First of all, Just Adventure's Aya brings us her favorable impressions of Artematica's upcoming adventure, Martin Mystere: Operation Dorian Grey...
All in all, Martin Mystère looks, plays and feels like a great adventure, and I can easily state that it will be one of the best adventure releases of 2005. I loved it from the second I started playing, and was very disappointed when the demo ended cause I wanted more! It will be a must-play for 3rd person point-and-click, mystery and paranormal lovers. Unfortunately, it will probably be unfairly compared as a Gabriel Knight knock-off by many misinformed reviewers who will not be aware of Martin’s lengthy history.
Additionally, Just Adventure's incomparable Randy Sluganski brings us his highly interesting interview with Martin Mystere Developer, Ricardo Cangini...
Can you tell us a little about the basics of the game – length of play, how are inventory items handled, is it linear or non-linear?
Martin Mystère is 'a real adventure game', it means that we have a point and click interface, an inventory, the possibility to use objects, to exchange, to take, to combine together more objects; dialogues let the player to understand what Martin should do and are sometimes serious and sometimes funny and there is also a map that allows the gamer to choose his location. As for the length, of course it's subjective, but not less than 20 game hours as the game sections are not linear even if the plot is rather linear.
Were you allowed to take any liberties with your interpretation of the Martin Mystere character or did you have to work within the predefined limitations?
Certainly the world, the manners, etc. of the characters have been and must been respected (as always occurs when someone else's licenses are used) but it is not a real limitation, on the contrary, the use of a preexistent world can help to build a good character.
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