Not sure if anyone will need this, but hey, maybe you will. Some impressions for Infected: The Twin Vaccine (Collector's Edition)
To preface these impressions, if I had to sum up the game in one word I'd say "inconsistent." You see something and you say "That's very well done, I really like how they did this" and then ten seconds later you're all "What the fuck were they thinking?" It did a lot of things right, and a lot wrong. But let me break it down for you.
The story: You play a disease specialist called to the town of Oxford - the game thanks the town of Oxford Nova Scotia so let's assume it's there - where a virus has killed 150 people. The "patient zeroes" were two twin girls, but one of the twins was the only known survivor and believed immune. So your job, doctor, is to find this girl and deal with her overprotective (and badass) father. Why you and not a cop? I dunno. But hey, at least this time it's not ghosts, zombies or ancient civilizations with ties to aliens. So it's got that going for it, which is nice. The story is RIFE with anachronisms and inconsistencies. You're a doctor in 2012 but you still have a rotary phone. An entomology student's room contains a book on "etymology, the study of insects." How did not one person pick up on that error? And spelling errors and misused phrases aplenty. "Chop one up" for lack of editing!
The gameplay: Infected is a modern hidden object game, which means it's part point-and-click adventure and part finding stuff on cluttered screens. Not sure whether to include this in graphics or here, but I'll do it here: resolution options don't exist. Your choices are windowed or fullscreen, with a widescreen checkbox. And if you click the widescreen checkbox, you're gonna have a bad time. Doing so means the cursor doesn't line up with the inventory. To pick up something in your inventory you have to aim your cursor up and closer to the center of the screen...almost as if you weren't playing in widescreen! For a cursor to be off in a hidden object game is really nerve-wracking. So just stick with the default, it still looks good. Speaking of which...
The graphics: For a small game like this, the graphics are super great. Characters are green-screened or partly digitized real actors. So it's not totally FMV (like you'll see in HOGs such as Escape from Ravenhearst) and it's not totally drawn. For the most part it works, but just don't focus on looking too closely at the homeless guy. He's got a serious case of Uncanny Valley. *Jibblie jibblie* Environments are similarly taken out of stills from small towns in Eastern Canada and digitized. There are a few FMV cutscenes of stock footage used to great effect. So they really shined here.
Dialogue, voices and music: Again, really good. The game starts with a cutscene: a newsreel describing the backstory. The on-the-scene reporter does a great job with this halting cadence, sounds a bit nervous, you'd think he was an actual reporter they called up to do voice acting. There's not a lot of stupid "lost in translation" phrasing that makes you wonder who speaks like that; it's mostly realistic dialogue. The best part is the bonus chapter, told from the point of view of the badass father, where the on-screen instructions use his farmboy nuances: "I reckon"s aplenty. Music was also quite nice in this. Okay, you're asking, this sounds like a cool game. Why did you call it inconsistent?
The puzzles: Ughhhh. Just plain bizarre and illogical most of the time. At every turn, you're asking "Why? How? Why do I need to break a window with THAT when there's debris everywhere? That's not how it works! That's not how any of this works!" Okay, listen, I get that adventure games sometimes require leaps in logic. But this is like throwing logic out the window. I hate using spoilers as examples but there's really no other way.
A dripping pipe has left a section of a wall wet and weakened. Okay, I figure, maybe I have to scrape the wet paint off with my paint scraper and reveal what's there. Nope. Use a hammer and chisel to break into the wall? Nope. Okay, wh...going through all my inventory...oh. I was supposed to shoot a CROSSBOW through the weakened wall, so that it breaks a tile in the room behind it and reveals a gem. Who in their right mind would think of that?
The hidden object sections fare little better: you have to find 12 items but a lot of them are chained so you can only find four at first, then interact with items one after another to find them all - like a mini point-and-click adventure on one screen. In my opinion, that's a step backwards in game design. Your mileage on that may vary.
The verdict: I wanted to go to bat for this one. It's got a good story, great graphics, great voice acting, good music, and it's about average length for a hidden object game (took me 3.5 hours for the main game plus bonus chapter.) But the gameplay elements are so illogical and "only in a videogame" that it almost feels like a game deconstructed into its base elements. I'm having a hard time deciding whether to recommend it or not. So let's put it this way: if you've never played a hidden object game before, or are new to point-and-clicks, don't get this one. If you're an old hand at them, you might want to check it out for the story and be able to follow its gamey logic. Still shaking my head at how it could get things so right and so wrong at the same time.