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| If only... |
Written by Vetinari
Written by Vetinari
What?!? Already? Yes, dear reader. Saying that this game is short is an understatement. Compared to this, “Daughter of Serpents” feels like “Der Zauberberg”.
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| Or Heimat 2 if you are more of a cinephile. |
So, this game starts with Flash near the wreckage of his spaceship. I seize the opportunity to try some of the keyboard controls, like ducking, jumping and so on.
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| You know, the typical adventure game fare. |
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| And the Oscar goes to... |
Written by Michael
Okay, this game was short, but that doesn’t necessarily mean it’s going to score in the single digits. Remember, this was a children’s title aimed at those barely starting to use computers at the time, and this game is so well designed in that regard that, if the iPad and Android versions released a decade ago were still maintained, they would require absolutely no changes to connect with their audience.
As I look at each of these categories, I’m also reading all three of Ilmari’s reviews of their previous adventures, to see what has changed and what has stayed the same. They had a winning formula in many ways, and that was recognized when they were bought out for $76 million in 1996. A few years later, after several corporate mergers, acquisitions, and whatnot, the company was essentially gone. Only the brand name remains today, owned by another company repackaging the products for modern audiences. As sad as this is, it also says that, just maybe, there’s something there for the ages.
Let’s do the deep dive...
Written by Vetinari
Welcome one and all to this new playthrough for the Adventurers’ Guild. The game that we will tackle in this series of posts is “Flash Gordon: il rapimento di Dale” (Dale’s kidnapping).
The character of Flash Gordon originated in 1934 and was created by comic book legend Alex Raymond. The idea was for the new character to compete with the similar and already established Buck Rogers adventure strip. It was a smash hit, such that Flash Gordon is regarded as one of the best illustrated and most influential American adventure comic strips; for example its success is often cited as a big influence on early superhero comics characters design.
Written by Michael
In our last meeting, we came across Mrs. Halibut, who is concerned because her daughter Gabby is stuck inside this cave. But before we can do anything, she tries to go in after Gabby, and gets caught in the small opening.
Written by Michael
Not unexpectedly, this was a quick game to solve. But that doesn’t mean it was bad. I enjoyed the little bit of time I spent in this game world. Let me share that with you now.
I head a screen west from Luther’s tree, and begin to explore. As is the case in nearly all the screens, the pathways are marked with posted signs. Most of the arrow signs are blank, but some have icons, like the one we saw last time with Grandma’s face on it. This screen has all blank ones.
I click around all the items on the screen, looking for something I need, but I just get the cute animations. I’ll be doing this on every screen, even if I don’t mention it, and many of them will give me a smile. But for now, I’ll keep going west.
One of the most beloved RPGs of the last decade is Disco Elysium. A game in which you play a cop who wakes up in a dingy hotel room with no memory of anything, and he has a murder to solve. What follows is a very strange game set in an alternative Earth with its own strange history, countries and technologies, before you even get to the actual game itself. You have twenty stats, who each talk to you based on how much you use it and how much you put points into these stats. All in all, a very unique and memorable game.
As with everything people praise, there is pushback. The most interesting of these arguments, is that Disco Elysium can't be one of the best RPGs because it's actually an adventure game. (Or the more extreme cousin, a CYOA) Some say this, stating that despite the game having stat checks, not having combat disqualifies the game from being a RPG. Others because the gameplay, despite having stat checks, is mostly following an adventure game template. Use an item on something, in this case selecting equipment to give yourself an edge in certain stats, and most of the game is a dialog puzzle. Things which usually aren't thought of as RPG gameplay, more as adventure gameplay.
Most of the time, this argument comes from RPG players, and usually people who seem to view calling a game an adventure game an insult. But despite this, the idea is intriguing, and doesn't seem like it's been discussed much by people who actually like adventure games. So, is Disco Elysium an adventure game? Should we cover it a thousand years in the future when we get to 2019? Feel free to bring up its spiritual predecessor, Planescape Torment, as well, since that often gets hit with some of the same arguments.
Written by Michael
We haven’t played a game from Humongous Entertainment in a little while, since Ilmari played 1993’s Putt-Putt Goes to the Moon. While he tackled the first three of their games covered by the blog, I’m happy to settle in for a new series of theirs.
Much like Ilmari in 2018, I also had no exposure to Humongous Entertainment. I might have heard something about Ron Gilbert making children’s games, but when I was 14, I would have thumbed my nose at the thought, since I had very clearly outgrown such childish endeavors. Only now, with the wonder of adolescence but a speck in the rear-view mirror, can I truly appreciate this experience.
by Will Moczarski
Disclaimer: Because this is an episode with a lot of attention to detail (and because work and life are just crazy right now) I've decided to split the post in half, you know, to let you know I'm still alive and all.
