By Ilmari
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| Is Crash Bandicoot making a cameo? |
It is again time for that inevitable question that necessarily raises its head…
…is this a Lemmings clone?
Written by Michael
This might be the most unlikely game I’ll review for the blog, and I’m the one who volunteered for it. An adventure-ish sequel to one of the most important coin-op games of all time. Yes, this was added to the blog with a CAP purchase during our year-ahead planning. Will I regret this?
It’s important to start with the original, I suspect. In 1979, a team of programmers at Namco aimed to design a game with universal appeal to both genders, since most of the games before then were based on “manly” pursuits like sports. Simple concept for the game: our generic character runs around the game board, eating as many dots as possible, avoiding being caught by ghosts. Not really aimed at any specific gender or demographic, the only requirement was good reflexes.
Written by Vetinari
Our friend Douglas Kaufman put forth some very strong words in the design notes for Dragonsphere, saying that “we've got the best product” and “we like to think we have the competition beat in every category”.
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| “And I stand by what I said!” – Doug Kaufman, probably. |
I cannot deny that this game is much better than the two previous MPS Labs adventures, but will it be enough for a high PISSED rating? Let's see with the breakdown categories below.
Written by Andy Panthro
I started this game knowing that the first one is a classic of the genre, and helped define what we would later call “survival horror”. A sequel, especially with quite a short development time, was always going to be a challenge. There was definitely more of an action focus this time, with a desire to make something a bit more exciting and cinematic than the first game.
I think it’s fair to say if you’ve played this, or read my posts, it doesn’t quite live up to either the expectations generated from the first game nor does it provide the action-packed experience that seemed to be the goal.
Unfortunately this is in part due to the nature of the game itself, the design of the game gives you quite limited movement options and doesn’t lend itself to quick movement or combat. There were too many sections of this game that became quite frustrating as you can become very easily stun-locked by enemies, as their attack cycles were too fast. As for attacking yourself, the fixed camera angles and tank controls mean aiming is a tricky procedure and it can often be difficult to get the right angle to attack.
At times this really does stretch the limits of what you might consider an “adventure game”, but there are items to use, puzzles to solve and places to search. Certainly as the series progresses, future games will continue to move towards action rather than adventure, and outside of the remit of this blog.
Written by Vetinari
Buckle up for the last part of this Dragonsphere playthrough, where we are going back into the castle of Gran Callahach to return to King Callash his soul.
As soon as we arrive, we are greeted by the captain of the Queen Mother's guards, who tries to arrest us under her boss's orders. Here we have another one of this game dialogue navigation puzzles, where we have to avoid answers which will anger the captain and instead try to sway her to our side.
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| Yeah, tell me about it. |
The actual winner here is to offer something to her, because that turns out not to actually be a bribe, you know. In fact, the captain says cryptically “the only thing in the world I truly want, you cannot give me”.
Written by Morpheus Kitami
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| Just what I've been doing for the past few months, getting chased by the Pope. |
Written by The TAG Team
Halloween is nearly upon us, for those of us who celebrate it. In many places, including the United States, it’s a holiday that celebrates people dressing up in disguises, and begging strangers for candy.
Because really, what could be better than free candy?
But the costume part isn’t just for children in autumn. It’s also a puzzle source for adventure games!
So, in honor of the holiday, let’s talk about your favorite costumes donned by our game protagonists in order to solve a puzzle, trick a foe, and win the game.
For example, an early Sierra example might be Police Quest 1, where Detective Sonny Bonds goes undercover as a pimp named Whitey to infiltrate a drug ring.
Another early example, Zak McKracken, needed glasses to look like the aliens making us all dumber. This is, of course, before the internet. We now do it to ourselves.
And there are many others. So, which ones are your favorites?
Written by Andy Panthro
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| Hey, can you teach us some magic? |
We begin this section in control of Grace again, although not for long. With Carnby out of action, it’s time to get to work. Grace only has a couple of items available, and there’s nothing to be found in the captains room. There is a large statue of the captain next to a locked door though, and by putting the loa stick into the captain’s hands, the door opens.
Inside is the witch lady Elizabeth, who is busy keeping Carnby suspended in the air. There doesn’t seem to be anything to pick up in the room, so instead we remember the advice from an earlier book about voodoo (we picked this up as Carnby in the gunpowder room, if I didn’t already mention it) and wave our chicken leg at the veve (a ritual symbol) in order to break the spell. Not sure how much this really mirrors actual Haitian vodou practices, but it causes the witch lady to explode in another fun animated scene.
