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What is the secret of the dryads forest? Can you tap into the power of the druids? And never discount the dolphin. In the beautiful and mysterious county of Cornwall you have a mission...
It’s amazing what can draw a person to a game. I chose to play The Enchanted Glade because I really like the word “glade.” It conjures neat forest imagery in my mind. And the game features exactly that.
So, yes. The Enchanted Glade is a fun adventure in the English countryside. You wake up in a hotel room with no memory of where you are or why you’re there. Now, hold on-
You are probably rolling your eyes at the amnesia plot line. Truth is, neither the story nor the gameplay has any focus on the amnesia part. It’s just to create a featureless PC for the player to step into as they frolic about the scene views of Cornwall.
Explore the village of Cawsand and try to uncover its mystery!
Gameplay
This gameplay narrowly avoids feeling under-implemented. There’s not a lot of meat on it, text-wise. Rather it has a less-is-more quality that allows you to appreciate what detail is present.
You are at the entrance to the sea cave.
The waves of the English Channel lap gently at your feet. You are, however, aware of the treacherous nature of the currents hereabouts. Not a place to bathe!
Some of the language (ex. rubbish instead of trash) may be unfamiliar to players due to the English setting, adding to the charm!
What’s unusual is that there is no obvious goal, at first.
This might be a turnoff in another game, but The Enchanted Glade manages to engage the player with this ambiguity. It vaguely informs us that we’re on a mission to find out “what happened,” suggesting that it has something to do with the dryad (spirit) in the forest. It then leaves the player to solve puzzles in their surroundings as they emerge before revealing the gameplay’s true goal.
I enjoy parser games that reward the player for noticing things in their environment. You may not see the (Spoiler - click to show)frog in the bog, but if you examine the grass, suddenly it appears in the location’s description. This meticulous attention to details creates an almost meditative effect that worked well with the game’s simple atmosphere. Things don’t need to make sense right away. Enjoy the ambience and scenery.
Sidenote: For the longest time I've struggled with Quest games because they would inevitably slow down or end the session prematurely if I looked away for too long. I did not have to deal with that at all with this game. I was even able to save the game without needing an account for the Text Adventures website. I’m not sure if this is a new development, but it may encourage you to give this game a chance.
Puzzles
I liked the puzzles, but there is some occasional clunkiness. One criticism is that puzzles are simple but not always intuitive. How are we supposed to know that the (Spoiler - click to show)dryad- who can kill the player- will be appeased by the gold acorn? Or that she wants something at all?
There is also some mild guess-the-verb confusion. (Spoiler - click to show)“Ride dolphin” and “Get on dolphin” does not work, but “Climb on dolphin” does. This game could probably use a formal walkthrough, but there are plenty of hints available on the Text Adventures website if you are willing to read through the comments.
I’ll further discuss puzzles at the end of this review.
Story
I’m not going to hash out all the details (as I often do), but it’s only when we discover the cozy library that we realize the backstory to this quiet country setting. The story then takes on a more mythical feel while still staying ground. (Spoiler - click to show) Somewhere in the forest, a benevolent spirit has been trapped by Dark Magic. There is no action or fighting. It’s focused more on finding harmony with the land to come to this being’s aid.
Not too loud, not too flashy, just the right amount of mystery.
Visuals
The Enchanted Glade features photographs of English scenery for about a third of its map locations. Nothing fancy but I found them quite pleasing to look at. They add depth to the minimal detail in the writing. It all just clicked together.
Conclusion
I was pleasantly surprised by what The Enchanted Glade has to offer. While it may not be the strongest or most complex game you will ever play, it sets itself apart with the low-key mystery and charming setting. Play the game and spend time in Cornwall!
I think I might try some of the author’s other games. Even if they don’t have glades in them.
Also: Below are some thoughts on puzzles. Spoilers!
(Spoiler - click to show)The clunkiness part had to do with the car park. The bin in the car park is not mentioned in the description even after you interact with it. You can say "x bin" and the game will tell you there is a bin, but only if you guess that a bin exists after examining the rubbish. Even after you put the rubbish in the bin, the bin is still hidden.
The point of buying the ice-lolly is that you throw away the stick in the bin, alerting you to a bottle in the bin. I could not figure out how to buy the ice-lolly, but the hints revealed that you can simply use "take bottle" to retrieve the bottle without having to buy the ice-lolly at all. Oddly enough, examining the inside of bin reveals no bottle. You must know it's already there (and examine the bin first). I failed to find £1 to buy the ice-lolly, so who knows how that would have affected the gameplay.
I’m not sure what the sundial is for. It might have hints about the temple. For the temple puzzle, I just guessed which stone (out of three) to turn. Turning the wrong one means Game Over. It’s the third stone, BTW.
Be aware that a few items appear to be red herrings.
There are a few insta-deaths that you will almost definitely fall for the first time you visit a few of the locations. The nice thing is, once you know what to do, you can zip through the gameplay, making these “Game Over” scenarios manageable. I don’t think it detracted from the game. (Here’s a tip, anyways: Traveling north, east, or west of the bog means game over. It’s rather sudden. All you need at the location is to find an object).