The third mission is called No Man's Land, and it really feels like a proper Star Trek episode. It begins – as it so often does – with a routine mission that is suddenly interrupted by a distress call. The Enterprise is on its way to Omega Corvus to probe some radiation clouds. However, the fact that Kirk is expecting an uneventful mission in his log entry is nothing if not the first giveaway sign that all hell will break loose. Yes, we will even be dragged into a World War, no less.
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| Just how deep is my despair for having played this game? |
Written by Michael
I was thinking of taking some time off between my last post and writing this scoring post, but I didn’t want my memories to fade. This isn’t a bad game, but certainly not the best Sierra has to offer. One could argue that they hit their peak with Gabriel Knight, although they certainly have a couple more well-done stories to come, mostly from Al Lowe with Larry 7 and Torin’s Passage, and a Space Quest game that almost reaches the luster of the earlier titles. The FMV titles to come have their fans, but they aren’t perfect either. The rest of Sierra’s output from this point on is a collection of arcade, action, and WalMart-friendly shovelware.
Yes, I know that those last few sentences are bound to start some arguments and paint a target on my back from some, but the good news is that, while the glory days of Sierra are largely over, other publishers will be picking up the slack for the next few gaming years. The genre itself doesn’t “die” just yet, and some quality titles from other houses are yet to come. I often mention Sanitarium as such an example, but there’s also Syberia, The Longest Journey, and Discworld Noir, all from publishers that have not had any real impact on our blog so far.
I bring all this up because we are about to score the final true adventure entry in Sierra’s original animated adventure series. Before 1984’s King’s Quest: Quest for the Crown, they only made text adventures with accompanying pictures. Mind you, they were the first to do that as well, and they did it successfully. This is the end of an era for Sierra, and after 1995’s Phantasmagoria and limited input on the action King’s Quest 8 title, Roberta Williams will avoid adventure game design for almost 30 years, enjoying the riches of her success yachting with her husband.
But I digress; back to the title in front of us.
Written by MenhirMike
I left you with a cliffhanger last time, but unlike Dallas’ “Who shot J.R.?” I’m not going to let you wait four more episodes to resolve it - the caller was Herbert Briggs, who tasked Matt with picking up a parcel from a woman named Sabien at Lisson Grove 17.
If you remember the intro to the game, Sabien was the woman mourning at Matt’s grave, so this is the romance act of the story kicking into gear.
Written by Morpheus Kitami
It's nice to get back to some normal, standard and uncontroversial adventure games after what in retrospect, was a year consisting entirely of more experimental titles, the most traditional of which was arguably the most insane in other respects. (This was actually written in 2025, since I know it's 2026 when you read this) Yes, sir, it's nice to get back to the realm of adventure games that actually enjoy being adventure games.
Written by Michael
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| Unfortunately, the game fizzles out along with the volcano at the end. |
We’ve reached the end, and there’s not much to it. So, this will be a rather short entry.
When the scene begins, we return to the underground lair where the two troll kings are fighting each other. While I can’t tell which is which from the animation, the voice of the real one tells me to turn the imposter back into his true self.
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| Which witch is which? |
Unfortunately, the animation is so fast, I can’t tell who to click the wand on, but I manage to get off a shot and hit the one on the right. He turns into something resembling the scarab of the past posts, and hops away.
Oops. It seems I turned the real King Otar into a creature, instead of the imposter.
Written by MenhirMike
I am not going to lie, this session was a real struggle for a while. Not so much because of the game, which is still great despite some interface troubles I will get into. But because these last three sessions were essentially me keeping notes in an Excel sheet and then writing those notes into prose that read more like math homework than a blog about a game. I am happy to report that the game did pick up on story bits again at the end, but until then it’s going to be a bunch of facts and numbers.
In the previous episode, we’ve burgled the Jeweller, got arrested for 24 hours as part of the story, sold our stolen goods, and are now left with 2398 pounds and no clear direction. Time to look at the available targets, and it’s clear that the next heist is going to be art:
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| Despite the name, it's not a butcher's store. |
Written by Michael
Now, onto the most tedious part of the game so far. More tedious than a lazy George Harrison song (although it DID inspire a great parody by Weird Al).
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| We use a lute, rather than a whistle, but the concept holds. |
We landed on what ends up being the Grand Central Station of Etheria, a floating island with four rainbows positioned around it at the corners. If you click on one of them, it will transport you to various places we've already been to, like the desert and the haunted forest, and we can get back by playing the lute we were given by the count. It brings the horse back to us, and the horse re-deposits us back at this travel hub.
