Aotearoa

I thought this was pretty awesome. Rollicking high adventure in an exotic location, dinosaurs and other exotic creatures, poachers.... It's like one of those Boys' Adventure Stories from way back, specifically the British ones. The setting and background are also nicely detailed, and much of it can be discovered by speaking to the designated guide character.

I note that one of the mid-game puzzles had at least three solutions, just like how the good breakfast places let you choose from different types of traditional breakfast meat. A wonderful thing; but perhaps it would be even more wonderful if this principle were applied throughout, to every puzzle. Why isn't curried goat one of those traditional breakfast meats, anyway?

But I think what makes this game for me is the characterisation of the protagonist. Our hero is an orphan but not overly hung up about it: examining the photographs in his backpack, in the earlier part of the game, provides just the right amount of pathos in the backstory without any angst. Sure, he's lost his parents and it's unfortunate, and the vision in the storm hints at how much he misses his father in particular; but he's living in the present and not letting it colour his every outlook. He moves forward. So you know at this point that he's a spunky, plucky lad, exactly the sort of kid old Baden Powell would have been proud to call his own.

With regard to the vision in the storm: although our hero imagines that it is his father calling to him, the only person it could possibly be is Ereura. No-one, certainly not Ereura himself, seems to realise this. But for the player, this suggests that Ereura is meant to play the role of the father-figure in this story; it is a suggestion that I bought whole-heartedly.

In terms of criticism, the only thing I can think of is that the scene on the boat had the potential to drag a little.

Bacon, sausages, two half-boiled eggs and a bowl of porridge. On the side, toast with marmalade, and slices of Kiwi fruit. Ovaltine to drink.