Written by Vetinari
Here we are, at the final leg of our quest: inside Tyre nak Branwe, the Dragon's Tears, Sanwe's tower where he was imprisoned oh so many year ago. I will just start exploring the place and...
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Oops. |
Written by Vetinari
Here we are, at the final leg of our quest: inside Tyre nak Branwe, the Dragon's Tears, Sanwe's tower where he was imprisoned oh so many year ago. I will just start exploring the place and...
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Oops. |
Written by Michael
Welcome back to scenic Donkey Island! Last time, I just read the manual and watched the introduction. Today, I’ll actually play some of the game.
We start on a sunny beach. Looking around, there’s only one real object I can interact with, a palm tree, but the best I can figure now is to look at it. I look at my surroundings, and while some things have descriptions, often the game will default to one of a random selection of dismissive phrases when it doesn’t have a response for me looking at a certain pixel. For example, “You should get some fresh air”, “Don’t look at every cockroach”, or “I don't have my glasses”.
Written by Andy Panthro
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The creepy teleport room, where I began today |
It’s been a little while since I played, it’s not always been the most fun experience, so I put it off for a while. Last time, I’d just been warped to a new area, and it just seems to be either another building or another part of the same house. The room I start in seems to be some sort of ritual area, not sure why it’s there other than I guess if the others can use it to warp around like a teleporter. In the corner is a flask, which I drink immediately, as the health points stack.
Written by Michael
Circumstances came up, and I wasn’t able to finish the rating in time for this post. Morpheus helpfully offered to take care of it for me.
...heh. I joke a little. This is one of the few times the two of us almost agree about a game. Although, based on his comments, he would still score it lower than myself.
Humor aside, let’s get to the task at hand. This is going to be tough for me. I’m not known for covering top-10 games, and certainly didn’t expect Hand of Fate to crack the list. The titles that I prefer, such as the humor-infused Sam & Max, are not universally acclaimed as high art. I’m writing this introduction before I’ve figured out the score, but if the readers have any say, this game will blow those titles away.
Written by Vetinari
Before getting to the Hightower Mountains, the game subjects me to another cutscene.
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Gee, calm down girl! |
Lak-Hella reminds Fiona that “before he vanished” Ner-Tom said that the sorcerer would emerge when the dragonsphere had burst apart, and that is not even close to happening. Then suggests that Fiona go to the courtyard and play at javelins to calm her nerves. (Play at javelins? How do you play at javelins exactly? And isn't that an unseemly activity for a lady?)
Written by Michael
Historic? Before 1992, there hadn’t really been any real games developed and released from a Czech-based producer. A pair of teens, Jarek Kolář and Petr Vlček, using a computer at a grammar school in Brnol, developed the game we are about to play as a way to prove that Czech citizens really could produce a game up to the standards of the overseas developers. It was the first point-and-click developed in the country, and one of the first (eventually) made commercially available.
Written by Andy Panthro
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Party time. |
Written by Michael
Hey, we’re in the home stretch. Day 10 will be the last day of the game.
Last time around, Gabriel had just watched his uncle sacrifice himself to restore the long-lost talisman to the family. Gabriel, now taking on the family tradition of shadow hunting, is going to need the extra power boost.
If only it was back in 1989, we would have had another option. And sadly, @arcanetrivia, this isn’t the job at hand.
Gabriel now has the talisman, and heads back to the states. He arranges for his uncle’s body to be properly buried at the castle in Germany. On the way back, he tries to reach both Grace and Malia. Neither answer his calls.
Written by Vetinari
Before travelling to the desert, I take stock of my inventory and notice something very interesting.
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This is the description of the bird figurine I just got from the Butterfly King... |
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...and this is one special action command from the sword. |
Written by Michael
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How I feel every morning. |
So, last time I underwent a hazing initiation ceremony to become a chosen one, just like my uncle, and it seems, practically every male above me in the family tree. We wake up, sore, and think it might have just been a dream... but then we notice the large brass key at the foot of the bed, the same one that was given to us in the sequence,
I’m pretty sure I know where that key is used. Wasn’t there an oversized keyhole just next to the bed to another room?
