Favourite | |
---|---|
Ratings | |
Release Date | 23 December 2008 |
Release Type | Freeware |
Content Advisory | Mild | Sex scenes | Strong |
Operating System | Windows |
Setting | Fantasy |
Genre | Investigative |
Story | Original |
Play Length | Full Length Game |
Languages | English, German, Italian, Polish, Spanish |
Voice Acting | |
Graphics | 640x480, 32-Bit Colour |
Downloaded | 66,838 All Time |
Now playable in English, German, Italian, Polish and Spanish.
In the infinity of space there is a planet with two faces turning around an old, white sun to which it always shows the same side. The other is enveloped in total darkness.
On each face life has developed in a different way. The bright side is inhabited by people who call themselves Strefis, the illuminated ones, while the dark side is populated by the Ugeltz, the people of night.
No Ugeltz has ever seen a Strefis however each civilisation remembers the other, in legends.
Extended Trailer: http://www.youtube.com/watch?v=1mK_xlqIzfc
VAN_WOLTER | Game |
jkohen | Testing, English translation |
Dust to Water (DEMO) | English proofread |
Earl Bobby is looking for a Loo | English Translation |
Earl Bobby is looking for his Balls | english proofread and testing |
Masters of Sound | English proofread |
Rat Channel | translation |
Ali | English proof read |
9 Months In | Smooth Scroll Module |
AGS Awards Ceremony 2016 | Background graphics |
AGS Awards Ceremony 2017 | Background graphics |
AGS Awards Ceremony 2018 | Background Graphics |
AGS Awards Ceremony 2020 | Background Graphics |
Brothers & Wreckers (demo) | Smooth Scrolling & Parallax module |
Cart Life | Smooth Scrolling & Parallax Scripting |
Draculator II: Byte of the Draculator | artistic direction, background art, animation |
Earl Bobby is looking for a Loo | Additional Puns |
Feria d'Arles | Additional writing and design |
Hitchhiker's Guide To The Galaxy Remake | SmoothScrolling & Parallax Module |
Jack Trekker - Somewhere in Egypt | Smooth Scroll Module |
Magic Owl | Smooth Scrolling & Simple Parallax module |
Nelly Cootalot: Spoonbeaks Ahoy! | Graphics, Dialogue, Scripting etc. |
Pub master quest Legends v3.0 | beta testing |
Song Animals | Parallax Module |
Stediddy in IP1; Employment | Making the game work & voices |
The Cat Lady | Smooth Scrolling & Parallax module |
Sinitrena | English translation |
A Magic Stone | everything |
A Very Special Dog | everything |
Death of an Angel | everything |
Draculator II: Byte of the Draculator | voice acting |
Emerald Eyes | everything |
James Bond - Who wants to live again? | everything |
Lonely Night | everything |
The Witch, the Wizard and the Blue Cup | everything |
cat | Voice of Fraka |
9 Months In | VA, Testing |
AGS Awards Ceremony 2016 | Organizing and hosting |
AGS Awards Ceremony 2017 | Organizing and hosting |
AGS Awards Ceremony 2018 | Organizing, Production, Hosting |
AGS Awards Ceremony 2020 | Organizing |
Apfelmännchen | Story, graphics, coding |
Apple Farm | Everything |
Big Blue World Domination [MAGS] | Testing |
Black Sect Remake | testing and additional graphics |
Blue Lobe Inc. | voice acting & beta testing |
Captain Disaster in: Death Has A Million Stomping Boots | Testing |
Cave of Avarice | Puzzle design, writing and coding |
Cornelius Cat in: How the Cat Saved Christmas | Game design, hand-crafted assets and implementation |
Cornelius Cat in: The Uncontrollable Pest | Game design, hand-crafted assets and implementation |
Draculator II: Byte of the Draculator | character design, cursor design, voice acting |
Dust to Water (DEMO) | Voice of Gragh |
Earl Bobby is looking for a Loo | Testing |
Escape the Barn | Story, graphics, coding |
Feng Shui And The Art Of TV Reception | Testing and feedback |
Head over Heels | Story, graphics and coding |
Kanji Gakusei | Concept, graphics and coding |
Mr Bear Teaches English | Concept and coding |
Oh du lieber Augustin | Gamedesign, writing and coding, German translation |
RAM Ghost | Object Donation |
Sheep Quest | Story, graphics, coding |
Tales | help on early version of the game |
Tales - Tech Demo | German Version Proofreading |
The Bum | German proofreading |
The hunt for Goldbeard | Background art |
