Pardon the dust! This page includes some jargon that hasn't been added to the site's glossary yet. I'll be around to fix this later, but sorry for the inconvenience in the meantime. |
Review: Demon Hunter: Chronicles from Beyond
At a Glance
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How to Save and Pause:Each player has their own profile where their progress is automatically saved as they play. There's no real need to pause this game, as nothing happens without your input, but you could still pause the game by bringing up the game's menu. Time needed per session:You'll want to set aside at least 15 minutes per session, as there's a lot to do as you're poking around the old mansion.
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Does this game pose issues for Christian players?
Some players may have concerns While the scary portions of this game have a tendency to come off as silly, the player will need to interact with occult artifacts and eventually banish a demon. |
Screenshots
Game Overview
Demon Hunter: Chronicles from Beyond is the first game in a series of spooky hidden object games featuring Dawn Harlock, a young woman with a distinctive set of fiery red eyes. In this first game, there isn't much in the way of demon hunting; it's more of a murder mystery.
The story begins with a newspaper report about the murder of Dawn's mentor. He and his partner had been working on something secret in an isolated old mansion, so the only suspect was the younger partner. Like any young heroine in a mystery story, Dawn felt that there was more to the story, so she sets out to visit the mansion, find her mentor's partner, and figure out what really happened.
The gameplay is about what you'd expect from a hidden object game: you'll need to explore different parts of the mansion in order to locate whatever item is needed to solve the next puzzle. Along the way you'll solve hidden object scenes and play a few minigames. Often, the items you'll find yourself collecting are pieces of the minigame you need to solve, which would feel clever if it didn't come off as unnecessary busywork.
Which brings me to the game's biggest problem: most of the puzzles feel disconnected from the plot, as if they were added just to slow the player down. For example, there's a lighthouse you'll need to visit early in the game. The only door to the lighthouse is, for some unexplained reason, locked by a magical seal. Before you can remove the seal, you must first solve a series of puzzles around the island to recover three lost artifacts. Once these are gathered, they can be placed in recesses on the door, creating one of many puzzles you'll need to solve.
Except, none of this feels like it should've been necessary - the guy who maintains the lighthouse is standing right there next to it the entire time, and he'll invite Dawn in once she opens the door. In my opinion, a better way to include a puzzle here would've been to say the old sailor lost his key, and have the player search for it in a hidden object scene. That way, the puzzle would've served the plot, and the player would have more reason to stay invested.
Having said this, I still enjoyed playing through this story and the bonus content despite their drawbacks. It's not the best hidden object game I've ever played, and I'm a bit hesitant to recommend it, but if you're willing to overlook the occasional flaw, it'll keep you occupied on a cozy autumn afternoon.
The story begins with a newspaper report about the murder of Dawn's mentor. He and his partner had been working on something secret in an isolated old mansion, so the only suspect was the younger partner. Like any young heroine in a mystery story, Dawn felt that there was more to the story, so she sets out to visit the mansion, find her mentor's partner, and figure out what really happened.
The gameplay is about what you'd expect from a hidden object game: you'll need to explore different parts of the mansion in order to locate whatever item is needed to solve the next puzzle. Along the way you'll solve hidden object scenes and play a few minigames. Often, the items you'll find yourself collecting are pieces of the minigame you need to solve, which would feel clever if it didn't come off as unnecessary busywork.
Which brings me to the game's biggest problem: most of the puzzles feel disconnected from the plot, as if they were added just to slow the player down. For example, there's a lighthouse you'll need to visit early in the game. The only door to the lighthouse is, for some unexplained reason, locked by a magical seal. Before you can remove the seal, you must first solve a series of puzzles around the island to recover three lost artifacts. Once these are gathered, they can be placed in recesses on the door, creating one of many puzzles you'll need to solve.
Except, none of this feels like it should've been necessary - the guy who maintains the lighthouse is standing right there next to it the entire time, and he'll invite Dawn in once she opens the door. In my opinion, a better way to include a puzzle here would've been to say the old sailor lost his key, and have the player search for it in a hidden object scene. That way, the puzzle would've served the plot, and the player would have more reason to stay invested.
Having said this, I still enjoyed playing through this story and the bonus content despite their drawbacks. It's not the best hidden object game I've ever played, and I'm a bit hesitant to recommend it, but if you're willing to overlook the occasional flaw, it'll keep you occupied on a cozy autumn afternoon.
Points of Interest
Plenty of bonus content
Completing the main story unlocks several things that you might find interesting, such as the ability to instantly replay any of the minigames or hidden object scenes from the adventure. There's also a gallery of free desktop wallpapers, though I'm not sure how many people are interested in something like that nowadays.
More importantly, completing the first story unlocks a second story for you to play. It's set in Dawn's dreams, which means that the puzzles can be more elaborate and operate on surreal dream logic. This part of the game also dips into some minor psychological horror, as some elements are drawn from her nightmares.
More importantly, completing the first story unlocks a second story for you to play. It's set in Dawn's dreams, which means that the puzzles can be more elaborate and operate on surreal dream logic. This part of the game also dips into some minor psychological horror, as some elements are drawn from her nightmares.
Very hidden objects
Each section of the main game comes with a set of hidden collectibles, such as seals and leaves. These aren't hidden objects in the traditional sense, nor do they have any bearing on the game itself. They are simply there to be located and collected. Perhaps the trickiest thing about finding them is that when you progress to a new section of the story, you can't go back and any collectibles you've missed are permanently lost on that playthrough.
It's as hard as you want it to be
At the start of each game, you'll be given the option to choose between easy and hard difficulties. The main difference between the settings lies in how much help the game gives you. On Easy, hints recharge faster, areas of interest are always highlighted, and your map indicates where new objectives can be found. Hard mode turns these features off, leaving you to your own devices.
Steam community features
There are no less than 28 achievements for you to earn while you work your way through both stories. Some of these are awarded by reaching certain points in the story, but most of them require some extra care, such as the achievements for completing certain puzzles in under 40 seconds. A few also reward you for being accurate with the hidden object scenes.
For those who are interested, there's also a set of Steam trading cards available.
For those who are interested, there's also a set of Steam trading cards available.
Concerns and Issues
Spooky things
While most of the game is about solving a mystery, there are some spooky things going on. Shortly after beginning her adventure, Dawn finds herself followed by a sinister figure dressed in black robes, and eventually she will need to confront a demon and banish it. Neither character does very much beyond look spooky, but they are present.
Some of the things that might have been scary are exaggerated enough that they actually become silly instead. An example from early in the game is an evil fog that prevents Dawn from accessing the manor. How do we know it's an evil fog? Because a cackling witch's face emerges from it! (note: no witches are actually involved with this game)
Some of the things that might have been scary are exaggerated enough that they actually become silly instead. An example from early in the game is an evil fog that prevents Dawn from accessing the manor. How do we know it's an evil fog? Because a cackling witch's face emerges from it! (note: no witches are actually involved with this game)
Unreality
As the second story takes place in a dream, many of the things you'll encounter during that adventure are surreal, impossible, or just plain weird. Unnatural settings like this can be a problem, but since some scenes are drawn from Dawn's fears - such as a dentist's office run by a scarecrow monster - it might be too scary for some.