The Dark Eye: Memoria
A point-and-click sequel about a forgotten princess and a raven fairy.
Wikipedia / Wikimedia Commons
The Dark Eye: Memoria, also known simply as Memoria, is a point-and-click adventure game released in 2013. Developed and published by the German studio Daedalic Entertainment, it belongs to the video game series based on The Dark Eye and serves as a direct follow-up to Chains of Satinav. The story picks up after the previous game, centering on Geron as he searches for a way to restore the fairy Nuri. His quest soon pulls him into the mystery surrounding the disappearance of a heroic princess named Sadja and the journey she once undertook. The game received favorable reviews upon release. It launched for Windows and OS X on 30 August 2013, and later for Nintendo Switch, PlayStation 4, and Xbox One on 27 January 2021.
The gameplay follows a standard point-and-click format, where players interact with objects by clicking on them and choose from various dialogue options. The story progresses linearly, structured with a prologue and eight distinct chapters.
The plot uses a story-within-a-story structure. Geron, the protagonist from Chains of Satinav, seeks a cure for his lover Nuri, who was transformed into a raven at the end of the earlier game. At the start of Memoria, a merchant named Fahi claims he can restore Nuri to her original forest fairy form. In exchange, Geron must uncover what happened to Sadja, a heroic princess from the distant land of Fasar, who has been forgotten for 450 years.
The main characters are divided into two time periods. In the present, Geron is a birdcatcher with some magical abilities, determined to restore Nuri. Nuri, a fairy turned into a raven, is gradually losing her memories. Fahi, a Tulamede merchant, secretly protects Halef and promises to transform Nuri back if Geron solves a riddle; his ability to see into the past of objects proves crucial. Bryda is an apprentice mage who aids Geron, and Owlric is an elderly mage.
In the historic time period, set 450 years earlier, Sadja is a young woman eager to build a legendary reputation. She heads to the fortress of Drakonia to fight demon hordes from the Nether Hells. Halef, once a servant of Malakkar, was turned into a magic staff as punishment; he bonds with Sadja during her quest. After she vanishes, Halef waits centuries to gather enough magic to create a body and learn her fate. Rachwan, a tribal outcast, guides Sadja but repeatedly betrays her.
Quick Facts
- Title
- The Dark Eye: Memoria
- Developer
- Daedalic Entertainment
- Designer
- Kevin Mentz
- Composer
- Dominik Morgenroth / Daniel Pharos
- Series
- The Dark Eye
- Released
- Windows, OS X / 30 August 2013 / Switch, PS4, Xbox One / 27 January 2021
- Genre
- Point-and-click adventure game
- Modes
- Single-player
- Platforms
- Windows · OS X · Nintendo Switch · PlayStation 4 · Xbox One
Facts from the source article.
Lore & Background
The Dark Eye: Memoria is a direct sequel to Chains of Satinav, continuing the story of Geron, a birdcatcher with some magical ability. The plot uses a story within a story structure: Geron seeks to restore his lover Nuri, a fairy turned into a raven, who is slowly losing her memories. A merchant named Fahi promises to help if Geron discovers what happened to Sadja, a heroic princess from Fasar forgotten for 450 years. The game progresses linearly through a prologue and eight chapters, with typical point-and-click interaction and dialogue options.
Reader's Guide
The Dark Eye: Memoria received favourable reviews, with a Metascore of 79 based on 43 critic reviews. Eurogamer.de praised it as what Daedalic had been striving for: a fantastical yet mature adventure. Game Star lauded its visual design and style, calling it an atmospherically dense adventure with beautifully drawn and lovingly detailed game worlds. However, Ryan Bates at Game Revolution criticized the puzzles, stating they did not always make sense and caused repeated frustration. By 2016, Memoria was Daedalic's second-highest-grossing game, behind The Dark Eye: Blackguards. Daedalic's Carsten Fichtelmann attributed this to a high rate of full price sales, contrasting with the greater sales quantity but lower revenue of the Deponia series.
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