
Travel to the four corners of the world with Brian and Gina in a crazy story packed full of surprises. Pirates, spies, surfers, soldiers, and even aliens get in on the act - all combining to create a wonderfully rewarding experience to savour and remember forever!
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About
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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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
https://steamcommunity.com/sharedfiles/filedetails/?id=2859559364
What did I expect: exciting and dynamic adventure with hot bimbo, interesting characters, bright events, simple and fun story with cartoon villains. What did I get: babysitting obnoxious middle aged freak in a company of other annoying middle aged dudes, in a very sluggish, convoluted and boring story, with stereotypical aliens and aged TF2 Sniper as a villain. Huh... where do I even start? Well, obviously, I've seen those negative reviews. But you never know, right? Maybe it's another hidden gem, overlooked and misunderstood by a crowd? So I dived in and... At least initially everything seemed more or less alright. Not without issues, but the first 3 chapters were ok. But the 4th chapter is [b] that [/b] point, where everything goes south. Not only previous issues hit critical mass, but new, even bigger issues appear. First, the gameplay. I don't mind if protagonist can't perform certain action, until he gets so called 'aha!' moment in a story, as long as it seems reasonable. What I'n not ok with - when the game sets certain rules and then breaks it. For example, in the 4th chapter, our charming snaggle-toothed companion forgets important piece of info. Why? - sudden amnesia. We try to exhaust all dialog options with him, but no matter what we ask - Brian says that it's useless and he needs to find another solution. [b]OK[/b] I keep playing, speak with the local, learn about solution... but then I hit the wall. After a #$% of wasted time and trials and errors, I finally learn that this solution is not enough. It must be 'slightly' improved. How do you discover this? You need to go back to the dude with [u][i][b]amnesia[/b][/i][/u] and ask him about his distant past. Excuse me? EXCUSE ME?!! Another example. Same 4th chapter. You need to obtain X item. And you can only get it with another Y item. Tha's the [b]only[/b] possible way. We spend roughly 2/3 of the chapter to get Y in order to obtain X. But when we finallt get Y - Brian just refuses to use it. Then I absolutely accidentally dicovered, that at first, you have to make an obviously failed attempt and try to get X without Y. Like why? This option was never brought to the table. It's totally senseless. There were no any dialogs that it is possible to get X without Y. It was obviously impossible. What the... Gameplay won't become better later on, but enough about it. Let's talk about the story. The true 'meat' is here. And again, the first 3 chapters storywise were more or less acceptable as well. But then, at the end of the 4th chapter it breaks the dumb meter. Suddenly we encounter comical aliens, like in "Destroy all humans". Then we are teleported to the other end of the world with amnesia (how refreshing). How the game explains this mess? Either with flashbacks, or just by saying "don't worry about it anymore" (literally words from the dialog). And it won't become any better later either. It looks like the devs had no idea how to continue this mess and eventually we get a vinaigrette of unifinished plots, ideas, settings, etc. Ah yeah, we also get a lot of long and boring dialogs with tons of useless and absolutely not fun information. At certain point the story just ends on a cliffhanger. But honestly, if the story is a mess like this - you are just glad that it has finally ended. Anyhow. Even most characters are rather unpleasant here. Losers, dumbs, cuckold, freak, hateful hermit, unsociable brat, mary-sue... Brian also turnt into not that pleasant dude. In the 4th chapter we have to orchestrate a rather nasty trap for an absolutely harmless man, who helped us a lot and even invited to his house. As a result of this trap, the dude will be maimed, r##ed and potentially killed. And Brian also regrets that he missed an opportunity to film this and post on the Internet. Hilarious, right? Tags [Funny] and [Comedy] fit just well. And then we, as a sign of gratitude, will steal his belongings. What can I say in the end? I assume it is too late to dissuade you to buy it, because most likely you've already got full Pendulo pack at good price. Thus, at least make sure that you will play it with a guide at your hand. Those reviewers who finished this game with a guide, actually made a very smart choice. Coz I finished it without guides and all I got is frustration and regrets about wasted time. And just in case - you can safely play the 3rd game right after the 1st one. Nothing of value will be lost.
