Mini-review of Dracula, The Last Sanctuary Introduction: I had great expectations of this game, since it was the sequel to Dracula Resurrection, so I hoped that the producers would have fixed up everything that was wrong with the first game. Which once again rubs my nose in the fact that things don't always get better. I won't really review this game, as much as compare it (unfavourably) to its predecessor. Out of sheer laziness, I will refer to this game as DLS and Dracula Resurrection as DR. Graphics (quality, animations, cut scenes): The graphics were just as good as in DR, but the cut scenes showed the effect of what I can only assume was some drastic cost cutting. Instead of the extremely fluid and lifelike motions of the characters, the characters in DLS were stilted, with strange body motions and minimal lip motions. Definitely a disappointment, and definitely a step backwards. Sound (music, voices, special effects) Pretty much the same as in DR. Some reviewers have had a problem with the main character's voice, but it never bothered me. I don't necessarily equate a deep-pitched voice with a heroic character (or vice versa). Story (plot, theme, depth): The plot is almost identical to the first game; go rescue your wife from Dracula. The only difference is that you have to kill him this time. The only strange part of the story was the sheer number of opportunities that Dracula has to kill you, but doesn't. He was singularly ineffective as a bad guy. Characters (depth, development, interaction): Dracula was the worst bit of characterization, but I found the other characters to be quite good. In this respect, I think that DLS actually improved upon DR. Puzzles (difficulty, uniqueness, suitability, ugliness, linearity): Instead of improving on the first game in the series, the developers seemed to think that timed puzzles and lots of dying was the the way to go. I just cannot believe that they could see these changes as improvements. In addition to the timed sequences, the developers turned this game into a pixel hunt from hell. As one example, there is a hot spot in mid air, which is completely invisible until an item from your inventory is applied to it (blindly). We spent the entire game trying to solve seemingly difficult puzzles, which turned out to be trivial if you had found the correct hot spot. Waggling the cursor over every square inch of a view was not a fun way to spend our evenings. It turns out that the timed puzzles didn't bother me too much, since I discovered a cheat very early in the game; as soon as the red timer bar starts to get low, just save your game. As soon as you get back into the game, the "life" timer would be back to the top again. I assume this wasn't intentional on the developer's part, since they didn't document this feature at all, but I am not too proud to make use of it. Some of the hot spot icons were inconsistent in this game. They showed gears to indicate that an inventory object was needed, but some spots didn't show anything at all until the correct inventory object was waved over that spot. A door would show a forward arrow with a red bar through it, while other times a door would just be inactive until you did the required actions to allow you through. Controls (user interface, save/restore, sound/video adjustments): The controls were quite easy -- move mouse to look around, left mouse button to move somewhere and interact with things, right mouse button to bring up inventory, and escape key to bring up main control panel. I do have a few comments about the controls though: I wish the main save/load/quit panel had been on the same screen as the inventory. I can't remember how many times I brought up inventory when I just wanted to save my game. There were only 8 slots for saved games, which was usable, but I always want more. DLS didn't have slot numbers under the saved game pictures, so you had to scan by date and time to find the one you wanted. The mouse motion had no dead spot in the middle of the screen, so hunting for hot spots could cause some serious dizziness if you didn't have a smooth mouse hand. When the game asked you to insert a CD, there was no way to back out or cancel. You always had to insert CD 1 to start the game, and then you had to wait for the screen of company logos to time out, skip the introduction, watch another timed title screen, and skip a second introduction. Only then could you restore a saved game. When you quit, the first page of credits came up and you had to push a quit button again to actually get out. This was a very poorly thought out start up and shut down sequence, since they could easily put a button on the main control panel for "play intro" and "show credits". Longest Journey had a key to highlight all exits; I wish that this game had a key to highlight all hotspots. Every time we had to resort to a walkthrough, it was because we couldn't find a hotspot. Bugs or problems: None. The audio stuttering problem I encountered in DR was completely absent in DLS. Install/Uninstall: Clean install and clean uninstall. Pros: Extremely beautiful graphics Good sound effects Cons: Pixel hunt from hell Timed sequences that killed you Miserable start up and shut down sequences Could only start with CD 1 in the drive Hot spots that weren't consistent Conclusion: In the final analysis, I rate a game on how much fun I had playing it. Dracula, The Last Sanctuary fails in this respect, since the major emotion by the end of the game was "where the !%^&&*% is the %^&*$@! hot spot this time!". Once you knew where the hot spots were, the puzzles weren't challenging enough to keep up my interest, nor was the story good enough to override the frustration. I enjoyed Dracula Resurrection enough to recommend it, but this game just doesn't make the grade. Unless you enjoy pixel hunting, I would recomend that you avoid this game.