Author Topic: REVIEWS: Trace Memory  (Read 4085 times)

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Offline Bloodworth

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REVIEWS: Trace Memory
« on: October 07, 2005, 03:47:15 PM »
An all new mystery for PC adventure fans to unravel.

Trace Memory (known as Another Code in other territories) follows in the footsteps of classic PC adventure games such as King’s Quest, Myst, and Broken Sword. While the genre has been around for ages, originating in purely text-based journeys, games in this style have all but disappeared in the past decade. Now, with touch screen input making point and click controls on handhelds more accessible, Cing and Nintendo are revisiting the genre with an all-new mystery.

The story centers on Ashley Mizuki Robbins, a thirteen year old girl who is being raised by her aunt, Jessica. She has grown up believing that her father and mother died when she was young, and is shocked when a package containing a strange device (oh c’mon, it’s a DS – called "DTS" in the game) arrives in the mail from her father. She then journeys to Blood Edward Island, an abandoned family estate where her father has apparently been doing research all these years. However, her father is not at the shore to meet her when she arrives, and in her search for him, she encounters D, a ghost who has wandered the island over fifty years without any recollection of who he once was. The two travel together, searching the estate for clues leading to D’s past and Ashley’s father.

For those who haven’t played this type of game before, it’s important to note that there is no real action in the game whatsoever - no running through death traps or executing combos against the undead. The gameplay consists primarily of finding clues to advance the story and solving simple but challenging puzzles.

When exploring, you’ll use the stylus or cross pad to guide Ashley through 3D areas on the lower screen, and detailed 2D close-ups will show on the upper screen as you move around. Any time you’re in a place that you can study in detail, you can press the magnifying glass icon to move the still down to the lower screen. The stylus can then be used to tap on items in the room and get further information or closer looks.

The DS hardware does allow for several new variations on the genre. Aside from the simple point and click exploration, the touch screen is also used to interact with puzzles, toss items to the upper screen, punch keypads, or scrape off plaques covered with rust. The microphone is used a few times in some basic ways, and even the DS’s ability to sense when it’s closed is used in gameplay. A nifty camera feature utilizes the dual screen arrangement to superimpose one picture you’ve taken over another, combining two parts to find a much needed clue.

As the US title suggests, memory is a key element in the game, not only in the story, but some of the gameplay elements as well. Unlike most adventure games which allow you to pick up just about anything, whether it seems useful or not, Trace Memory often will force you to remember where things are by not allowing you to pick up an item the first time you examine it. A fireplace may not hold any clues at first, but go back later, and you’ll be able to pick up some much needed charcoal. In addition, the game has a multiple choice quiz, oddly enough, at the end of each chapter to help keep you from forgetting important plot details that you’ve learned.

One adventure game trait Trace Memory does carry faithfully is obscure puzzles. While most puzzles take just a bit of thought to figure out, there are a few that everyone is just about guaranteed to get stuck on. The clues just don’t do it. (Too bad I can’t give examples without spoiling them.) There is one spot that I will spoil where the precision of the touch screen works against the player: you can easily think you’ve examined everything in this china cabinet, except you forgot to tap on one single glass that happens to be the item that you don’t know you’re looking for. It’s a cabinet across the room with no other dishes of significance. I touched the items all around it and in every little window, and then ended up searching the rest of the island to try to figure out what I had missed. These kinds of frustrations are pretty standard for the genre, though, and the game doesn’t suffer too much for it.

The only other minor complaint is that the constant in-game presence of the DS/DTS may detract from the experience more than draw you in. It’s a launch title sparkling innovation, featured in a game that released late in the US. Treating the DS like some secret device while having messages recorded on DS cards scattered about the house just seems silly and hard to get past at times.

Being a mystery makes Trace Memory a little easier to spoil than most games, so there’s not a much else that can be said. It doesn’t take a heck of a lot of time to finish, but you can run through a second time for some slight variations and extra plot details. This is a cool little adventure, especially for anyone who misses this style of gameplay. Hopefully, adventure game fans can look for more titles like this to come.

Pros:
First classic adventure title on DS
Cool blend of art styles
More story revelations on the second pass

Cons:
Typically obscure puzzles
DS cameo not always convincing

Graphics: 9.0

   The traditional comic book style for characters and flashbacks looks great and mixes well with the pre-rendered scenes and 3D environments.