2006 point-and-click adventure game in which Brian Basco travels through exotic locations while solving puzzles ✅Significantly improved graphics compared to the first game ✅Some puzzles are logical and satisfying to solve ✅The game preserves the classic point-and-click formula, which I am a huge fan of ✅The price is good ❌The story jumps between multiple plotlines and locations, making it feel like several different stories stitched together into one ❌Many puzzles require illogical actions or the triggering of hidden events, even when I already knew the correct solution ❌The main protagonist has been made more arrogant and less likable than in the previous installment ❌The music and sound effects are terrible in this game ❌The character animations are stiff and unnatural for a game from 2006 ❌ In terms of story, characters, and humor, it is significantly worse than the first installment ❌❌Verdict: [strike] Terrible [/strike], [strike] Bad [/strike], [b] Mediocre [/b], [strike] Decent [/strike], [strike] Good [/strike], [strike] Very Good [/strike] (Rating scale for short games, retro indie simulator games, and similar) [quote]If you'd like to see more of my reviews, you can find them on my curator page: [url=https://store.steampowered.com/curator/45994324/admin/reviews_manage/]CuratorKingViking[/url] and he we group: [url=https://steamcommunity.com/groups/CuratorKingViking]GroupKingViking[/url] If you have any questions about my reviews, feel free to ask. I'm happy to answer them. All reviews are my own!! Best regards, King Viking Bezimienny, Polish Game Reviewer. [/quote
In Chapter 4 of the game, the snow slows down the processor so the graphics lag, and the game sometimes quits unexpectedly during this.
[b]Runaway: the Dream of the Turtle[/b] es una aventura gráfica de [i]point&click[/i] en 2D para un jugador. La primera entrega tenía sus problemas pero en general resultó ser un buen título. En esta ocasión se repiten algunos de los errores del primero junto con algunos nuevos, como un ritmo más lento, una dirección argumental cuestionable que además se queda a medias y personajes poco interesantes. Pese a tener algunos momentos y puzles decentes, no me ha parecido una buena continuación o un buen título en general. [h1]El sueño de la tortuga[/h1] Brian y Gina disfrutan de su retiro paradisiaco tras los eventos de la primera parte. Un accidentado viaje en avión los dejará aislados en una isla que no está tan desierta como decían. Al igual que con el anterior, por el tema de licencias, el juego viene con voces y textos en inglés. Debemos pasarnos por la [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2859559364]sección de guías[/url] si queremos descargar las voces y textos en español originales. Inicialmente Runaway iba a ser un único juego, pero debido al éxito de la primera parte se convirtió en una trilogía, y eso se nota. Un ritmo más lento y una trama que se apoya más en referencias al cine y la televisión de los 90 hacen que esté bastante por debajo de su antecesor. Al menos esta falta de enfoque le permite mostrar más variedad de localizaciones pero no me gusta el camino seguido. Tampoco me han gustado los personajes en esta entrega, tanto los que repiten como la mayoría de los nuevos son bastante irritantes, incluso el propio protagonista, quien fuese un buen tipo en el primero que quería hacer lo correcto, ha pasado a ser un tanto caricaturesco. Mecánicamente no cambia mucho. Seguimos contando con excelentes fondos en 2D dibujados a mano en formato 4:3 (cuadrado) con personajes en 3D, pero bastante mejor detallados y animados que en el anterior. Con el botón derecho alternamos entre observar e interactuar con el escenario mientras pasamos el puntero del ratón por cada píxel para ir recogiendo todo aquello que no esté clavado o le parezca interesante al protagonista y dialogar con un buen nutrido número de personajes variopintos mientras resolvemos puzles… algunos mejores que otros. Ya en la primera parte había algunos puzles cuya lógica resultaba un poco cuestionable, aquí vuelven junto con objetos de un único uso que debemos recoger más de una vez o esperar varios segundos hasta que termine una animación para que la acción se complete. El ritmo general es más lento. Tampoco ayuda el tema de las conversaciones, donde los temas tratados no desaparecen. En más de una ocasión nos veremos repitiendo diálogos para ver si ofrecen alguna nueva opción, cosa que no suele pasar. Al menos en esta ocasión se añade un sistema de ayuda cuyas indicaciones podrían haber estado un poco mejor trabajadas. Lo cierto es que ha habido un momento en el que dejé el juego de lado durante varias semanas antes de animarme a completarlo, y sólo porque me gusta terminar los juegos que empiezo. Pese a que tiene sus momentos interesantes aquí y allí, en términos generales no lo he disfrutado y el hecho de que la trama se quede a medias con la tercera entrega en mente y los mencionados