Written by Vetinari
First thing as I leave the Hightower mountains, I decide to travel to Slathan ni Pathan to get my shifter ring back. It's not such a good idea, because the two imbeciles who guard the access to the swampland have decided that since the new developments any shifter is fair play to be run through with their halberds.
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| Callahach's finest. |
I try everything, telling them that I am a shifter that just wants to go home, that I am NOT a shifter, that I don't know anything at all, this exchange always ends with me getting shish-kebabbed by these two dumbasses.
Written by Andy Panthro
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| Grace is of an age where the basement is too spooky. |
I will fully admit to looking up the first of the steps I needed to take in this section. I had arrived back in the kitchen of the mansion as Grace, and all I had found was a key on the floor. If I tried to leave this room to get to the main door (or the stairs up or down) a pirate would come and catch me.
I tried ringing the bell again, assuming the key might be for something back at the ship, but you get a message saying you’re not done here. Good that it’s not letting me leave without getting whatever items I might require at least! A quick check of a hint and it turns out the key is for a cabinet in the kitchen. The trouble with this cabinet was, I had completely assumed it wasn’t able to be opened, because there was never a message when I tried to interact with it. Often a locked door or cabinet in this game will give you a message if you try and interact with it.
Anyway, the kitchen cabinet contains two items, an ice box and molasses. I tried using both, and grace dumps them out on the floor. I immediately assume I’m supposed to use these as traps, so I reload, and then pour the ice out on the floor. Next, I get the attention of the pirate and make him follow me into the kitchen, where he slips on the ice and dies! Score another one for Grace.
Written by Michael
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| I sometimes get excited over the littlest things. |
This game has a lot of charm and character to it. For something that was intended mostly as a demonstration of concept, a test of a homemade game engine, you can tell that the authors enjoyed the source material. Then again, who DOESN’T enjoy the Monkey Island games? (Well, I’m sure there’s ONE person reading this blog right now that’s calling them overrated, but remember, we ARE an inclusive blog, tolerant of all opinions, even the wrong ones.)
Shall we begin?
by Alex
Is this really “THE MOST INTENSE MULTIMEDIA CD EVER!”? Remember when “multimedia” was an adjective that seemingly everything had slapped onto it? My friend Merriam-Webster.com (NO AI FOR ME!) defines “multimedia” as “using, involving, or encompassing several media” in its adjectival form. As a noun, M-W states that “multimedia” is “a technique (such as the combining of sound, video, and text) for expressing ideas (as in communication, entertainment, or art) in which several media are employed,” and also “something (such as software) using or facilitating such a technique.”
So, by this definition, isn’t a movie multimedia? Isn’t a Broadway musical? Weren’t radio plays? Weren’t plays by Euripides and Aristophanes? You’re telling me Oedipus Rex wasn’t a more INTENSE MULTIMEDIA experience than Police Quest: Open Season?
Ah, but by the box’s own definition, I am comparing apples to oranges, or what Aristotle might call in Posterior Analytics (which is NOT the analysis of the human butt; get your minds out of the gutter) a false syllogism. If all A is C, and there is no B in A, and we suppose that A is “a Greek tragedy” and C is “an intense multimedia experience” while B is “a compact disc,” we can see that calling, I don’t know, Lysistrata or The Frogs a more intense multimedia experience than Police Quest: Open Season is logically unsound. But the real Greek tragedy is me, a Greek, bastardizing the great Philosopher’s Posterior Analytics to make a butt joke about a thirty-year-old adventure game.
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| «Ντρέπομαι που είμαι πρόγονός σου, βρε μαλάκα.» |
I mean, there are better ways to make butt jokes about or in adventure games:
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| So if the horse fart is A, the horse’s ass is C, I guess the bag is B, so we can say “All A is C . . .” Talk about Posterior ANALytics . . . |
The amount of mileage I’ve gotten out of that screenshot is truly stunning.
Written by Michael
It feels that every game I play for this blog, there’s one gameplay post where I’m mad at the game for stupid design choices. This is that post for this game. Fortunately, it’s also the last post.
Last time we met, I had received a second scroll from the magician as a reward for bringing him the second of four ingredients for a spell.
