

Sometimes, objects sit conspicuously on a screen, but Jacob refuses to interact with them until another character mentions that he should.

Dialogue options would only appear with certain characters after some preceding task that seemed to have no connection. Many were unintuitive and required a precise order with no particular logic. The puzzles were also a shallow point of the game. There were also moments when used items stayed in Jacob's inventory bar after being utilized, and when I clicked on them, he would simply walk to the corner of the screen with no further explanation. For example, if character X says they'll do a task for you if you get them Y item, the option “Give Y to X to perform Z” was present the first time I spoke to that character before I even asked them about the task. In certain situations, a solution popped up in dialogue with a character before the puzzle had even appeared. At least one of the game's “death” screens was in a different language entirely. In the English version, misspellings and grammar errors pop up constantly in the dialogue and item descriptions. The game, unfortunately, feels clumsy and amateurish, suffering from a host of technical issues and other problems that made it a bit of a struggle to get through. The negatives, however, overwhelm the positives.
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Slightly cartoony and full of pixels, the game's world is a treat for the eyes. The graphics, similarly, feel like they were taken straight out of an early 1990s LucasArts classic.

With no sound effects nor voice acting, it was nice to at least have a pleasant soundtrack to guide my journey. I found myself sitting on the starting screen for far longer than I needed to just to listen to the title music, and the rest of the game didn't disappoint on that front. The positives of the game are readily apparent: The Dark Prophecy sports beautiful pixel art and a delightful fantasy soundtrack. Specific locations hint at deeper backstories and a grander world, but none of this is explored in a meaningful way, so when the ending erupted out of nowhere, I was somewhat in disbelief. Jacob himself feels like a blank slate with nothing but his design to endear himself to the player. Its playful fantasy setting never seems fully realized as your dialogue options are terse and limited, never allowing any character's personality to shine through.

Then, the game abruptly ends, leaving the experience feeling slightly unfinished. The adventure is relatively short, lasting about an hour, in which you'll visit fourteen unique locations and meet around a dozen characters. The traditional point-and-click verbs are tied to the cursor, where you can right-click to cycle through the standard tools of “Look At,” “Walk To,” “Use,” and “Talk To.” You must overcome stubborn palace guards, cast magical spells, outwit a troublesome troll, and make some soup.
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However, this simple task is hampered by a series of mundane and magical obstacles. Unfortunately, it doesn't bring anything else to the table and stumbles over itself in the delivery.Īs a medieval peasant boy named Jacob, your goal is to deliver a message to the powerful wizard Merlin that “Prophecy #13” has begun. It's a bite-sized point-and-click adventure from Start Warp, which excels in creating the look of the early 90s classics that inspired it. If that's the whole of what you're looking for from an adventure game, you could certainly do worse than The Dark Prophecy. We love to see pixels in our art and hear synthesized orchestras in our soundtracks as we point and click around screens, solving puzzles and experiencing silly and fantastical stories. It's no secret that we adventure gamers often long for the sweet nostalgia of the genre's early classics.
