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Introduction
Here, I'll be reviewing Adventures in Odyssey and the Sword of the Spirit, and Adventures in Odyssey and the Treasure of the Incas -- two games from Digital Praise, a developer of Christian-based, family-oriented games that promote and reinforce values and virtues rather than encourage violence and mayhem. These games are the first in a six-product series, suitable for ages eight and above, based on a radio program produced by Focus on the Family called Adventures in Odyssey -- Odyssey being the name of the fictional Midwestern town in which the program takes place. The first part of this review will cover general information as well as features both games have in common. I'll then get into specifics about each game, and I'll wind things up with a few final comments. There's Much to Like Here!
Fortunately, one need not be acquainted with the Odyssey series in order to enjoy these games. Players unfamiliar with the show will meet three of its characters in both Sword and Treasure: John Avery Whittaker (Whit), discovery emporium proprietor, inventor, and all-around nice guy; Eugene Meltsner, whiz-kid extraordinaire and intern to Whit; and Connie Kendall, who works for Whit and dreams of becoming a teacher, playwright, and director. You alternately take on the roles of all three characters as you progress though the games.
In both games our trio's base of operations is an emporium owned by Whit, cleverly known as Whit's End. Here, Eugene and Connie work diligently in the library and office locating information, while Whit labors at his workbench and in an area called Invention Corner, creating unique devices to aid our three characters in their quests. Now, one might think that games suitable for eight-year-olds might seem a tad simplistic to adults. Well, not so with these games. Some of the activities are relatively straightforward, but others present enough of a challenge that my grown-up (and I use the term loosely) interest was held quite well. In fact, it's possible that younger players may need assistance in completing some of the games' more difficult tasks.
You may also be wondering -- as I was, frankly -- whether games having a basis in Christianity might preach at you, clobber you with the Bible, or be overzealous in some other way. I was really curious to see if this type of thing would occur in either of the Odyssey games. I was very pleasantly surprised. At this point, let me be up front about something: I'm really not into religion. Nothing of the organized variety, anyway. But I'll tell you what: I thoroughly enjoyed playing these games. Neither gets in your face with fire and brimstone or heavy-handed dogma (not that I think mainstream Christianity necessarily embraces such things, you understand). Quite the contrary, in fact. Both games have engaging stories done in a refreshingly gentle tone. And on top of that, they're just plain entertaining.
One of the interesting features shared by the two games is that all activities can be played in two different modes: "Story" and "Practice." In Story Mode, one is actually playing the game. However, anyone who is having trouble completing an activity can switch to Practice Mode, where skills can be improved through repetition, and where some activities can even be adjusted to easier levels to get a better feel for what's required. Further, the Digital Praise proprietary FunWare game engine, which was used to create both games, features automatic adjustment of difficulty levels during gameplay. Practice Mode also offers players the option of engaging in activities outside the framework of the games, just for fun. The only requirement is that the tasks must have already been accomplished at least once within the actual game. After that, they can be accessed as stand-alone activities. I think that's pretty nifty.
Inventory items are carried in characters' backpacks, which are accessed by resting one's pointer over an "0" that appears at the screen's lower right. This also affords access to the games' optional settings panels and navigational maps. Using the maps, players can track their progress, identify where they've been, see where each character currently is, and access various activities. Each game also displays prompts at the bottom of the screen to indicate navigational options and available actions.
Each game offers cartoon-style graphics that are both colorful and crisp; animation is smooth and nicely rendered. The music in both games is pleasant and downright catchy. I had no problem with any of the voice acting, and some of the dialog is quite amusing. Alas, I do have one minor issue related to music and dialog. This occurs more frequently in Sword than it does in Treasure.
To Digital Praise's credit, both games do offer options of turning off music, dialog, and/or sound effects. But I found that doing so left me with one of those "something is missing" feelings. I would have preferred that music and commentary be more varied and repeated less often, particularly in Sword.
