7 Roses - A Darkness Rises
A no-frills hidden object adventure that clocks in around two hours and feels like it arrived a decade late. Fine as a low-stakes afternoon click-fest, but modern HOG players will notice every missing convenience feature immediately.
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About 7 Roses - A Darkness Rises
I went into 7 Roses - A Darkness Rises hoping for a breezy hidden object session and got exactly that, along with a fairly blunt reminder of how much the genre has moved on. The core loop is point-and-click adventure mixed with hidden object scenes: you explore seasonal themed locations, collect inventory items, brew magic potions, and work through mini-puzzles to restore a dying Tree of Life. The hidden object scenes themselves come in two flavors - text-list searches and fragmented-object assembly - and neither type puts up much resistance. Completion requires only a handful of clicks per scene, which makes the whole thing very approachable for newcomers but leaves experienced HOG players with little to chew on. The bigger friction points are structural rather than difficulty-based. There is no fast-travel map, which means a lot of tedious backtracking between locations scattered across what turns out to be a labyrinthine layout. Getting from one end of the world to the other requires retracing several screens, and because the path between locations is not always intuitive, it is easy to wander in the wrong direction for a few minutes before course-correcting. The journal does exist but functions mainly as a clue notebook rather than a progress tracker, so if you want to know which scene needs attention next, the hint system is your best friend. There are no collectibles tucked into corners, no bonus chapter waiting after the credits, and the cutscenes that stitch the story together are short, text-only, and voiceless. On the technical side, the game runs in a fixed 4:3 window at 1020x768. Switching to fullscreen reportedly causes desktop display issues on modern monitors, so widescreen players should expect black bars or worse. That is a meaningful quality-of-life gap in 2024, and combined with artwork that reads as several generations old, the whole package feels less like a casual release and more like an archive title that somehow ended up on Steam. The fantasy setting - four seasonal islands, a central hub, a dark mage antagonist - has genuine charm in concept, and the potion-crafting puzzles and symbol-based final confrontation show a little more creative ambition than a straight seek-and-find loop would offer. Who will actually enjoy this? Primarily two groups: completionist HOG collectors who want a short, easy entry to tick off a list, and total beginners to the genre who want a gentle, zero-pressure introduction before graduating to something like Big Fish's modern catalogue. If you have played any mid-tier hidden object adventure from the last five years, the missing quality-of-life features will grate almost immediately. At roughly two hours of playtime there is not much room for the experience to recover once the backtracking starts to wear. Alex, Scout Team
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Game Info
- Developer
- Dragons Eye Studio
- Publisher
- HH-Games
- Release Date
- Aug 1, 2020