Release Date: August 29th, 2013
Daedelic seems like the go to company for people who need their point and click adventure game fix, with some even claiming that they are the successors of LucasArts, back in their prime when they came out with one great adventure game after another. It’s easy to see why this is the case when Daedelic keeps coming up with games that feel fresh and different even if the game is not exactly a hit. Luckily, their new game, Memoria, turns out to be one of Daedelic’s games that’s really good, providing a unique spin on fantasy and fairytale story telling.
A Tale of Two Tales
Memoria takes place after the events from Chains of Satinav, a game that I’ll admit to not have played or even realized that Memoria was following off of until well over half way through finishing it, but not having played the first game isn’t required for enjoying this one. Memoria follows Geron, a bird catcher who is known for his heroic deeds from the last game even if he is really reluctant about it. His quest is to turn his girlfriend, Nuri, back into a fairy as events in the last game have transformed her into a raven; a fate that Nuri seems a little too accepting of. In order for Geron to help his girlfriend, he gets involved in a story taking place 5 centuries ago that involves woman named Sadja, an exiled princess who hopes to fight in an upcoming battle and to leave her mark on history so people will remember her.
Memoria will have you alternate playing as Geron and Sadja in their respective time settings. Being promised that his girlfriend will be transformed back from a raven to a fairy, Geron’s quest is to solve a riddle that is connected to Sadja’s story, which is the story Memoria heavily focuses on.
It’s a unique way of telling a story…but it works in the long run
It’s a unique way of telling a story, going back and forth between main characters from completely different time settings, but it works in the long run as Sadja is a rather mysterious character with questionable motivations and the only way to feel involved with this character is to have a character like Geron trying to figure out her role in the story for his own motivations that are clear to the player. The game also explains itself quite well as information is given to you at a good pace on what Sadja’s story has to do with anything, and when it does get to the payoff, it’s satisfying and makes sense by the end of it all.
The Main Story Apart from the Main Story
Sadja’s quest is the more interesting of the two to play, and, thankfully, Memoria seems to realize that by having you play as her through most of the time. It’s not just that her storyline is a little more interesting but that it’s also more aesthetically interesting. Her story involves going through many different locales with some challenging puzzles to get through.
…it’s pretty clear where most of the work was put into the game.
All the different environments that she explores is what makes her adventure more exciting than the actual main character’s quest. She goes through a dungeon, a flying fortress, and a complex forest maze while also interacting with ancient beings that help her progress that involve rock warriors, gods, and even a snarky talking staff that she partners with. It’s not to say that Geron’s quest is completely worthless and boring as he has his moments as well with also some daunting to challenges, especially towards the end, but it’s pretty clear where most of the work was put into the game.
Puzzles and Magic
Memoria definitely has it’s solid story going for it, but it also remembers that it’s a game and that it needs player interaction and challenges in order to function. Unfortunately, in most point and click adventure games, the gameplay part is almost always the weakest aspect as it’s really just there in order for it to progress the story and as an excuse for it to be a game. It’s not to say that these parts are completely boring as it can effectively integrate itself with the story, having the story inform the gameplay and making the challenges worth going through. It’s what makes the good adventure games really good even if it does hinder the game, but Memoria doesn’t only manage to pull off the challenges off well, it’s one of the few times where the actual gameplay part is a strength.
What helps is that the puzzles can be challenging but also pretty straightforward. Like every other adventure game like this, you walk around picking up everything and using them on your other items or on objects around your environment.
…puzzles can be challenging but also pretty straightforward.
There’s an extra layer of puzzle solving with the spells that are provided to use as well. While these spells are basically just dressed up items for puzzle solving, you are made to use them in clever ways to where you’ll have to change around the environment a bit in order to get a spell, like petrifying organic life into stone, to work the way you need it to. It does get a bit daunting at times, especially when you have multiple areas to where you can travel and you have no idea where to start or where to go after even solving just one puzzle. Still, the game was rarely frustrating, but it will require a degree of patience on the player’s part.
It’s hard to imagine that Memoria will be a game changer for anybody who plays it, but it does provide a solid story that’s told well and worth experiencing. It’s one of those games that feels reserved for point and click adventure game enthusiasts, but I also have no problem saying that anybody who thought this game looked interesting should give it a try, regardless of how they feel of these kinds of games. I’ll admit that Memoria isn’t going to be for everyone and that it does require a bit of patience to see how things play out, seeing that it’s a deliberately paced game that takes its time delving into its own story, but I can’t imagine anybody being disappointed when they finish it.
BOG’s Memoria Review Score
|Why so high?
A solid story that plays with mystery well, fun challenging puzzles
|Why so low?
Not entirely memorable or game changing, but it gets done what it needs to get done