Sound: 8.0

   The subtle music carries the air of intrigue, and it may even remind you of Metroid at times.

Control: 8.0

   The touch screen can be used exclusively and is a natural fit for a point and click adventure. There are some clever uses of other aspects of the system too. However, sometimes points you need to touch are incredibly small, and the double-tap shortcut doesn’t work as well as using the magnifying glass icon to examine items.

Gameplay: 8.0

   There are some pretty clever puzzles and some aggravating ones to keep you on your toes. Obscure clues are nothing new to veteran adventure gamers, though. Some new wrinkles are added by having to remember items earlier in the game and taking all of the unique inputs of the DS (and DTS) into account.

Lastability: 6.5

   Trace Memory isn’t that long of a title. You can play it again for new plot details, but it’s not quite as engaging once you know the solutions to the puzzles.

Final Score (Not an average): 7.5

   Trace Memory is good for anyone looking for a slower pace. It often feels like an interactive murder mystery and can be fun just to see how the plot unravels.  
Daniel Bloodworth
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Offline Hostile Creation

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RE: REVIEWS: Trace Memory
« Reply #1 on: October 07, 2005, 05:02:14 PM »
I'll definitely pick this up when I have the money for it.  I'm taking my time with Resident Evil 4, but there are so many games on the horizon, I'm not sure how I'm going to manage.
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Offline Mario

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RE: REVIEWS: Trace Memory
« Reply #2 on: October 07, 2005, 06:14:49 PM »
Quote

(oh c’mon, it’s a DS – called "DTS" in the game)

Is that a mistake or is it really called that in the US version? It's called "DAS" in my Another Code. I thought the presence of this in the game was pretty cool, I just saw it as an object in the game after getting over the fact that it's a DS.

I'm not really a fan of this type of game, but somehow I still enjoyed it a lot! It was worth it for the fantastic music and art alone. I agree with you about the puzzles, some of them really got me, but if you use a bit of creative thinking it's not impossible to figure out any of them.

Offline wandering

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RE: REVIEWS: Trace Memory
« Reply #3 on: October 07, 2005, 06:31:49 PM »
This sounds really annoying: "unlike most adventure games which allow you to pick up just about anything, whether it seems useful or not, Trace Memory often will force you to remember where things are by not allowing you to pick up an item the first time you examine it. A fireplace may not hold any clues at first, but go back later, and you’ll be able to pick up some much needed charcoal."

Apart from that, this game sounds really cool, and I'll definetley be picking it up. I haven't played a good adventure game in a long while.

Hopefully, this will pave the way for more adventure games on the DS. Portable MYST, anyone?
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Offline KnowsNothing

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RE: REVIEWS: Trace Memory
« Reply #4 on: October 07, 2005, 07:05:46 PM »
What you find annoying I find cool- in real life I wouldn't pick up a random candlestick and carry it around with me forever, if I needed it I'd go get it.  Makes much more sense.
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Offline wandering

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RE:REVIEWS: Trace Memory
« Reply #5 on: October 07, 2005, 08:14:18 PM »
Yeah, but also in real life you wouldn't need to pry open a trap door or something with said candlestick. I see your point, but, personally, I don't like it when games try to restrict your actions. If the game designers don't want me to pick up random items, then they shouldn't have puzzles that require me to use random items.  
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Offline Bill Aurion

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RE:REVIEWS: Trace Memory
« Reply #6 on: October 07, 2005, 09:52:55 PM »
Quote

Originally posted by: KnowsNothing
What you find annoying I find cool- in real life I wouldn't pick up a random candlestick and carry it around with me forever, if I needed it I'd go get it.  Makes much more sense.

Quoted FOR TRUTH...Come on, people, you've played too many adventure games with hilariously broken sense...OH LOOK, A BIG IRON SPHERE...I'LL JUST PUT IT IN MY POCKET FOR SAFE KEEPING!  It's MUCH more realistic the way Trace has done it, and I wish more adventure games used it...

If the game designers don't want me to pick up random items, then they shouldn't have puzzles that require me to use random items.

And uh, in Trace Memory there are no "random item on random object" puzzles, so this doesn't apply to Trace...All puzzles make perfect sense in the manner they are portrayed...
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Offline RABicle

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RE: REVIEWS: Trace Memory
« Reply #7 on: October 08, 2005, 01:58:28 AM »
Quote

unlike most adventure games which allow you to pick up just about anything, whether it seems useful or not, Trace Memory often will force you to remember where things are by not allowing you to pick up an item the first time you examine it. A fireplace may not hold any clues at first, but go back later, and you’ll be able to pick up some much needed charcoal."
Oh COME ON! You act as if it's a huge trek, not that Ashley literally has to turn around and walk two steps.