Some nice extras are included on both games' CD-ROMs as well. There are full episodes of the Odyssey radio program, a game called Jukebox Mixer in which one matches actual dialog from the show with corresponding background music, a preview of a new audio series called The Last Chance Detectives, and some game-based wallpaper for your desktop.
System requirements, identical for both games, are quite reasonable; even older computers should be able handle the games without any problems. And, perhaps best of all (from where I sit, anyway), neither game glitched up on me or had a single bug. I just love that. Adventures in Odyssey and the Sword of the Spirit
The story, which is set in and around the town of Odyssey, revolves around the sword of the title -- an ancient artifact discovered by Peter McAlister in the 1800s and engraved with nine Greek letters, each representing a virtue. After an introductory cut scene, our adventure begins as Whit, Eugene, and Connie become aware of the sword and start discovering clues concerning its whereabouts.
The artifact is reached by way of a path called the Gauntlet of Virtues, devised by Peter McAlister to insure that whoever finds the sword will be of suitable character to possess such a treasure. The negotiation of this path takes up a major portion of the game.
My favorite activity in Sword is an arcade game, tackled by Connie, called "Switch Way Out" (which represents self-control and alertness, both of which I can always use more of, thank you). In my opinion, this activity also contains one of the game's most challenging sequences. One of the comments Connie makes during this sequence is, "I could do this all day!" Well, it took me so long to get through the thing that she (and I) nearly did do it all day. How embarrassing. Must be that cluttered brain of mine...
I do have one problem related to the number of tasks required in order to successfully complete the game's activities. These activities can contain up to 30 different variations. Some can be a little tricky, necessitating a lot of repetition, even in Practice Mode. This seems a bit much to me, particularly for young children -- especially considering that each part of an activity must be mastered in order to proceed with the game. It's possible this was done deliberately by the game's designers to reinforce such things as patience and perseverance, and I'm willing to give them the benefit of the doubt. But I would have preferred a more reasonable number of tasks in each activity.
Final Grade: A- Adventures in Odyssey and the Treasure of the Incas
In Treasure, a mystery has developed involving Eugene's archeologist parents, who disappeared while on an expedition when Eugene was seven years old. Accusations are discovered that just before they vanished, Eugene's parents abandoned the rest of their team and made off with an Incan treasure.
Our adventure begins with Eugene telling Whit and Connie about the note. The balance of the game is devoted to solving the mystery surrounding the note, the map, and the treasure.
During their adventure, our trio meets Andrea Hiller, an old college roommate of Eugene's mother, Thelma; Samantha Micos and Carlton Freedman, both archeologists; and mystery man Francisco Valdez, who appears to have some connection to the treasure.
There's one clue in Treasure that doesn't come from an outside source, is stated verbally only once by one of the characters, and doesn't show up in the DataCom. Unless a player makes note of it, a subsequent scene might not make complete sense. I'll leave it at that in the interest of avoiding a spoiler.
By the time I reached the end of Treasure I was curious about a certain aspect of the story, particularly considering the game's Christian underpinnings. I feel it warrants mentioning here, as others who play the game may be curious as well.
I contacted Digital Praise with my questions. The reply I received said that in the radio show, Eugene lives with an extended family. There was some uncertainty about whether Eugene's folks had been concerned about their absences, but I was advised that this wasn't addressed in the game because it's already been covered in the series. So there you have it.
All in all, Treasure offers an engaging mystery that's served up in an absolutely charming package. I had a great deal of fun playing it! Final Grade: A- In Conclusion...
Digital Praise's stated objective is to produce "faith-based and mainstream titles for families looking to enjoy interactive entertainment software with principled themes and 'just good clean fun'." Well, folks, they've hit bull's-eyes with these two games. I'm definitely looking forward to the release of the other games in the Odyssey series. Kudos to Digital Praise for producing such entertaining titles! System Requirements:
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