Looking at this scroll, I’m told it has power over magical trees. I won’t bother using it in the cottage, because I know it will be the same situation as before -- I’ll waste the spell and have to restore, because I’ll be dead-ended. So, I need a magical tree. This one is probably obvious, the tree that’s colored differently than all the others. I’ll head there, save the game, and then read the spell aloud.
Written by The TAG Team
The Adventurer’s Guild started nearly 13 years ago, lovingly inspired by another blog, the CRPG Addict. Over the years, both blogs have been covering a loose timeline of games in their respective genres.
So when Chet, the chief bottlewasher at CRPG, started to have concerns over the pace of his blog lately, it made us take a look at ourselves as well.
We started the gaming year of 1993 over eight years ago, and haven’t really finished it. Even though we’ve started a few games from 1994, it is unlikely that we will even start 1995 in the next decade, at the pace we’re playing. For those of us who read Trickster’s review of The Secret of Monkey Island 11 years ago, wouldn’t it be nice to come full-circle and read the reviews of the Telltale episode games and the Ron Gilbert reboot from a couple of years ago? At the current rate, we will never get there in our natural lifespans.
Some of us would like to see a broader selection of games. It’s not helping that many of our past reviewers have had changes in their real-life situations that have interfered with their prior commitments to the blog. We have been just as dissatisfied as the readers with the slow pace of posts over the last handful of months.
So, we have a few ideas. None of these are set in stone, we want your feedback and other ideas. Because we love this blog, and don’t want it to fail. Right now, it’s having a little bit of trouble.
One idea that has been suggested before is an emulation of the “BRIEF” at CRPG. A single post for a game, where a reviewer installs the game, plays it for a little bit, researches past reviews of the games, and posts a comprehensive account. No score issued, but the game gets the attention. This would be great for some of the “lesser” titles that often get relegated to "Missed Classic" status, but also would be an option for some of the games on our playlist that no one is rushing to volunteer to play.
Are there still readers out there who might be interested in writing these smaller, less comprehensive posts?
This would also be great for some of the disregarded or borderline titles. Someone paid CAPs to force someone to review MTVs Club Dead, for example, but no one wants to play it. Given how little time some of our reviewers have, is this really a good use of their time?
Chet also suggested limiting the number of games per year, and cycling back through the years later to catch up with the ones that are missed. While it may be too late to do that for 1994, it’s a thought. Cover most of the mainline games, but only some of the borderline/disregarded titles. A lot of those titles have bogged down the blog over the years, in the opinions of some, and based on the comment activity on the posts, they are sometimes less favorably received.
Should we make our review posts less detailed? Most of our posts now are narrated walkthroughs, but that wasn’t always the case. Back in the early days, Trickster left out a lot of details, and most games were finished in about two gameplay posts.
Even the comments on Chet’s post brings up some interesting points. We’re quoting a few because we’d like some feedback. Are these valid thoughts about our own blog?
“To be honest it has been a while since you played a game I found really interesting. Sure, it is sort of interesting what kind of rather unknown games are out there, but a lot of them are just not that interesting.”
“I'd also suggest that it makes even more sense to focus on 'particularly notable, fun, or important'”
“Being mechanical about covering every obscurity in order would just mean missing out on more recent obscurities in favor of older ones”
Should we tighten the standards for the games we play? We’ve sometimes become very loose, for example, with games without an English-language release. Do people enjoy reading the entries where the entire game has to be translated for them?
Maybe some of these ideas can help solve the problem of reviewers not having enough time to blog through enough games each year.
Please, please comment below with any ideas or suggestions you have, or thoughts about the ideas above.
Written by Andy Panthro
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| So long as we don't have to redo that maze! |
Written by Michael
It’s time for another visit to Donkey Island! Last time, I had just met a talking orchid flower that I’m trying to convince to give me some of her scent, as an ingredient for a spell for a magician I met under false pretenses. She offered to transfer some of her perfume to a leaf, if I brought her one.
No, I haven’t been ingesting any wild poppies before writing that sentence.

One or two things come to mind.
So, I start a mad dash around the island looking for a leaf. I try to manipulate any tree I find, big or small. I try the hand icon, the pick up icon, even try using my knife on the trees.
In doing that, I accidentally solved another puzzle.
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 years 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 Brno, 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. |