The first hour or so of the experience is great at pulling you in: walking around the charmingly-realized 1930s-era Hill Valley gives you the same initial sense of wonder that the films did; unfortunately, however, when the game gives you the most freedom to explore, it also slows the pace of the game significantly. You’re charged with delivering a subpoena to a gangster and getting some alcohol from a speakeasy to fuel young Doc Brown’s invention - these tasks are completed using the type of circuitous logic that adventure games are so often criticized for. You know, the use-the-dog-to-sniff-the-hat-to-uncover-the-key-to-unlock-the-door-to give-you-the-note-to-call-the-dentist-to-create-a-distraction kind of logic puzzle.
- Doc and Marty are voiced perfectly
- Some great moments near the end
- Hints keep you from getting stuck
- Some obtuse puzzles
- Drags in the middle
- Are we going to have to stay in 1930s?
Doc and Marty are voiced perfectly
Some great moments near the end
Hints keep you from getting stuck
Some obtuse puzzles
Drags in the middle
Are we going to have to stay in 1930s?
|US censor rating||"","","","Rating Pending"|
|UK censor rating||"","","","Rating Pending"|