I score this game Double Fist
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Offline Bloodworth

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RE: REVIEWS: Trace Memory
« Reply #8 on: October 08, 2005, 08:48:12 AM »
Actually, I wasn't complaining about that aspect at all.  I like the idea.  The charcoal puzzle did elude me though, and I had checked through a couple other rooms before I caught on.
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Offline Infernal Monkey

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RE:REVIEWS: Trace Memory
« Reply #9 on: October 10, 2005, 05:37:17 AM »
Quote

Originally posted by: Mario
Quote

(oh c’mon, it’s a DS – called "DTS" in the game)

Is that a mistake or is it really called that in the US version? It's called "DAS" in my Another Code.


Dual Another System

Dual.. Trace.. System? Maybe? I dunno.

Trace Memory is the worst rename since... forever


Offline Bill Aurion

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RE: REVIEWS: Trace Memory
« Reply #10 on: October 10, 2005, 06:14:58 AM »
Except it's not, and you suck...
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Offline Infernal Monkey

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RE: REVIEWS: Trace Memory
« Reply #11 on: October 10, 2005, 06:40:56 AM »
This is true. One of them, anyway.

NoA will probably rename Detect Hacker to something like Sketch Clue. =)

Offline Hostile Creation

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RE: REVIEWS: Trace Memory
« Reply #12 on: October 10, 2005, 12:47:16 PM »
Another Code is just Engrish.  Trace Memory is fine.

Although I actually prefer Another Code
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Offline Bloodworth

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RE: REVIEWS: Trace Memory
« Reply #13 on: October 10, 2005, 06:21:47 PM »
Another Code isn't Engrish, it's just a really obscure reference to something you don't find out until late in the game.  Trace Memory seems to be a better title to me, but I'm still not a fan of a game having different titles in different regions.

And yeah, it was changed to DTS in the North American build.
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Offline kirby_killer_dedede

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RE:REVIEWS: Trace Memory
« Reply #14 on: October 10, 2005, 07:24:23 PM »
Quote

Originally posted by: Infernal Monkey

Trace Memory is the worst rename since... forever


nintendogs to puppy times?

EDIT: Before i get a million flames for that, I know they changed it back...
WHY HELLO THAR MR. ANDERSUN

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Offline Pale

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RE: REVIEWS: Trace Memory
« Reply #15 on: October 11, 2005, 05:50:08 AM »
I still wish it was just "Another."  That was a great name for an adventure game...  Another 2, Another 3, Another 4...  Even the sequels would have great names.  =P
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Offline KDR_11k

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RE: REVIEWS: Trace Memory
« Reply #16 on: October 11, 2005, 07:20:34 AM »
Naah, the sequel will be called "Yet Another Code"

Offline vudu

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RE: REVIEWS: Trace Memory
« Reply #17 on: October 11, 2005, 08:50:47 AM »
But by the time it got to Another X-2 people would just be like Oh God!  Not ANOTHER Another.  And that would just be confusing.
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Offline wandering

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RE: REVIEWS: Trace Memory
« Reply #18 on: June 05, 2006, 09:46:50 PM »
Oh, hey, I was searching for another thread, but while I'm here...

I eat my words about the backtracking. It worked great, and was far less annoying than the game would've been if they had allowed you to carry a bunch of random items and try to use them everywhere.
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Offline IceCold

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RE:REVIEWS: Trace Memory
« Reply #19 on: June 05, 2006, 09:51:35 PM »
Quote

Originally posted by: Infernal Monkey
Trace Memory is the worst rename since... forever
Sawaru Made in Wario --> Wario Ware..
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Offline wandering

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RE:REVIEWS: Trace Memory
« Reply #20 on: June 05, 2006, 10:54:50 PM »
Quote

Originally posted by: Infernal Monkey
Trace Memory is the worst rename since... forever

They renamed Duke Nukem Forever? When?  
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Offline KDR_11k

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RE: REVIEWS: Trace Memory
« Reply #21 on: June 06, 2006, 02:45:06 AM »
One week before release. Infernal's mind is so twisted that he can find bits of the future in there if he tries.