Written by Vetinari
Last time in this Dragonsphere playthrough we were just about to embark in a voyage across the Kingdom of Callahach starting from our own castle of Gran Callahach. When exiting the castle waystation, the game takes you to the map of the Kingdom, with the various realms that you can visit: Soptus Ecliptus, Brynn-Fann, Slathan ni Patan and Tyre nak Branwe, Sanwe's tower.
I decide to visit the Slathans first, because they seem to be the underdogs of this fantasy world. It is cool that, while the realms that you haven't visited yet appear on the map as just icons, when you go to them they change to a real 3D version of the place.
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Before... |
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...and after. |
Written by Michael
When we wrapped up last time, Gabriel had returned from an intense party and was suffering from a hangover of sorts. Grace struggled to wake us up, and when she did, she gave us some advice: call Uncle Wolfgang.
Let’s reach out and touch someone, and call Germany, shall we?
Written by Vetinari
Welcome back to Dragon Ball – I mean Dragonsphere.
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The two plots have some passing similarities, i.e. very few dragons. |
Written by Andy Panthro
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Red herrings. |
Written by Michael
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Or, like a bad penny, I always turn up. |
Good morning! Like Gabriel, I’m writing this while I drink some coffee, but unlike Gabriel, I’m not reading the newspaper, because those have not travelled through time with us to the future.
Actually, that’s the only item so far that would be anachronistic in our world today. No pay phones yet in this game, a staple in the 1980s-90s graphic adventure game world.
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And we were able to receive a call at the payphone without everyone assuming we were a drug dealer. My, how times have changed. |
Written by Vetinari
What do you mean “there are other games from 1993 that haven't been played yet”? Hey buddy, I don't make the rules, I just follow them! They told me I could start with the first game from 1994 in the Master List, and since this game came out in January 1994, it is as good a candidate for this as any other. So, do me a favour, random internet stranger which I just made up for the purposes of starting this introduction post, and slink back into the shadows from whence you came. Really, the nerves of some people...
Where was I? Oh yes, Dragonsphere.
Why have I chosen to play and review Dragonsphere? Because of two factors: 1) it is commonly regarded as the best of the three adventure games which came out from Microprose, and 2) dragons. Everything is better with dragons.
Written by Morpheus Kitami
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One person watching another person in the darkness, we need a lot of words for this one. |
By Andy Panthro
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A classic locked door puzzle. |
We return to the underground caves beneath Hell’s Kitchen, California. I’ve somehow lost my guns, and so I’m hoping the rest of this will be much more adventure game focused, and much less of a terrible third person shooter. There’s a large metal door blocking my progress, but thankfully I have quite an array of odd objects in my inventory, and surely one or two of these will help me progress.
Written by Michael
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Game over. Time to switch to my next title. |
Last post, I had just landed in day 4. I had a few plans for the day, such as getting the bracelet from our friendly jeweler, Sam, following up with the professor at the college, and asking Mosely why the investigation was put on hold.
Let’s start with that. I head down to the police station, and as usual, walk behind the counter and into Mosely’s office without the officers on duty saying a word. Mosely drops the news on us, which we kind of already knew from the newspaper: the mafia from Chicago was trying to muscle in on the drug trade here, because Florida isn’t as appealing right now. “What we had here was a little resistance from the local ‘businessmen.’”
Written by Andy Panthro
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All work and no play makes Carnby a dull boy. |
I have died so many times, and made so little progress. The zombies are far better at aiming their guns than me, and also seem to be faster on the trigger. If this were The Quick and The Dead, they are the quick and I am the dead. Did I ever mention I’m not a big fan of fast zombies? But I digress. Part of me thinks you’re supposed to just run past them, but the problem with that is some of them also seem to have useful items.
Written by Michael
It’s time for me to go back down to New Orleans again, and continue where I left off on Day 3. Last time around, I learned a few new things, such as many details about African Voodoun practices and the fact that anyone who owns a snake is instantly a suspect in the Voodoo Murders.
