Review: Jewel Quest Mysteries: Curse of the Emerald Tear

At a Glance

ESRB Rating: E - Everyone
My Rating: Everyone
Genre: Hidden Object / Puzzle
License: Commercial
Fun-O-Meter:
Release Year: 2008
Review Published On: January 12th, 2022
Played on: Thaddeus

Available for:

Windows

Available from:

Steam

Areas of Concern:
  • Fantasy magic


How to Save and Pause:

Your progress is automatically saved in your profile whenever you quit the game.

You can also pause the game at any time by clicking on the pause button in the lower left corner. Pressing ESC doesn't work this time.

Time needed per session:

As this game focuses on its hidden object puzzles more than gem matching, I'd suggest giving yourself at least ten to fifteen minutes per session, as this gives you time to look things over without needing to rush.

Does this game pose issues for Christian players?

No - this is a great game for Christians
The biggest concern in this game is the focus of the story: a gemstone that's said to possess magical powers.

Screenshots

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Looking for clues

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Not a match 3, but a puzzle nonetheless

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Another way to close a chapter



Game Overview

At its core, the Jewel Quest series is about a magical Jewel Board and the people who are interested in it. The first two games focused on the board itself rather closely, as it was either the playfield itself or something the player sought using lesser jewel boards. But, the developers must have had second thoughts about using Match 3 gameplay to tell more of this story, as the next two games in the Jewel Quest line started experimenting with other mechanics.

Chronologically, Jewel Quest Mysteries comes after Jewel Quest 2. Rupert and Emma have secured the original jewel board, and are now searching for one of its original jewels, the Emerald Tear. Like the original board, this singular gem is believed to have special powers - in particular, it's supposedly able to magically heal people. Their search has led them to Egypt, where they once again encounter their arch-rival Sebastian, who is also after the treasure. When Richard is struck down by an unexplained illness, Emma is left to continue the quest on her own, sending her on a journey through various historical sites as she races against time to find the Emerald Tear before Sebastian can claim it for himself.

This is a pretty typical plot for the Jewel Quest series, but the gameplay is an outlier. Most of the time, you'll be rooting through hidden object scenes or solving fairly simple puzzles instead of matching tiles. In fact, the only time you'll encounter Match 3 levels is when you've reached the last level of a chapter. This feels almost like an afterthought, as if the developers felt obligated to shoehorn it in.

Now, the hidden object levels take up the majority of the gameplay, and they're also where you'll gain Specials and Gems. Specials are basically hints; using a Special during a hidden object scene reveals where an item is located, while using them in a Match 3 level allows you to remove any one gem from the playfield. To gain more Specials, you need to find three golden coins in the hidden object scenes.

Gems, on the other hand, work as an in game currency. At the end of a chapter, you can spend them to unlock new abilities or upgrade existing ones. For example, you can purchase additional Special slots, have Specials charged at the start of a chapter, or even give you more time to complete a chapter.

This brings me to another point: this is a pretty easy game, and these abilities only make it easier. You are required to complete each chapter within a fixed time limit, but you're given so much time that you'll never need to worry about it. You can also earn Specials faster than you can use them, and by the end of the game, you'll have gained so many perks that there won't be any challenge left.

Fortunately, this is a game that you'll be playing for the story. It'll be good for a rainy day or a weekend when you want a break from everything, but there are a lot of better hidden object games out there.

Points of Interest

A decent spin off

Usually, when an installment of an established series is in a completely different genre, the result is lackluster and feels out of place. Jewel Quest Mysteries doesn't really feel that different compared to the other Jewel Quest titles. This might be because the Jewel Quest series has always told their stories between levels, so the actual method of gameplay isn't as important.

A bit on the easy side

Players looking for a challenge are going to be disappointed with this title, as things start off easy and only get easier as time goes on. It's far too easy to gather Specials, and the abilities gained via Gems border on game breaking.

Making it a bit worse is that there's an option to make the game easier by extending the base time limit and you can even choose to skip puzzles or Match 3 sections.

Concerns and Issues

Magic

The Emerald Tear is one of the original gemstones used by the first and wondrously magical Jewel Board. This resulted in legends about its magical powers, most of which revolve around healing. It is also hinted that the Tear may have played a role in several major historical events.

Sebastian is up to his old tricks

Early in the story, we learn that there's another expedition looking for the Emerald Tear, and that the mother of that expedition's leader is sick with an unknown illness. Soon after this, Richard comes down with the same sickness, initially making it sound like there's a disease plaguing those who seek the Tear.

Later, it's revealed that this mystery illness is not a disease at all; Sebastian has simply poisoned both Rupert and the other guy's mother in an attempt to keep them from getting in the way. While they do eventually recover, Sebastian is never brought to task for this.