and trite moralistic messages and cuteness and zero originality... Urgh. The list goes on. Time's tear is, as all other posts revealed without a shadow of doubt, a story that can be read by adults and children alike. It had charm, a pretty old premise but worked this time with many different twists and things that mark it as an ATP game.
The good parts of the story are many, so I'll mention only the parts that come to me now. The first thing I liked is the beginning, showing the difficulties of the two orphans in a very realistic way. There were no soppyness, no "evil stepmother", just pure and plain difficulty, not overwhelming, but you could still feel that the lives of these two weren't easy. Actually, creating a supposedly children's story without any manicheisim is something EXTREMELY praisable! No Evil Dark Lord... No Evil Empire... Not even a Stupid And Mean Villan! The closest things to that are the guards and the king, and you can hardly blame them for doing their job...
I also liked the adventure part at the end. I was literally holding my breaht as I went through all these different puzzles and read the chase scene... Extremely well-constructed scene. The flashbacks in between the chase scenes explaining the plan worked fantastically well.
The whole fantasy setting had many qualities that set it apart from both farytales and fantasy adventures. The history class... The "marrying or dying" law (reminded me a bit of The Lady and the Tiger) and the ball scene were brilliant. The real world seemed very different, yet equally harsh and equally charming, which made it a very unique experience.
The characters were also quite intreresting, despite some having little space to develop in the whole adventure. Kazuhiko and Hideo are very resourceful and mature for their ages, being remarkably likeable. Alicia is also very different from your average princess... Which make things intresting. I only regret a little that her friend had very little time onscreen and couldn't really assert her personality a lot... The reason she saved Hideo and everything...
But maybe hers is another story. In the end I'm not calling this a defect or anything. The story works fine the way it is.
The gameplay is definetly another great hit, from the waiting bell part that drew the tension out (I lost the bell count in the middle of the speech
I was lucky to get it right first time) to the various "inventory" puzzles, it just added to both the story and the game, which is what really well-designed gameply is about. The puzzles weren't thrown in the middle, floatin aimlessly and unconnected, they were central to the plot.
The graphics were also very nice, with a stunning quantity of CGs! The coloring was also very good. They had quite a distinctive style. The music worked well to, especially the chase scene one.
Buuut (you know what's coiming right?
) I have to put a nitpick in here. I simply must. Ok then. My only real problem was with the ending of the story. It was going very well, up untill the part where the teacher explains everything. Don't take me wrong, the explanation itself is ok, but the WAY it was explained was not. After that very climatic chase scene, the disappointment of the "artifact" and the few moments when Alicia and Kazuhiko are together... The pace suddenly disappears completely and the teacher explains, basically, that "everything will be fine, happy ending".
I think the scene lost a lot of its potential impact in the way it was told. No tension, no great happyness, no confrontation... Nothing. The explanation was good and the plot twist at the end (so characteristic of ATP
) did surprise me, but it didn't move me. Well no one mentioned this except me, so maybe it's just my biased perception. Take all I said with a huge lump of salt. Oh, and one more thing. I REALLY liked Mr. Fukuhashi's final love twist. Although it was a part of the same ending that I just criticized, for me it was incredible. I had been thinking for sometime "Why the hell did they have a graphic sprite for that maid, but not for any other lowly servant?" And when I saw the Secondary-character-Fukuhashi with the even-more-secondary-maid, that alone made the whole ending for me worthwhile. It showed that even insignificant characters may have depth and a ife that you do not suspect the first time you see them.
The poem completed at the end was also effective. Don't get me wrong. I jsut think the explanation could have been more inside the plot, rather than attached at the end of it.
*sigh* Now you know why I was hesitant of reviwing this game... Well, when I like a game, sometimes these monstruous reviews show up, so I guess there's nothing that can be done. Congratulations to all the Time's Tear team. The game was very different and exciting!