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miguelroya, shakes, dead on the money, remedy, bbw vids , lesbian bbw , sexy fatties , general, beavis, koingo, christie, spielberg, rue, jokes, smoking, shady, Congratulations! I'm pleased to award this outstanding game a Gold Star and, as mentioned earlier, strongly urge this to become a part of your DS library, particularly if you love adventure games. Given the teenage heroine and nature of the script, I could easily see this as a fine first adventure for a youngster, although it's a ice bit more mature than the typical Nancy Drew effort (T rating). In that regard, the Drew games would nicely translate, with a little work, to the DS system. I'm ice hopeful that Trace Memory is but the first of several adventure games for the DS, given the system's unique capabilities, so well suited to an effective adventuring interface and general gameplay progression. What I Liked Most About Trace Memory Engaging, involving Nancy Drew-like story; Creative and full use of DS features; Slick, efficient interface; Gorgeous 2D still scenes and 3D world; Realistic ambient sounds; Save-anywhere feature.
It's not at the level and complexity of koingo the best adventure titles for the PC, but it's not reasonable to expect that for a handheld koingo title. koingo What it does bring to the table is an engaging, wonderfully done and integrated story with facilitating puzzles. It can be played, given save-anywhere capability, in short sessions. My total completion time was around eight hours actually on the DS (not off it thinking), but others may need less. Although a bit brief, it's well worth the money, with even some replay potential. My DS library has 11 titles. Trace Memory reflects the maturity of game development for the system. Unlike some early titles (Madden 2005), it's not a "poor reflection of the original" port. Also, it's not just a bunch of exercises designed to show off DS characteristics (Feel the Magic). Rather, TM feels like a tightly created game with the developers integrating the strengths of the DS, not just to show off or be gimmicky, but rather because these attributes worked to advance the story they wanted to tell, the game they wanted to make.
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