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![]() Riddle of the Sphinx (Game release date: 2000) Reminiscent of clunky C64 graphic adventures from the 1980's, without any of the nostalgia. Walkthrough page
Buy It Anyway: PC or Mac
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![]() | Highlights: Nice concept, cool snakes |
![]() | Lowlights: Wretched interface, brutally boring gameplay, amateurish design and production, senseless puzzles |
Regular readers of my site will know that I almost never say "This is a bad game; don't play it." I'm as picky and opinionated as the next critic, but I also really love computer games. I finished "In Search Of The Most Amazing Thing" in 1979, and I finished Daggerfall in 1997. I can find something to like in almost any game.
But this is a bad game. Don't play it.




Style: Riddle of the Sphinx is a simple puzzle adventure game with a 3D first-person view of the environment and an
rudimentary point-and-click interface. The plot, such as there is, is a supernatural mystery. Combat and leveling are not elements but there are a few
timed puzzles and it is possible to die in this game.
Series: Riddle of the Sphinx has had one sequel,
The Omega Stone. The two do have a plot connection, but
the plot of "Riddle of the Sphinx" is accurately summarized in about twenty seconds at the beginning of "Omega Stone," so you really have nothing to
lose by skipping it completely.
Finding Riddle of the Sphinx: Inexplicably, this game seems to be relatively popular. You can find it in bargain bins in
large computer retail stores, often bundled with its sequel, or buy it online
for PC or
Mac.
Getting Riddle of the Sphinx to Work: I experienced a lot of lock-ups playing this game (baffling when compared
against much more graphically-intense contemporaries like Syberia or
Myst: Exile, which never choked once). There is a game patch and
troubleshooting FAQ available at the official game site. Save often
as you play.
Hints For Riddle of the Sphinx: I have a page of
Riddle of the Sphinx hints up online, with general gameplay suggestions and a low-spoiler
walkthrough that includes no puzzle solutions. If you're looking for a puzzle spoiler, there is a really good hints page at
UHS which
reveals only one solution at a time, so you won't accidentally learn the answers to future puzzles while scanning for the one you're stuck on.
Pitfalls In Riddle of the Sphinx: There are no subtitles and several puzzles require audio to solve;
Riddle of the Sphinx is not a game for those with hearing problems, bad speakers, or noisy children in the house. There are a few timed
elements, but you can try them as many times as you need to with no ill effects.
Game Length: 30 hours, about standard for a puzzle adventure, but the majority of that was taken up in navigation and
mindless repetitions of the same task; there were fewer puzzles in Riddle of the Sphinx than in other games its size.
Age-Appropriateness: This game is rated E (for everyone 6 years old and up), but be aware that it's possible to
die a violent death if you solve puzzles incorrectly; there's also religious material in here that you may not consider appropriate for
children (if you didn't mind "Raiders of the Lost Ark" or "The Da Vinci Code," you'll have no problem with it.)
(Bad)
Plot and Quests: The plot of this game doesn't actually introduce itself until shortly before the game
ends. Up till then the true purpose of playing this game is unknown; an archaeologist friend asked you to explore the pyramid, basically, so you do. It's
rarely clear what you're looking for next or what you're supposed to be trying to accomplish. The vague suggestion that this friend may have been a victim of
foul play or a curse from the gods turns out to be a red herring, so actually, there really is no point to any of it until the endgame arrives.
Puzzles and Mental Challenges: Mostly math and spatial puzzles, with a few inventory puzzles tossed in.
Some of the former are tricky, others just require addition skills and some patience. The inventory puzzles are uniformly bad. There's a peculiar design flaw in this game:
solving the most complicated, time-consuming puzzles in the game only informs you which of two artifacts to take or which of six buttons to push, meaning players willing to
use trial and error don't actually need to solve them. None of the puzzles in Riddle of the Sphinx have anything to do with the environment or involve interesting pieces to be
manipulated.
Characters: There are none. The general trope is lifted straight out of