personajes irritantes, no ayuda. En cuanto al estado técnico. Funciona sin más, instalar y jugar, pero por alguna razón, en cada escena donde hay copos de nieve el juego se ralentiza una barbaridad. La única solución que he encontrado es usar algún programa de terceros como [i]dgvoodoo2[/i] o [i]DxWnd[/i] para forzarlo en modo ventana. La aventura tiene una duración de unas 10-12 horas. Como todos los juegos de este tipo, el tiempo varía en función de cuánto nos atasquemos y nuestra perseverancia antes de consultar una guía o ayuda. [code]Reseñas de otros títulos de la trilogía: [url=https://steamcommunity.com/id/Riaku14612/recommended/7210]Runaway: A Road Adventure[/url] [url=https://steamcommunity.com/id/Riaku14612/recommended/58560]Runaway: A Twist of Fate[/url][/code]
Какая-то невыносимо душная игра, ничего общего тематически и стилистически с первой (тоже не сказать, что какой-то выдающейся) частью. Ну, теперь ролики позволяют пропустить (например, если после 20-минутной неинтерактивной сцены игра вдруг вылетит, пускай случается подобное очень редко) - хоть так. Но вот этот бесконечный словесный понос каждого персонажа совершенно идиотской истории, которую до кучи еще и обрывают посередине - это просто нечто. Традиционно потусторонняя логика загадок и в целом довольно неприятные действующие лица. До сих пор не могу понять как разрабы определяют, что какой-то предмет ГГ хватает сразу (со словами НУ ВДРУГ ПРИГОДИТСЯ), а другой предмет (или пространство) он даже осматривать не будет, пока не услышит некое ключевое слово в одном из бесконечных диалогов. В общем, ерунда полная.
ne fonctionne pas sur windows 11
Bonjour, ce jeu ne fonctionne pas avec windows 10 / 11 étonnant que Steam n'arrive pas à stabiliser ça comme a pu le faire GOG. Très déçu de n'avoir pu refaire ce grand classique.
geiles point&click adventure
[h1][i]“It was said that you would destroy the Sith, not join them!”[/i] ~Obi-Wan Kenobi[/h1] Runaway: A Road Adventure was anything but perfect. It was cringey at times, it suffered from some terrible pixel hunting, etc. Yet, it was the right game at the right time. Together with some others (like Benoît Sokal's Syberia, for example), it was one of those games that gave the point-and-click genre support in a time of decline. It was nothing like what Nintendo did after the infamous video game crash of 1983, of course, but still, it was one of those games that helped the genre survive. It was pretty stylish, it had an interesting narrative (for a European point-and-click adventure, that is), it looked good, and it had exclusive songs with vocals (a rare thing to see back in the day). Like I said, it was a thing. And when there's a thing? A sequel is inevitable. So, ladies, gentlemen, and all the others, please welcome Runaway 2. I mean, Runaway: The Dream of the Turtle. And you know what? The intro looks promising. It's stylish, it comes with a new song (no famous singers, though; I wasn't even able to find out who Ryk-C is), and it feels exactly like what we all expected from a Runaway sequel. I mean, come on. The original Runaway, despite all of its flaws, was very movie-like. Heck, it was actually inspired by certain names. It was, like, the game's most powerful trait. Together with a certain amount of quality, it was something that put the original Runaway above the other European adventures that mostly aimed for quick money and didn't care about such stuff. That's what we all wanted from Runaway 2. Guess what it did? It joined “The Dark Side of the Force.” I mean, that's it. Runaway 2 is one of those European adventures that some of us fans call “the genre rot.” You know, when the genre's in such a bad shape that no major companies really care to produce quality stuff and only small ones produce games for a quick money grab. What about indies, you may ask? Well, that's another problem. It was still the early 2000s, and the indie scene wasn't nearly as strong as it is today. With no easily accessible engines that were really worth working with (like Unity, for example) and no real demand or support, it was only starting to take form. Dave Gilbert, for example, had just dropped the very first game (as long as we don't count Bestowers of Eternity) in his Blackwell series. So, with nothing else on the market, the old fans had no other choice but to play second-grade stuff like Journey to the Center of the Earth and Agatha Christie: And Then There Were None. But OK, I keep calling those games bad, but what was wrong with them exactly? Well, Runaway 2 is a nice example of that. What's funny is that lots of the crimes it committed were already present in the first game. All Pendulo really needed to do was learn from their previous mistakes. They didn't. Instead, they made new ones. Let's start with the dialogues. Let's just admit it: everybody hates those in these kinds of games (even when there are famous actors like Duke Nukem himself, Jon St. John here). The point-and-click