Another Code R -
A Journey into Lost Memories (WII)
Release date Germany: 06/2009
Developer: Cing Inc.
Publisher: Nintendo
Game language: German
Boxshot
USK: 6 years and up
A review by Jehane 15th September 2009
I must admit, I was a bit hesitant when being offered to do a review
on Another Code: R mostly because I had a feeling that I was not quite fitting the
group being addressed in the game and because its a game with a predecessor that I
do not know. The first part was released for Nintendo DS only and this is a platform
Im not familiar with. Also, the games setting a young girl searches for
traces of her long-dead mother didnt really appeal to me in the beginning and
I was doubting whether Id be able to follow the story without having played the
first game. Finally, I didnt have a clue what to expect from a game that has
"interactive novel" written on its cover. However, I of course couldnt
resist testing and reviewing the game for Wii.
Story
Ashley Mizuki Robins, sweet 16, receives a message from her father
who hasnt been in touch for months and who, out of the blue, invites her to join him
at Lake Juliet to go camping and to talk about her dead mother. As soon as Ashley arrives
at Lake Juliet, her bag is being stolen by a mysterious person and her father who had
promised to pick her up at the bus station is nowhere to be seen. Ashley is on her own for
now and, understandably quite angry, sets out to find the camp. Soon she is being haunted
by memories of her dead mother she cant explain when her mother was being
murdered, Ashley was only three years old, hence much too young to have any clear memories
at all. However, the flashbacks persist and Ashley finds out, surprisingly, that
shes been here before with her mother. But why? What was her mothers business
here and why didnt her father know about the trip to Lake Juliet? And whos
behind the brutal murdering of Sayoko Robins? Its up to Ashley to discover the
answers and unveil the truth about her mothers death and the project Another her
mother had been working on a project dealing with memories and manipulating them...
Its not necessary to have played the first game to follow the
story; during the game, short summaries are being given but even without those its
easy to follow the story. We learn that two years ago Ashley has received a letter from
her father inviting her to Blood Edward Island. Upon arriving, he was nowhere to be seen
and the main objective of the first game was to find Ashleys father. The
similarities between first and second game a letter from Dad inviting the daughter
to a mysterious place, Dad being missing when daughter arrives are obvious and I
cannot decide if they are the result of lack of creativity or deliberate.
Even though Ashley and Richard seem to have found each other in the
first game they still have issues Richard, being a scientist, is too busy with his
work to look after his only daughter. This conflict is a constant theme in Another Code: R
and is the center around which everything else revolves. At the same time other persons
spending their time at Lake Juliet have similar problems 13-year-old Matt searches
for his father whos been missing for five years; Elizabeth, of the same age as
Ashley, also has to deal with a father whos too busy with his work and who also
doesnt want his daughter to have contact with her divorced mother. Another Code: R,
therefore, revolves around complicated child-parent-relationships and will thus appeal
primarily to teenagers who will know problems with parents better than adults.
The game also is about coming to terms with the past, and it is
about growing up. Also, you can play a little detective. The most intriguing plot-line
definitely is the one concerning the power of memories and manipulating memories; this
plot-line takes up more and more time and space within the game, thus pushing other
subplots into the background. But dont worry: Everything is being cleared up in the
end, there are no questions left.
Characters
Although the plot which is divided into 9 chapters is
rather simple it does appeal to the player for most of the time. However, neither story
nor characters are perfect. Ashley is a sweet girl, her biggest dream is to become a
musician; however, she doesnt change at all, shes the same person at the end
of the game that she was in the beginning even though she has met new people, has
experienced new things and learnt stuff about her past. The other characters remain
equally flat; some who, upon first meeting them, seem to be quite shady turn out to be
actually quite nice persons while others who seem to be nice turn out to be villains. All
cliches are being used: the bitchy girl who looks down upon everybody but is basically a
lonely girl at heart; the old woman scaring everybody away from her house, hiding a soft
spot behind her rough attitude; the mysterious stranger who turns out to be quite
talkative; the brilliant scientist lacking emotions and emotional connections and so on. I
liked the characters but I doubt that any of them will remain in my memory for a long
time; all of them were too flat in the end. Also, the story couldnt grab me for the
entire time; some sequences were pretty interesting and exciting and I still think that
there are some good approaches in the game. Those, however, are being ruined by
predictable events, cut-off plot-lines and an overboarding dialogue system the