Written by Andy Panthro
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I’m finally back! Apologies for the delay in properly starting this. After quite a long gap from the introduction post, I finally found the time and energy to resume playing this game. Hopefully my progression should be swift, although I had to refamiliarise myself with the controls, which are as awkward as ever. I can never get the hang of the proper tapping of a direction to run with any regularity.
Written by Michael
Last time, I had just settled into day 3, by waking up, stumbling out of my studio apartment, and behaving like a caveman in front of my amazingly dedicated employee, Grace. Now, it’s time to caffeinate and begin our day.
Written by Morpheus Kitami
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It's time to put the final pieces in place. |
Written by Michael
Glad to be back with you as we finish out another day in the life of Gabriel Knight, investigative author. Earlier in this game day, I visited Dr. John at the museum, voodooienne Moonbeam at her residence, and then spent some time at the park. There’s got to be more to this day. The formula for the game seems simple enough: research enough until you find at least the one trigger that causes you to ask Grace to do research, and then the day ends. So, I figure the best plan is to do as much research as possible each day before returning to the bookstore. From some of the comments I’ve seen so far, it seems some items can be done sooner or later, so I might be front-loading the game and taking away later tasks, and I’m certainly fine with that.
Written by Morpheus Kitami
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Horror of Dracula seems to be the vague vibe that this game is trying to get across, where Dracula is clearly a charming figure yet no less an obvious predator. |
Over the years vampires have been depicted many ways, sometimes straight-forwardly, like a monster, a predator or a demon, or sometimes metaphorically, like for disease or oil. Count Dracula, the name of this game in English which I would title it if I had the guts, depicts Dracula firmly as a predator. A charming predator who insists upon himself. His victims have little chance of escaping once they're within his spell.
But as I've played more of this game, I'm not so sure that this game came across this theme entirely intentionally. Dracula is only unique in being a vampire, predators like him roam the world, seeking women to hurt themselves. We've seen that with Jack the Ripper, but soon we'll see that these are not isolated characters in an otherwise hopeful world. I said that Dracula was darker than I expected in the first entry, and it's gotten darker still. So, be warned.
Written by Morpheus Kitami
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The cover to the original 1981 edition of the board game. |
Written by Michael
I’m back to start another day in the life of Gabriel Knight, gentleman scholar. My last post ended at the close of the first full day, leading up to the wee hours of the morning, where a familiar ritual occurs, the paperboy arriving at the bookstore a mere second before my assistant Grace.
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We learn nothing new because our convenient police source keeps us in the loop. |
As is my usual ritual, I stumble out of the back-room bedroom, drink some coffee, and read the newspaper. This is much like my own life, minus the now-extinct newspaper.
Wait, I keep using the word ritual. Somehow, it seems appropriate when narrating this game.
Written by Andy Panthro
Jack in the Dark, which I covered before Christmas, continues in this vein. A young girl trapped in a spooky toy shop, having to use her wits and the items she finds to rescue Santa Claus. It is holiday themed, and so less threatening and more lighthearted, but the creepy toys and being set during Halloween fit with the themes of the series.
Written by Morpheus Kitami
When paying for games for 1994 was well and truly done and I got started on finalizing the year, I then went over the games I was on for the year, and my heart kind of sank when I spotted what my first three games were this year:
Ah, nuts. It's not that I don't necessarily like playing Japanese games, but I am aware of my limitations and how draining it can be. I'm also not really that much on the train to playing Desire and Policenauts, which I view more as obligations rather than things I'm genuinely interested in even if I will give them a fair shake. I'll explain why when I get to those, but Necronomicon is definitely a game that's been on my radar since learning Japanese, since I like me some HP Lovecraft. And yes, I know that if you look at what I'm currently on, there are only three games that aren't Japanese, but it's only these three that are the sort of Japanese titles that feel like they're not quite adventure games that can feel draining. So, let's get into the first of basically nine such games I'll be covering.