Myst (first-person viewpoint, non-interactive
NPCs you can only learn about through reading their extensive journals and letters), but unlike in Myst, there is no real mystery to be solved, no immediate compelling reason
to figure out who any of the individuals are, and you're supposed to have known Gil for years, so the slow and boring quest to learn his backstory makes no sense at all.
Gameworld: The Egyptian feel is nice, if poorly illustrated. The biggest problem here is how contrived and
inconsistent it all is--ancient stone doors that open to passwords, a pit full of live crocodiles in the middle of a pyramid that has supposedly been sealed for centuries,
random magical mechanisms devoid of any supernatural sense of wonder. It's as if you walked into the ruins of Troy and stumbled into a previously undiscovered crypt
full of spellcasting centaurs and slider puzzles, and this somehow failed to surprise you. It's almost a letdown to think that the ancient Egyptian pyramids really weren't
any more majestic or exotic than the kind of dungeon your middle-school dungeonmaster would have come up with.
Gameplay: The gameplay of Riddle of the Sphinx can be repetitively boring. There is only one way to interact with
any given object, and only one solution to any puzzle; the intermediate time is spent wearily trudging back and forth between puzzle stages, which are inconveniently
located dozens of screens apart, and listening to mind-numbing cassette tapes full of realistic "like I was, uh, saying, this is really, um, interesting and I hope
you, uh, think so too, so let me, uh, tell you the next clue now..." filler. (Note to game designers: this kind of thing is dull enough when it's written in skimmable journals, but is
absolutely excruciating when you're forced to sit there LISTENING to the entire thing.) No creative thinking is required in this game.
Interface: This may be the worst interface I've seen in fifteen years. Clicking on an interesting-looking object
with the same forward-pointing arrow may move you closer to it, may move you further away from it, may activate it, or may do nothing at all; there is no way to tell
this in advance. Meanwhile, there are a dozen or so different-looking cursors, most of which are unintuitive and/or redundant. Clicking to the left will sometimes turn you 90
degrees to face left, and other times turn you 180 degrees to face the direction you just came from. The inventory system is wretched and seems
designed to turn no-brainers into "puzzles" (how to light a stove in one area, for example, when the interface won't allow you to put the matchbook from another area
into your inventory?) To get down one path you have to click about twenty times in succession, with nothing of interest in any of the time-wasting areas in-between.
I could go on and on. I would have thrown this game away part-way through if I hadn't been playing with my children.
Ambience (Graphics, Sound, etc.): The music is pretty good, and the crypts have a nice feel to them (though it's
more of a "yo, neat dungeon" sort of ambience than a "feel the wonder of the Great Pyramid" sort, and I would have preferred the latter). The voiceover at the end is very poor
quality and hard to understand. The graphics are pretty bad (choppy,
blurry, cartoonish in places). I don't normally put too much emphasis on graphical beauty, but this is a SLIDESHOW PRESENTATION, so you really have to expect that the
slides are going to look kind of nice to compensate for that. The original Myst, released seven years previous to this game, had better graphics than it does.

Lora's Recommendations: Skip this game completely; there is absolutely nothing it does that its sequel,
The Omega Stone, doesn't do better. Even that game isn't
nearly as good as dozens of other exploratory graphic adventures out there. The Myst
games are a good place to start: despite their flaws, any of them is head and shoulders better than Riddle of the Sphinx.
If You Loved Riddle of the Sphinx: Then you will probably also like its sequel,
Omega Stone. If you haven't yet, you should really play the classic
Myst series of games that inspired this one (Myst,
Riven, Exile, and
Revelation).
The puzzles in those four games are more interesting than the ones in
Riddle of the Sphinx, the graphics and interface are far superior, and they are set in an absorbing gameworld to boot. Other puzzle-adventures you may enjoy include the
Sherlock Holmes adventure Mystery of the Mummy or
the outstanding fantasy epic The Longest Journey.

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