genre is built around exactly that—pointing and clicking. And the dopamine comes at the moment when you pick up the right item and put it on the right spot. Combining items included. Dialogues? Those kinda make everything vague for no real reason, aside from adding unfair difficulty. Which was kind of a thing in the pre-Internet time, when people wasted days and weeks trying to figure things out in order to brag to their friends, but quickly became a buzzkill when walkthroughs became easily accessible (wasting days on painfully confusing things was no fun anymore because there were no real-life rewards for it). And Runaway 2? It's, like, dialogue hell. You'll need dialogues to progress (there's even a part where you'll walk from one NPC to another multiple times); very often, our dude Brian will need to [i]know[/i] what to do before such options become available... That's right: the infamous “you can't use this on that because your character doesn't know that such stuff is possible or needed.” And there are, like, [i]tons[/i] of dialogues. And all of them are stupid. Screw that. Talking about stupid stuff—that's another problem with European (post-soviet too) adventures from that period. The thing is, such games rarely (if ever) took themselves seriously. That's why the first Runaway stood out. It’s not like it wasn't cheesy at times, and yes, it was heavily comedic, but it did take itself seriously, if that makes sense to you. Runaway 2? It's just a bunch of “LOL, we don't care!” stuff tossed together. And it's so-o-o cliché! It's the same exact European thing copy-pasted from, like, every second adventure out there. Witch doctors, stoners, aliens, racist jokes... Eugh. Which is rather sad, since the main concept (and yes, there [i]is[/i] a concept here) suggests a certain amount of depth. You know how in, say, the Vaishnava tradition, the entire universe is seen as a "dream" manifested by Lord Vishnu during his cosmic slumber? The writer of Runaway 2 tried to play with the idea. Unfortunately... OK, you ever had a stoner friend? The one who, after a couple of YouTube videos, started to explain the universe to you? And you're like, “Dude, stop smoking so much!” I'm not trying to say anything about Josué Monchan (the lead writer), but that's how his work feels. And yes, this game has a different writer (the first Runaway had not one, but three: Ramón Hernáez, Rafael Latiegui Antón, and Felipe Gómez Pinilla). Also, yes: pixel hunting is a b*tch. It was also a problem with the first game, but here it's even worse. Thanks to how dialogues and other factors keep inventing the rules on the fly without letting you know, it feels especially bad. Again, a healthy amount of pixel hunting is good for your dopamine (in my opinion at least), but honestly, this here is a nice example of how sometimes hotspot highlighting can be a good thing. And there's no excuse for not having it here. I mean, Simon the Sorcerer II happened more than ten years before Runaway 2. And the first Runaway clearly showed that pixel hunting there is a problem. Every single review complained about it. But no, Runaway 2 didn't care. At least in both of its major forms: the PC version and the Wii port (which added some sort of a hint system, in which a Jar Jar-like character named Joshua will tell you things like “cards usually belong in slots”). Cyanide (yes, [i]that[/i] Cyanide who made Styx and Call of Cthulhu) did add hotspot highlighting in their port for the Nintendo DS, but mostly because they didn't have a choice—the game is completely unplayable on the DS without it (and even with it, it's not really a nice experience thanks to how hard it is to see a thing). [i]Anyway[/i], the tragedy of Runaway 2 is that it pretty much destroyed everything that used to make the first one good and became “yet another one of those.” Take any European (or post-soviet) adventure from that time period and that'll be it. Heck, if anything, some of those actually did better. So Blonde, for example, while having a similar approach, felt much smoother and even threw in extra content (mini-games) in the Wii and DS ports (something that Runaway 2 didn't). So, what's the verdict? Is it worth getting back to this game nowadays? My answer is no. Not a single reason. The genre's doing great with indies today, with most of such games being heavily conceptual. Low budget? Sure. But still heavily conceptual. And it's not like there's a lack of those. You want a good game? Aim for those. As for Runaway 2? Well, it's playable (may require dgVoodoo2 on modern systems, though), but like I said, it's “one of those.” And when it's about “those,” it doesn't really matter which game you pick up—Runaway 2 or, say, Mozart: The Conspirators of Prague. It was said that Runaway 2 would destroy crappy European adventures. Instead, it joined them.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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