There is an argument that The Dark Prophecy is all too simple, particularly with that bitesize play-time, but you’re certainly not going to be reaching for an online walkthrough. Even the included minigame-like puzzles are simple enough, including a flashback to Geography GCSE lessons. The only times we got stuck were when we missed a detail that could have been interacted with: a stick in a fire a sheaf of wheat in a field. An abstract or illogical point-and-click adventure is a special kind of torture, but The Dark Prophecy is self-evident in its puzzles. More importantly, the logic is rather good. Using items from the character’s inventory is also somewhat clumsy, but it mostly does a job. It takes a little getting used to (The Dark Prophecy, being an hour long, doesn’t give you much opportunity to get used to it), as we found ourselves accidentally switching verb when we didn’t want to, but generally we were able to do what we wanted. You can Look, Talk To, Use and Move/Pick Up. It’s cursor based, and you can switch the action related to the cursor with a deft press of the B button. We won’t reveal it, but it’s definitely a rugpull.Ī console point-and-click’s first challenge is to find a control system that doesn’t make you want to jam lances into your eye sockets. ![]() ![]() You have to gain access to restricted areas, before you can find Merlin and save, well, whatever Prophecy #13 asks you to save. The second half is spent within the castle, as various kings and stewards won’t let you just waltz about the castle grounds willy-nilly. So, the first half of the game is spent making amulets so you can chat to scarecrows, concocting potions so you can breathe underwater, and generally accumulating enough items that you can find a way through the castle gates. The problem is that Merlin is in a castle, and you’re not allowed in said castle on account of being a peasant.
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