
The creators of Shadowgate present Argonus and the Gods of Stone, an epic first-person adventure set in ancient Greece. Stranded on an uncharted isle, you must use your wits to unlock legendary mysteries, barter with gods and overcome an evil that threatens to bring the world to ruin...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Russian, Simplified Chinese, Spanish - Latin America, Portuguese - Brazil*languages with full audio support
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I loved this game, Basic but decent graphics, good puzzles, awesome setting and story really enjoyed, people should watch a game play video to see if it is a style they like 1st.
really good game or it would be if that STUPID WOMAN NARRATOR WASNT DOMINATING EVERYTHYING. THERE IS NO NEED FOR HER WHATSOEVER SHE SPOILS THE IMMERSION. Also graphics are no good everythings grey even the grass. so I dont know whether to recommend or not. Those things aside i enjoyed playing. Loved talos. he was scary
I've given up, and I've given way worse longer. Like many others, I'm a huge SG fan, and this has all the wonderful hallmarks of what a cool 3D experience with a mythology paint job could've been, but it's not that. As many others have said, it's more a walking simulator with a half-baked adventure game slapped on top. It feels like a pitch or early design document was the inspiration for this, as there's nice narrative elements with identifiable characters from mythology that would've charmed any early participants. However, the "keys" for these gameplay "locks" are usually no more than two rooms away, and most of the time puzzles solve themselves because you already have a key to a lock before you even knew it existed. When they don't just fall into place, it's because there's some fantastical idea, like "burying dragons' eggs in order to grow a tree," that can only be reasonably solved by throwing the (nifty) inventory menu open and just trying everything with everything. So if you're someone who enjoys puzzles, and not just "find fish" and "give to pelican" type puzzles, don't expect the gods to ask much more from you. Throw in the fact that potential enemies, towering creatures, and environmental fears are removed and nullified, where some classic SG grit could've made this game charming to at least die in, or maybe just kicked back from. The visuals are nice, but the levels lack any kind of direction, and at some points, the game is needlessly extended through not allowing an action on a particular branch, requiring you to pass it to activate a sequence that seems unrelated, and then not directing you back to the original branch which is now inexplicably active. The narrative is okay, but honestly, it's nothing I could explain further than "gods be backstabbing other gods," which if you know them, you know. There's a pretty good VO that narrates the game to you, which at first, I was enjoying, but after she explains the 30th statue of some "great person" who "met their untimely fate," you start to feel like you're reading Styrofoam gravestones at the boy scout retreat. It's also kind of awkward when a god is talking to you- because everyone else isn't a statue and would be hard to animate- and the narrator just chimes in with "and then the statue said this." Narrators can be fun in a game, but less is sometimes more, and I would've preferred the diagetic sound over the VO a lot of the time. I would love to see the new Shadowgate take this design philosophy, but provide more diverse paths with a stronger emphasis on the collection of useful (and even hazardous) items, as well as the implementation of risk, punishment, spells, and additional lore in the world (the temples should've been a dumping ground for lore). Shadowgate was exciting because you could get torn apart by a werewolf- but there was literally nothing dangerous too it, or damaging to the player's experience, and is one of the most memorable things about the game. Standing under harpies who refuse to murder you feels dumb, and while I appreciate the point and click approach to events in the game, waving a sword at any of these creatures would surely get a wimpy protagonist killed. This is a good build, but the gameplay just isn't there. It isn't fun to play.
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Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I liked this adventure and the spirit of Mythos, legends and gods. Really loved the architecture of the osland, its shores, stairs to temples etc. Now I can implement some of story's details into TTRPG, for example, DnD.
Увлекательное приключение с прекрасным мифологическим сюжетом.
not a bad little adventure game. took 5.8 hours. worth the play through. but those suckers force you to watch the credits before the final end of the game can be played. tricky programmers.
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