Written by Michael
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| Don’t blog angry. |
Welcome back to Falderol, and back to Queen Valanice’s side of the story.
First, I feel the need to note: this is, by far, the most boring chapter of the story so far. “Nightmare in Etheria” is the title, but if this is a nightmare, it’s on the level of Groundhog Day, because we are going to be going back and forth, repeating actions, and really just running down the clock, hoping the other team doesn’t make a basket.
Of course, I won't get to most of these complaints until the next post -- but since I hadn't originally planned on splitting this post in two, I can't resist leaving this opening in place.
by Will Moczarski
In our second mission, the crew of the Enterprise is looking forward to taking leave on a planet called Nova Atar. Just like in the TOS episode "The Immunity Syndrome", that ain't happening. There's a bit of crew banter about Kazakhstanian Cognac, and then an emergency call from the Science Vessel Demeter interrupts all further planning. Demeter was located in orbit around Balkos III when the ship was suddenly scanned. That alone wouldn't be unsettling, however, the Demeter's commanding officer Gellman tells us that the inhabitants of the planet are just entering their own stone-age. Gellman is concerned that they may have triggered an old defense mechanism from a sunken civilisation. In the spirit of "better safe than sorry" he pulled his ship up to a higher orbit and made an emergency call for good measure.
I run some of the new data by the computer - Nova Atar (our original destination), the Demeter, Balkos III (our new destination), Gellman, and the Balkosi - but learn nothing new. Then I check my trusty star map and head straight for Balkos III. I command Sulu to steer the Enterprise into the planet's orbit and assemble a landing party consisting of the usual suspects.
Don't be coy, doctor.
Upon arrival we are scanned by the unknown entity but that is hardly surprising if you take into account where we landed. This is not a stone-age environment but rather the remnants of a technologically advanced civilisation. Or maybe not even remnants? What is this set-up? As soon as I regain control, the three computer consoles in the room are suddenly protected by impenetrable force fields. It seems that somebody is a little touchy about their personal data while they don't mind scanning us down to the Bones.
Written by MenhirMike
This session started with me having a closer look at my available tools. I really wanted to do the Jeweller the last time, but couldn’t find an accomplice that could open the safe. Would the game really give me a location and no way to burgle it? It’s possible, but it’s had a pretty good progression so far. So I went back and looked through every tool available and found that they sell a cutting torch that only requires a 35% skill in safes, whereas a stethoscope requires a whopping 70%. The stethoscope is faster, cheaper, and creates less noise, but the cutting torch is usable by accomplices I can actually recruit.
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| Also makes great Crème brûlée. |
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| I look like Darth Vader from the planet Vulcan in this. |
Written by Michael
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| Seriously? |
Part 2 of our post-Halloween post. Or pre-Halloween post, depending on your level of optimism, I suppose.
When we last were here, I was making my way to the swamp creature from the blue lagoon, armed with a potion from the local sawbones. So, through the main gates to what I think of as a garden. A garden of evil, mind you.
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| In my last game for the blog, a flower gave me perfume. Now, the tables are turned. |
On to the swamp creature. As he comes after me, I whip out my trusty spray bottle, and poof! Since he's entirely plant life, he disappears completely. The trusty scarab in my pocket tells me I did a good job. Again, I'm reminded about how the defoliant stinks. This ends up being a clue for something later.
by Will Moczarski
Last time I promised to take a look at the manual with you and walk you through it before starting my first mission in Judgment Rites. However, the manual is quite long (36 pages) and takes a no-nonsense approach to explaining the game, meaning it is far more informative and much less entertaining than the manual for, say, Pepper's Adventures in Time.
Two pages stand out, though. Firstly, there is a cute little text from the team about what it means to be a Trekkie and that it has been a great privilege to work on a Star Trek game (shown above). And then there is this beautiful black & white picture of the team:
What looks like a "T" located near the middle of the team is actually an "I".
There's also some information about the factions that are likely to bother you at some point in the game (Elasi, Romulans, Klingons). And of course it contains an in-depth explanation of the interface which is truly necessary if you've never before played one of Interplay's Star Trek adventure games. It's very similar to the one used in 25th Anniversary as there are two main areas that work a bit differently. You start out on the bridge which is where you can be pulled into bothersome space fights or consult Mr. Spock's computer using a keyword system not unlike, say, conversations in some of the earlier Ultima games, meaning if you get it wrong even just a little bit the fancy 23rd century computer won't know what the hell you're asking it about. If you navigate to the correct section of the star map (more on that below) you will advance the main plot – if you go just about anywhere else, it's more space fights for you.