label "interactive novel", it seems, has been taken seriously.
Tech Stuff/Design
Like all Wii-games, Another Code: R is easy to handle: insert disc,
select game in main menu, play. Before you can start, the system only tests if your Wii
has enough memory space left; this is repeated whenever you re-start the game. If an
update is necessary, it is installed automatically within a few minutes.
The design is average: The disc comes in a simple DVD-case with an
extensive manual. The manual can be called ideal. Here youll find information on all
important characters, a short summary of the story and detailled instructions on how to
handle the game and its all in colour! Another big plus: Loading the game
doesnt take much time; while you wait you can read a short summary of the events so
far.
Handling, Inventory, and Menu
Another Code: R is, at least in my opinion, the first adventure for
Wii with excellent handling; there are a few exceptions Ill talk about later. During
minigames, the possibilities provided by the Wiimote are used in the best way possible and
above all, handling the game is very intuitive a quick glance at the manual is
enough to get you started. Ashley can run left or right; arrows on the left or right side
of the screen have to be clicked (hold down the A-button) off Ashley goes. She
changes direction automatically whenever theres need to. Freedom of movement is,
however, very limited; you can only go to places that are relevant for the story. From
time to time youll see an arrow at the top of the screen; this indicates that you
can enter a building and/or place.
A magnifying glass indicates that you can investigate something more
closely; most of the time, large groups of items are drawn together, outlined in yellow
and shown in close-up after hitting the A-button. In close-up, you can investigate an item
even closer this is not always necessary but allows you to immerse yourself more
deeply in the games world. The same works for dialogues simply move the
Wiimote over a character. Above the characters head therell be an icon
indicating that you can talk to this character. By using the A-button you can speed up
conversation or interrupt them a very useful feature Ill talk about some more
later on.
Inventory can be accessed via the menu bottom right; the item you
picked up last will show up on the first position in the inventory. Items in the inventory
can be combined with each other or items outside the inventory resp. with other characters
if necessary. Clicking on an item opens a small screen with the item in close-up and a
short description of the item; youll also find the options "use" and
"combine". Both options can be activated by using the A-button again. An
annoying feature: some items can be picked up only after Ashley has realised she needs
them. This results in a lot of running to and fro and is something that could have been
avoided, especially since the inventory never becomes confusing. Also, you can pick up
items that are of no real use, a feature I found quite vexing Ashley will pick up
an empty soda can without grumbling but when you want her to pick up, say, a rope that
might be useful at some point, she refuses and needs yet another small clue before picking
up the rope. This could have been solved a lot better.
Bottom right youll also find icons for the Dual Another System
(DAS) Ashley received from her father and an icon for Ashleys digital camera in case
you want to take pictures. You can take up to 20 pictures so be sure you know what to take
a picture of. Via the DAS you can access the main menu; here you can read a short summary
of the story so far, save the game (there are six slots for doing this), look at pictures
and messages, learn interesting information about the characters and their connections.
Theres an additional feature for pictures: You can take two pictures and combine
them to get a new picture; youll need to do so in order to solve some of the
puzzles.
Also bottom right theres the area map a small map shows
you where Ashley is at the moment, a larger map shows you the whole area surrounding Lake
Juliet. This comes in handy when you need to find your way around; the area is pretty vast
and you can get lost easily. However, it would have been nice to include a feature that
allows you to jump from one place to another without having to run from point A to point B
all the time.
Graphics, Sound
I must admit I was quite surprised by the quality of the 2D-graphics
they might not be of the highest standard and cannot keep up with the latest games
for the computer but they look good and fit the game like a glove. The characters look a
bit like they would in Japanese Manga/Anime cartoons, can express emotions by using simple
gestures and facial expressions. At the same time, they fit their surroundings and
dont stick out like aliens. In the beginning I had the impression that the
surroundings looked like 3D-models or pictures but found out that theyre not. The
surroundings are realistic enough, something is always moving a small insect, a
tiny river etc.
When it comes to conversations, the talking characters are shown
close-up and split-screen; they express emotions by shrugging, winking or looking a bit
doubtful or even angry. This was quite a surprise especially since my first encounter with