Toffee Trouble in Creamville | Game design, writing, coding, German translation |
UNGA needs MUMBA | voice acting |
Ptraci | Spanish translation Team |
cireja | Spanish translation Team |
Aeronuts | spanish translation |
Lema Sabachthani | Spanish translation |
Peder Johnsen | hosting |
[Into the series] Shogin Crystal Legends B2 | Testing |
Archeos | Music |
Black Sect 2: The Cursed Crypt (PnC Remake) | Testing |
Cryo | Coding, lead tester |
Don't Drink the Pink | Testing |
Earl Bobby is looking for a Loo | Publisher |
Earl Bobby is looking for his Balls | testing and hosting |
Earl Bobby is looking for his Shoes | Hosting |
Fallen Angel | Everything. |
Go North | Port, Design, Mumble |
Heaven, Hell and the Neitherworld | Technical help and hosting |
Masters of Sound | Hosting |
Nelly Cootalot: Spoonbeaks Ahoy! | Beta Testing / Hosting |
NES Quest | Beta Tester |
Operation Save Blue Cup | Everything. |
Red Hot Overdrive | Music (Track 04) |
The Art of Dying | Betatester |
Trapped In A Building | Everything. |
U-ROPA | Code |
Where did Sam go? | Scripting, GUIs, cursors, INV items. |
paolo | Italian translation |
-Space Hunter- | English translation |
** DELETED GAME** | English translation |
** DELETED GAME** | English translation |
A Cat's Night | English translation |
A Cat's Night 2 | English translation |
A la Recherche de Dread Mac Farlane | english translation |
Anti-heroes | The lot, except plot ideas from "Heroes" |
Barn Runner 5: The Forever Friday 3 | French translations |
Chasing Hoagie (Maniac Mansion Mania Episode 83) | English proofreading, translation help |
Doc Apocalypse | English Translation & Help |
DoVaDuLa'S BuRn | English translation, some debugging |
Earl Bobby is looking for a Loo | Italian Translation |
Inside Monkey island | English translation |
Inside Monkey Island: 2nd chapter | English translation |
Inside Monkey Island: 3rd chapter | English translation |
Looking for Dread Mac Farlane | english translation |
Norbi's quest 1,5 | proofreading |
Odissea - An Almost True Story | Translation & Help |
Oz Orwell and the Crawling Chaos | Translation, Beta Test & Help |
Oz Orwell and the Exorcist | English Translation |
QN2 [Demo] | English Translation |
Quantumnauts | Translation & Beta Tester |
Quantumnauts [Demo] | English Translation & Help |
Righteous City - Part II | English Translation |
Roccio's Quest | French translation / Walkthrough |
Shoot, I Got Abducted! | Additional Scripting |
Submerged - LaSol (MAGS) | Translating |
T-REX and MUSCLE SAM big trouble in S.P.F. | english translation |
Tao Through Space and Time | english translation |
The Apotheosis Project | English Translation |
The experiment - Part 2: Menacing darkness | proof-reading |
The Path of the Pumpkin | English translation |
The Vacuum | Italian translation |
This City at Night | Story, artwork, scripting, etc, etc |
This City at Night - DEMO | Scripting, graphics, story |
Trance-Pacific | Story, scripts, object anims, Italian |
TREX and Muscle SAM: A New Kickstart! | English translation |
Kastchey | Polish translation |
A Landlord's Dream | Art, Design |
AGS Awards Ceremony 2017 | GUI graphics and AGS trophy |
AGS Awards Ceremony 2018 | Graphics, Production, Intro Show (graphics) |
AGS Awards Ceremony 2020 | Organizing, Production, Graphics |
Birdy Birdy | Graphics |
Blue Lobe Inc. | pixel art |
Captain Disaster in: Death Has A Million Stomping Boots | Promo Art |
Content | Dialog Check & Modify |
Ego in Planet of the Apes | Beach background |
FALL | translation, dialog check |
Fanbots | Art, Design |
Here Be No Sirens | Story, Art, Scripting |
If On A Winter's Night, Four Travelers | testing |
Space Tunneler | Title Screen |
Space Tunneler Deluxe | title screen |
Spot The Difference | Graphics |
State of Mind | Backgrounds and Tester |
Suspicious mind | Graphics and dialogs |
The Ancient Art of Staying Alive | Title Screen and promo art |
The Awakening | Art |
The Cradle | Character art, animations, additional scripting |
The Potion Master (MAGS version) | Graphics / coding / additional puzzles and story design |
The Rat Pack (Full version) | Graphics |
The Rat Pack (MAGS version) | Artwork, testing |
