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IGN Review of Mystery Case Files: Million Heir
Big Fish Games' Mystery Case Files series has been enjoying success online for a few years. The games are built around the seek-and-solve mechanic of placing hidden objects within busy, crowded environments. It was a little surprising when Nintendo announced it would be publishing the first DS entry in the franchise, but the result is another solid Touch Generations title. Mystery Case Files is a great fit for the DS, but don't expect the challenge of something like Professor Layton.
MillionHeir puts the different functions of the DS to good use and there are a variety of game mechanics, but it stays very casual-friendly in its presentation and difficulty. Even on the harder settings you'll have plenty of time to find what you're looking for and plenty of hints if you get stuck. You play as a master detective hired to find a missing, moneyed gentleman. But there isn't any actual detective work involved -- you find hidden clues and feed them to your crime computer, which then determines arbitrary "facts" about your suspects. It would have been nice to see and interact with the crime computer. Instead, it exists off-screen, feeding you text when you've collected enough evidence at a scene.
The core gameplay mechanic consists of scanning intricately detailed scenes looking for hidden items. You might have to find an apple, for instance, when there are lots of other shiny red objects cluttering the space. The apple might be partially behind something, or it could be presented in a manner you aren't expecting -- it might be just an apple core, for instance. The top screen displays the entire scene while you can pan and scan with an up close view on bottom.
The developers wisely included many variations on this "Where's Waldo" game, as well as other mini-games like jigsaw and tile sliding puzzles. Your stylus can be used as several different tools. If the lights go out it will act as a flashlight. It can also be an x-ray device for finding items hidden within other objects. There is even variety in the types of clues you are given. Instead of listing a specific item to find, you may be given a hint like "crossed bow." In this case you have to find a bow ribbon and draw a cross on it.
The sound design in MillionHeir is really well done. Each scene includes both ambient music and sound effects. You'll hear water drops echo in the distance while in a cave. In a watch repair shop a cuckoo clock will chime every now and then. A fireplace crackles in the study. These touches draw the player in and help the game standout amongst other casual fare. The environments have been drawn well and there is usually some nice animated business going on like candle flames or swirling flies. But I'm not a fan of the bland, generic character design.
©2008-09-08, IGN Entertainment, Inc. All Rights Reserved
MillionHeir puts the different functions of the DS to good use and there are a variety of game mechanics, but it stays very casual-friendly in its presentation and difficulty. Even on the harder settings you'll have plenty of time to find what you're looking for and plenty of hints if you get stuck. You play as a master detective hired to find a missing, moneyed gentleman. But there isn't any actual detective work involved -- you find hidden clues and feed them to your crime computer, which then determines arbitrary "facts" about your suspects. It would have been nice to see and interact with the crime computer. Instead, it exists off-screen, feeding you text when you've collected enough evidence at a scene.
The core gameplay mechanic consists of scanning intricately detailed scenes looking for hidden items. You might have to find an apple, for instance, when there are lots of other shiny red objects cluttering the space. The apple might be partially behind something, or it could be presented in a manner you aren't expecting -- it might be just an apple core, for instance. The top screen displays the entire scene while you can pan and scan with an up close view on bottom.
The sound design in MillionHeir is really well done. Each scene includes both ambient music and sound effects. You'll hear water drops echo in the distance while in a cave. In a watch repair shop a cuckoo clock will chime every now and then. A fireplace crackles in the study. These touches draw the player in and help the game standout amongst other casual fare. The environments have been drawn well and there is usually some nice animated business going on like candle flames or swirling flies. But I'm not a fan of the bland, generic character design.
©2008-09-08, IGN Entertainment, Inc. All Rights Reserved


