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Within weeks of release it’s become apparent that
Nintendo’s cherished “point-n’-click”-esque adventure
has been bundled next to Sprung
on the NintendoDS shelf at retailers. It seems that a title
offering such creativity and imagination is deemed as little
more than a “quirky Japanese game” and, although these
titles are often a bit hit-and-miss, it’s seems
ludicrous to generalise releases in a genre that more and more
rapidly becoming elusive releases.
Another Code: Two Memories is the pinnacle of 21st
Century point-n’-click adventures. Times have changed, and a
genre buried heavily in its
Monkey
Island, Sam & Max and Day Of The Tentacle roots
sorely needed pulling in line with the current technology. What
better place for such an exercise than the NintendoDS? Rich in
new features not before offered by any gaming device – the
Touch Screen is the perfect place to remove the mouse from the
equatio n. But Another Code: Two Memories clearly isn’t
satisfied with simply replacing a mouse with a stylus –
demanding an injection of life for the dying genre.
Beginning the game with little more than a 20-minute text
based intro, playing as young adventurer Ashley you are flung
straight to
Blood
Edward
Island
in search of your father. Travelling with your aunt, who quickly
disappears on your arrival at the island, you are now forced to
find her and your father, whilst unveiling the mystery of their
disappearance, and exactly what connection they have with the
less than welcoming Blood Edward
Island
.
Basic gameplay proceeds as a top-down view of your local
area on the Touch Screen, whilst the top screen displays a
pre-rendered construction of the direction you are facing in.
Movement is controlled on the D-Pad and the A button executes a
“look” move; bringing a pre-rendered view, similar to that
from the top screen, onto the Touch Screen for you to poke about
and explore. Puzzles are the order of the day. Another Code:
Two Memories revolves around the idea that passing one
obstacle will merely present you with another. The puzzles
however, are one of the least inviting objectives within the
game. Ranging from stupidly mind-bending hard to mind-breakingly
stupid, they lack any sense of proportion. Taking an item from a
dead end more than 10 screens from the starting point to an
unlabelled area only a screen or two away – each area totally
separated both in terms of aesthetics and also play-boundaries
– loosens the tact of such puzzles, and although you could
comment that the likes of God Of War
and Resident Evil
4 feature similar contingent puzzles, the involvement of
your character between the start of the puzzle and the solution
is integral to the players progression, but not so with Another
Code: Two Memories. What results is the feeling that the
game had been designed before any of the conundrums
within had even been considered – almost a juxtaposition of a
design concept and a game philosophy which have been thrown
together through an arranged marriage, and both have secret
lovers on the side.
Graphically, it’s almost impossible to knock Another
Code: Two Memories. Sporting not only some of the best 3D
presentation the NintendoDS has yet offered but also some
stunning detail within the pre-rendered scenery. The mapping
from the top-down perspe ctive to the in-front pre-rendered view
is flawless – nothing appears out of place. The sound featured
within the title, however, is more of a mish-mash of ambient
beats and nonsense “action music” – for which they’d
have been better off ripping the Super Mario Land theme
tune straight onto the Game Card…
While the point-n’-click genre is obviously desperately
in need of some updating, it
becomes clear after a few hours play that Another
Code: Two Memories
can’t carry the weight of responsibility all by itself. The
title tries it’s hardest to uproot the foundations of the
heavily PC-based genre, but when the supposed “climax” of
the game is instead the biggest turn-off, I can’t even see too
many fans of the genre packing up their mouse and picking up
their stylus. Another Code: Two Memories
simply falls at too many hurdles to be the genre’s new front
runner – and no amount of experimentation can save a title
which never appears as if it wants to be saved.

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