The Shaft | Art, scripting, story, writing |
Wages of Darkness | graphics and animation |
Impressive in both scope and creativity, but suffers from some directionless gameplay and ill-defined play mechanics. Graphic design is atmospheric, though at times inconsistent. Strong storyline overcomes slightly confusing characterizations.
We'd love to hear what you think about the game!
Please sign in to share your comments.
MIRROR
|
Report as Broken | |
DOWNLOAD
|
Report as Broken |
Comments
Showing 5 of 28 comments
I've got this version in september 2011, and I can say I loved it! I am a former gamer of Lucasarts adventures, like Maniac Mansion, Monkey Island, DOTT, Indiana Jones, and even ancient ones, like Hugo for DOS, since 1991 and older. The Second Face is different, because of the atmosphere and the 'alien' of 'another world' place. Its so interesting as OoO (out of order), another game that uses 'alien worlds', which let our minds crazy to discover things!
Second Face is a world of mistery. Misteries everywhere!
I'm sure what I will say now will not spoil the game because it will just describe some objects. Its more to give some examples, ideas and suggestions. I'm not giving clues. Anyway, beware.
Second face has some areas, like the bedrooms, with the windows showing part of a large building! Very immersive and I really appreciated it!
As a 'veteran', I noticed positive and memoring areas, like the afore mentioned feeling of 'living in a different world', and the anxiety to discover things like: see his father, cure his father, read more about the trees, the large creature and this world, go to the underGROUND to see the margin being pumped up, and tons of inimaginable actions that let me fixed in the game until its end.
A thing that will let us extremmelly happy and focused is the freedom to search and discover things that let our imagination more and more inner, like living in the game! The 'drama' increases!
Only to mention, I work and study everyday, but in a given time of the day (say, 18 to 20hrs) I shutted the door just to enjoy this game, in a total dark room and with some really light food :) And whenever I was (in the school, at work, jogging, in the camp), I was thinking about this game and how to go in some puzzles! These games really change our daily lives until its end.
For about the box of texts: its IMPRESSIVE! I've learned to use it quickly and I liked it because you have more freedom to ask, typing words that you remember, and you can get really puzzle-clues with right words. Its really nice to remember a given word (like a people name) and the person says 'oh...He?? I remember him destroying everything', or something like that. Its immersive because you will associate a given person with his abilities and how to find him/her.
Now the negative sides:
I didnt notice anything 'so wrong' or non enjoyable. On the contrary: I praise the author and his efforts! I've read about his imagination of a main map like the babilonian civilization, and that was stunning!
But:
- We, gamers, became more and more enticed by a long adventure game (really long). At least for me and the contacts I have. Its a subject of days and weeks of chatting. We do know its good for the brain and for the life in general: games that lasts long (with much more puzzles, chatting and ambiances). So I've found this game 'a medium to short lenght game', and I became a bit frustrated, because I've thought I would do many more things, like going underground to see margin being pumped up, get more itens that was mentioned in the game (e.g. the character can touch them and say it can rip it up but we never get them), get people out of some places like Kargon (letting us explore more the room), use boats, open some doors, go upstairs in some rooms, as well as more interesting things in the tower to gather any artifact and information, as well as take more itens from the council, and even read some books about the people in the library (as some in the undertown, for example, can mention), so the protagonist can ask the librarian, even it the book contents will not unlock a given area of the game (for culture and immersion only).
