To enter locked areas you need a charged keycard.
I thought it wasn't as well done here, and some aspects were downright clunky. One is the way in which the science is integrated into the story and the environment. There are several reasons why Bioscopia was not quite as good as Physicus. I suggest you read the Physicus review to find out what is so good about these games, then come back and I will explain the differences and tell you why I thought this game comes in second. You can tell I am a fan.īy comparison though, I thought Bioscopia fell a little short of the standard attained by the earlier game. Attention to detail, careful searching of the environment, and a willingness to dip into the database will see you through (although I thought the penultimate puzzle solve in Bioscopia left a bit to be desired). They are solid products, not resorting to tricked up puzzles or worlds, nor relying on mazes or timed puzzles to provide a challenge.
Perhaps they could be a little more open in terms of where you can go and when, but the large target audience (10-102) probably dictates a more directed approach, plus it makes them accessible for novices and the more experienced alike.
They are certainly among the few best edutainment titles I have played, and are two excellent adventure games whatever the sub-genre. Much of what made Physicus such a good game is present here. If you enjoyed Physicus you will enjoy this. First you have to get inside, but then what to make of that large (and still active) robot? And is everything really as it seems? The place is falling into ruin, but remains alive in many ways. You arrive at a seemingly abandoned and probably forgotten research facility, after a cutscene that suggests a rescue is in order. Review by Steve Ramsey (January, 2003) From the same makers and in much the same vein as Physicus, Bioscopia sees you once again teaming up with science, this time of the biological variety, in a quest to "conquer evil".