Necronomicon is the fourth collaboration between director Hajime Kanasugi and writer Ken'ichi Hirono, so, we'll start with their first collaboration. Not their first games, because there would be fifteen of those and I don't think anyone wants me to go through fifteen at once. And if I do that, I have to justify why I'm not playing games that are prequels to those, and frankly we still haven't played every Sierra game up until this point, so I'm just sticking to these. Because at that point I would be going into basically every single game developer Fairytale made up until 1994 and I don't want to do that just yet.
Side note, no, I don't know anything about them, they are as anonymous as someone posting here without their name filled out. But you don't make five games together without some sort of understanding.
Dracula Hakushaku, or Count Dracula, is according to a copy/pasted description online, Fairytale's own take on Bram Stoker's Dracula. This is the PC-98 box, which has been spread far and wide, no idea who originally uploaded it. Darkforce is mysterious, no idea what that is. The subtitle is "The Blood of Beautiful Girls is Dripping", which is quite creepy. Dunno what's on the right, but The Man Called DRACULA reminds me of a The Man From UNCLE novel about vampires. The game was released in 1992 on PC-98, a Sharp X68000 release soon followed and then the next year there was a FM Towns release. I'll be playing that one.Written by Michael
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I meant to post sooner! Sorry to leave you hanging. |
Welcome back to the Down Under Big Easy! Last time, I laid out my plans for the next session. Visit Grandma, do research at the drug store and Voodoo Museum, and visit my friend Mosely at a crime scene. I ended that post back at Gabriel’s book store, having (seemingly) exhausted all avenues there for the time being. So let’s throw on my leather coat and burn some rubber on the highway!
Written by Morpheus Kitami
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What do you think Gregson would say about the tea at Scotland Yard that makes it worse than Mrs. Hudson's? 10 CAPs for the best answer. |
Written by Michael
Unfortunately, real life has kept Zenic from continuing with Gabriel Knight as originally planned. We hope things get squared away, and we look forward to his return with his next scheduled game in 1994 (or perhaps even earlier).
As has been the habit with Morpheus before, if anyone wishes to change their score guess for Gabriel Knight, or hasn’t made one yet, you can do so by commenting either on this entry or the introduction post, as long as you do so before I post again.
My history with this game? I played it once, about 25 years ago, before tackling the third game in the series. I remember absolutely nothing, other than I vaguely remember visiting a cemetery at some point. So, I’m starting fresh. I owned the jigsaw-shaped box, and it got damaged during one of my many moves at the time, and eventually lost. I’m sad about that, since there’s a collector’s market still to this day for that unique package.
Written by Morpheus Kitami
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Haha, the person we pay rent to is a terrible cook, take that for giving us a good deal! |
Written by Morpheus Kitami
As could be expected when Joe announced a hiatus on his contributions to the blog, someone else had to step in to play Consulting Detective Vol. III. I was the most enthusiastic...in the sense that I was the only one who really offered. During the playthrough of II, I tried the DVD version of I, which ended badly, but this time that isn't an option, and most importantly, since then I've had a renewed sense of appreciation of Holmes thanks to the Russian version starring Vasily Livanov. As such, whenever I'm stuck, I'll ask myself, what would he do? Er...what would his character do. Also as is usual when I take over a game, you may change your score guesses at no penalty. Without ado, let's begin.
Holmes' Introduction
Holmes introduces London as an unpleasant city full of danger lurking behind every corner, but that there are people who can help the player. Firstly, we have the daily newspaper, a source of invaluable information regarding our cases. Then, we have the Baker Street Irregulars, a group of vagabond schoolchildren who perform tasks for Holmes. In game, as you may recall from previous games, these guys basically just perform actions instead of Holmes or Watson going there, lowering your score. (Higher is worse) Then, the Baker Street Regulars, various doctors and reporters Holmes knows and can gather clues from. Some are vital to the success of a case, others are often just a source of clues.
Also, for readability's sake, I'm going to be putting in bold the names of people or places you can visit. At least the first time.