Other negative side was already mentioned: when we want to go to some places in the main map, we must pass the corridor. It should be , at least, skipped, pressing, say, an ESC key. Or he could just pass the corridor area quickly, without lefting the map area, just to transport us to the new area we want.
Another one regards to the ability to 'repeat' a given chatting session. I've pressed ESC by mistake, so something important that was said before cannot be repeated, because when I went there again, the people was not there anymore, of they refuse to let me in. It should have a 'list of quest items', with those long conversations typed like a 'hyperlink phrase', so you can retrieve the scenes.
Another thing is in regard to some juices. Its not clear we need to make more juices of the same type (buying the ingredients again and again). It could have, at least, some indication, like a person of the undertown or in the market, that tells you something you can think: 'hmmmm I can make another juice!!'. And then try the new juice in areas you have a 'gotcha'.
Nevertheless, I'm so happy I knew this game exists, and I´m also eager for the sequel, not forgetting to help the game anyway I can (ideas, donations, and , mainly: sharing it with my friends!)
Regards, and thank you!!
amazing undertaking, and the truly first aGS game Ive seen with a deep philosophical (and truly interesting, mind you!:) undercurrent,,
While I had to give up after a couple of hours,, too drab environments and monotonous atmosphere and gameplay, (kinda hated the text boxes too,,sorry bout that), I felt the puzzles weren't really effectively moving the storyline forward, they kinda fell into the pit as so many other ags games,, as fillers.
A lot fetch puzzles,, a-b-c linear boring "use knife on break, make sandwich, kind of things, not really a dynamic part of the amazing storyline, I would have loved to follow the story if the puzzles and gameplay were more varied and creative and less linear and trivial,
on the positive side, I loved the style, didn't mind the simplistic graphics,, cool characters and grim, bleak setting (it just got too monotonous at times,, almost claustrophobic and paranoid, a good indicator of the game world and characters,, but no so good when you had to do a lot of walking and running through the same places over and overa gain, (it got a little depressing to be honest, at least for me),
so the worst thin imo, the gameply,
best thing, the story,, and.,. like woooow, *lol (the reason why Im writing this), it's like nothing Ive seen before in an adv game,, that's for sure and I really wanted to know more about those deeper sides of the plot and story! plus the otehr cool elements,, the cult, the sex religion, the second face, alien techology, dual civilizations,, wow,, super fascinating concepts,
impressive effort, I hope the sequel will have better puzzles and gameplay that are more dynamic and integral to the plot and pace of storyline,
Excellent game with high artistic qualities and very good direction. Definitely one of the blockbusters of the independent adventure game scene.
Hi Licorice,
thank you for the feedback.
The most important information for me is the point when you stopped to play the game. Since I constructed the game as a continous climax the most interesting parts should come towards the end. If you could tell me exactly where you stopped, it would help me a lot for the sequel.
I am trying to improve the voice overs as much as I can. A new micro and new voice actors are already there. So probably it will make a step in quality.
Visuals were clean, a little too dark for me though even though the screen brightness was turned all the way up. This game is a dead cert for eye strain.
Although it's nice that some voices are provided for dialogue, they were too monotonous and dull and didn't really lend anything in terms of immersion or enjoyment, similar to listening to robots droning in slow-mo.
Puzzles are fairly logical. In terms of the atmosphere of the game, the gaming environment contributed to its dull, dreariness - grim atmosphere? Background music - very simplistic, serves it's purpose.
A good effort by the author - some suggestions to be made:
I felt the script & dialogue, plus voiceovers, could have been more engrossing. Characterisation is lacking. Environments could be less drab - more of a variety in terms of environmental design.
Unfortunately I gave up on it within 2 hours, there just wasn't enough in terms of motivation to make me want to continue playing.
Rating:
6 out of 10.