a Japanese adventure for Wii Detective Conan wasnt even remotely as
positive.
Background noise has been kept to a minimum there are various
quite nice musical tunes to listen to, fitting the various scenes, from time to time there
are additional noises, e.g. when you unlock a safe. Thats it. The dialogues have not
been voiced and this is, in my opinion, the games biggest drawback about 90%
of the game consist in dialogue. Why theres no voicing, I cannot understand; maybe
its due to the fact that the Wiis capacities are rather limited. Still,
its very annoying and tiring when you have to read every single line of dialogue.
The missing voices also hinder identification with the characters, especially during
emotional situations.
When dialogue lines are shown, theres a rather annoying
bubbling sound that accompanies every single word; you can avoid this by hitting the
A-button so that the whole dialogue is shown instantly.
Dialogue
Another Code: R is extremely heavy on conversations, probably
because the game is being described as an "interactive novel". This description
really nails it down youll spend most of the time reading. Usually, this
doesnt bother me, quite on the contrary I love games with lots of dialogue
but only when I can actually hear what is being said and when the things that are being
said actually enable me to learn more about the characters, their world, the story, the
puzzles. The dialogues in Another Code: R not always provide you with that information;
some conversations are extremely tiring and pointless. When I started the game, this
didnt annoy me much but the longer I played, the more annoying it got. Even with
voicing, the dialogues would have been tedious at times because some of them are just
pointless and dont contribute much to the story.
Most puzzles are hidden in conversations; the solutions most of the
time are also hidden in conversations. If not, Ashley gives you a clue, e.g. when you
click on an item twice. Speaking of which: Ashley, of course, has her standard phrases
when it comes to things that are not working. However, you dont get to hear
sorry: read these phrases very often. But you get to read simple descriptions of objects
and items a lot. And I mean A LOT. If you click on a drawer, for example, Ashley will
observe "A drawer". Then shell investigate the drawer and tell you whether
she has found something or not. This procedure is repeated every single time you need to
open a drawer and there are lots of drawers in this game. If a game consists
basically of dialogue, it can become very annoying and tiring having to click on standard
phrases that simply are not necessary youll recognize a drawer when you see
one and youll also realise that a door is open when it opens. This procedure can get
even more annoying when it comes to using something like, lets say, the
interactive communication system to talk to other people. Instead of simply activating the
system, Ashley will tell you first what it is, even if you have used the system before.
This is not necessary and very irritating as you play along. Luckily, dialogues and
phrases can be skipped by using the A-button.
The dia- and monologues are both the greatest strength and greatest
weakness of the game because they are simply overdone and provide you with information you
dont need to complete the game. Some characters indulge in smalltalk that is not
important at all, at the same time pretending that what is being said is of the utmost
importance. A lot of information is being repeated as well. Sometimes, new topics will pop
up during conversations; however, you cannot use these topics immediately but will have to
wait until the game allows you to. Sometimes, this can result in slightly illogical
context; at times I would have preferred to talk about a certain topic instantly instead
of having to wait until the rest of the conversation had been played out. Very rarely
youll have the opportunity to influence the course of a conversation; in these
cases, Ashley will have to decide whether she wants to tell the truth or a lie, how she
wants to describe an item, etc. Two Ashleys will be shown on the screen, representing the
two different statements. I cannot say whether these decisions really influenced the
course of the game; my guess is that they dont.
Puzzles
Before you can start playing the game, youll have to pass a
small test: You need to let the DAS identify Ashleys face by moving her face to the
centre of a small rectangular on screen. I thought this was an odd exercise; however, it
already gave me a feel for the controls used in the game.
Youll encounter numerous puzzles and quests during the course
of the game; most puzzles will be the result of a conversation, most of the time a
conversation will also provide you with the solution or at least a clue. As you might have
guessed, the games difficulty level is not very high at best, it can be
described as medium, though very rarely. Most of the time youll have to find new
clues by talking to various people. There are also puzzles that make excellent use of the
Wiimotes possibilities youll have to do a ph-test on the lakes
water and swirl the water around in a test glass, the Wiimote in this case simulating the
actual movements youd carry out when using a test glass in real life. Youll
have to lift boxes, use crank handles, wake up people, grind herbs, slide a mirror under
