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Contents

   



(Top)
 


1 Gameplay  





2 Plot  





3 Development  





4 Critical reception  





5 References  





6 External links  














Sentinel: Descendants in Time






Ladin
Polski
 

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This is the current revision of this page, as edited by Waxworker (talk | contribs)at05:57, 20 June 2024 (added short description). The present address (URL) is a permanent link to this version.
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Sentinel: Descendants in Time
Developer(s)Detalion
Publisher(s)The Adventure Company
EngineLithtech Jupiter
(heavily modified)
Platform(s)Microsoft Windows
Release
  • NA: December 14, 2004
  • EU: March 18, 2005
  • Genre(s)Adventure

    Sentinel: Descendants in Time (also known as Realms of Illusion[1]) is a "puzzle-adventure, Myst-clone"[2] video game released in 2004.

    Gameplay[edit]

    The game contains logic puzzles that are reminiscent of the game Myst and Mysterious Journey II, whereby the player has to work out how the mysterious machinery function through observation and experimentation. The game has a hint system similar to that used in Myst IV, which when turned on informs the player of their aim when they approach a puzzle.

    Plot[edit]

    Set in an unspecified future, the narrative focuses on a young man named Beni, whose sister is kidnapped, causing him to embark on a quest to loot the tomb of a technologically-advanced race that has since vanished.

    Development[edit]

    The game was based on a "previously published story – The Ichneumon and the Dormeuse – which first appeared in Interzone magazine in the UK back in April 1996".[3] When describing the influence of art history in the "phantasmagorical, fantastic worlds" seen in games such as Sentinel, Detalion co-founder Lukasz Pisarek explained "I remember that while developing a concept, when we tried to explain to one another what we had in mind, we communicated using not only our own drawings, but we also resorted to Gaudi and Art Nouveau, among others, and to Simmons' Hyperion.[4]

    The game, along with Mysterious Journey II, was "developed in Poland, written in Australia (what we’ve been calling Detalion Down Under), voice recorded and published in Canada", then made available in various languages.[3] The development decided not to include timed sequences in the game after the negative reception this had in the company's previous game Reah. They were unable to release the music on a soundtrack CD because of their restrictive licensing contract. The game was designed with no death-states; project leader Maciej Miasik explained "we've been developing non-violent, never-die adventures since we started working on PC adventures and this isn't likely to change soon".[2]

    Critical reception[edit]

    Aggregate score
    AggregatorScore
    Metacritic71/100[5]
    Review scores
    PublicationScore
    Adventure Gamers[6]
    Computer Gaming World[7]
    GameSpot6.7/10[8]
    GameSpy[9]
    GameZone8/10[10]
    Jeuxvideo.com13/20[11]
    PC Gamer (UK)31%[12]
    PC Zone47%[13]
    The New York Times(positive)[14]

    The game received "average" reviews according to the review aggregation website Metacritic.[5]

    Charles Herold of The New York Times explained, "Toward the end, the game fills with busywork, too often forcing the player to wander back and forth in increasing frustration, but at its best Sentinel is a cerebral blast."[14] GameSpot concluded, "Sentinel boasts attractive graphics and high-quality puzzles. Unfortunately, the game often undermines its biggest strengths by taking those captivating puzzles and turning them into extremely repetitive busywork."[8] GameSpy wrote that the "puzzles have nothing to do with the story, but the story doesn't make sense anyway." Adventure Gamers said, "Sentinel is a beautiful game [but] this rich exterior masks a rather hollow gameplay with low levels of interactivity."[6]

    References[edit]

    1. ^ Wolf, Mark J. P. (May 2015). Video Games Around the World. The MIT Press. ISBN 9780262527163.
  • ^ a b Waxman, Betty (2004). "Maciej Miasik talks about Sentinel". GameBoomers.
  • ^ a b Sluganski, Randy. "Just Adventure Interview" (PDF). terrydowling.com. Retrieved February 10, 2024.
  • ^ Hardy, Igor (June 13, 2008). "Lukasz Pisarek - City Interactive". Adventure Classic Gaming.
  • ^ a b "Sentinel: Descendants in Time for PC Reviews". Metacritic. CBS Interactive.
  • ^ a b MacDonald, Laura (January 31, 2005). "Sentinel: Descendants in Time review". Adventure Gamers. Retrieved October 7, 2020.
  • ^ Cook, Denice (April 2005). "Sentinel: Descendants in Time" (PDF). Computer Gaming World. No. 250. Ziff Davis. p. 90. Retrieved October 7, 2020.
  • ^ a b Osborne, Scott (January 12, 2005). "Sentinel: Descendants in Time Review". GameSpot. CBS Interactive.
  • ^ Harker, Carla (February 9, 2005). "GameSpy: Sentinel: Descendants in Time". GameSpy. IGN Entertainment. Archived from the original on December 27, 2005. Retrieved October 7, 2020.
  • ^ David, Mike (January 24, 2005). "SENTINEL Descendants in Time - PC - Review". GameZone. Archived from the original on October 4, 2008. Retrieved October 7, 2020.
  • ^ Jihem (February 24, 2005). "Test: Sentinel: Dans L'Antre De La Dormeuse". Jeuxvideo.com (in French). Webedia.
  • ^ "Sentinel: Descendants in Time". PC Gamer UK. No. 147. Future Publishing. April 2005.
  • ^ "Review: Sentinel: Descendants in Time". PC Zone. Future Publishing. March 2005.
  • ^ a b Herold, Charles (February 17, 2005). "Underneath It All, Substance Sells". The New York Times.
  • External links[edit]


    Retrieved from "https://en.wikipedia.org/w/index.php?title=Sentinel:_Descendants_in_Time&oldid=1230034611"

    Categories: 
    2004 video games
    The Adventure Company games
    Adventure games
    Detalion games
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    Video games developed in Poland
    Windows games
    Windows-only games
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    This page was last edited on 20 June 2024, at 05:57 (UTC).

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