doors and move it into the correct position so you can see whats on the other side
in all these cases your movements are transmitted directly onto the item on screen;
most of the time youll just have to simulate the movement youd make in real
life.
Very often youll find yourself before closed doors but these
are no obstacle, thanks to the TAS, a device developed by Ashleys mother. Opening
the doors using the TAS is not very difficult; however, this type of puzzle is overdone,
especially during the final chapters every second puzzles consists of opening a
closed door. I thought this was not very clever and a bit boring.
Sometimes youll also have to manipulate and combine items you
have picked up. At the end of each chapter, there are some questions that demand answering
not really a challenge, especially since a wrong answer doesnt result in any
consequences.
Even though most of the tasks are easily to perform you get a
lot of clues the Wiimote not always plays along as it should. As I said before, the
possibilities of the Wiimote have been executed very well but there are some puzzles that
are just plain annoying simply because the Wiimote reacts oversensitive. For example,
youll find a music cube that you need to open no big deal, you also get a big
fat clue as how to do it. But since the Wiimote reacts very touchy, the cube always turns
in the wrong direction; youll need speed, dexterity and quick reaction in order to
solve this puzzle. It took me about 30 trials until I finally had opened the cube simply
because the Wiimote didnt react as I wanted it to.
Other tasks include codes that need to be deciphered; you have to
reinstall an old set of bells. Twice you have to combine pictures taken in the DAS to find
the right solution to a problem I thought this feature was pretty intruiging even
though it wasnt used much in the game and not always when it seemed logical. For
example, at one point youll find an old book full of pictures; quite obviously, you
can do something with this book by combining pictures in the DAS. The problem is: This
task isnt necessary at all to solve the game and pops up at a point when Ashley
doesnt even know what she can do with the DAS. Speaking of the DAS: You can also use
this handy device to look at pictures taken by the various security cameras; this often
results in new information and/or tasks. Sometimes a random generator seems to determine
how a puzzle has to be solved; this, I guess, might have been installed in order to make
you replay the game. By the way: There are no dead ends and no game overs in Another Code:
R quite pleasant.
Summary
Another Code: R has a lot of good moments but never reaches beyond
mediocrity. This has to be blamed on the excessive use of conversations; even though the
dialogues allow you to immerse yourself deeper in the games world, most dialogues
simply are annoying and irritating. The biggest challenge, for me, was to get past those
endless conversations and to ignore the repetetive, useless phrases. The tasks Ashley is
confronted with should be no problem for experienced adventure gamers; even newbies
shouldnt have too hard a time solving the various puzzles.
Personally, I thought it was a shame that, for most parts of the
game, you, as a player, are being degraded to watching while hitting the A-button from
time to time to skip some dialogue. The description as "interactive novel" has
been taken quite seriously, it seems, which brings me to yet another point of criticism:
The game at least in Austria and Germany has been approved for kids aged 6
years and up. Given the huge amount of dialogue and the sometimes scientific vocabulary,
this is sheer madness small kids wont have the practice in reading nor the
vocabulary to follow this game, hence its not suitable at all. The target audience
are teenagers who can identify with the young heroine; adults could have some fun with the
game as well if only it had been designed a little more challenging. There are good
basics, the possibilities of the Wiimote are used quite well, some of the puzzles were
fun. However, Another Code: R never reaches beyond mediocrity, hence the final
Rating: 60%
Adventure-Archiv rating system:
- 80% - 100% excellent game, very recommendable
- 70% - 79% good game, recommendable
- 60% - 69% satisfactory, restricted recommendable
- 50% - 59% sufficient (not very recommendable)
- 40% - 49% rather deficient (not to be recommended -
for hardcore-adventure-freaks and collectors only)
- 0% - 39% worst (don't put your fingers
on it)
Copyright © jehane
for Adventure-Archiv,
15th September 2009
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Minimalistic starting-up screen

The story begins to evolve...

Ashley confronts her father whom she
hasnt seen in ages

Doors have to be opened

Inventory fills up pretty quickly

A code wheel that needs to be solved

Thanks to the map, you never get lost

The lakes water has to be analyzed

lizabeth, the directors daughter, can be
quite bitchy

Ashley remembers

Its quite nice around Lake Juliet, but
Ashley is in a hurry again. Bottom left: the map. Bottom right: shortcuts to map,
inventory, and DAS

One of Ashleys flashbacks

Meet Tommy, musician-to-be and stand-in-concierge at
Lake Juliet

This is where Ashley and her father should have camped
but things turn out differently
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