Showing posts with label Curse of Enchantia. Show all posts
Showing posts with label Curse of Enchantia. Show all posts

Friday, 24 May 2019

Curse of Enchantia: Final Rating

Written by Alfred n the Fettuc

Oh this is going to be a good one. Like I said in the first post, I’ve already tried playing Enchantia a very long time ago but never really got past the underwater section. Now that I’ve been forced to do so, I discovered what can only be described as a masterpiece in bad game design. Let’s see how it fares in the PISSED system. Spoiler alert: it probably won’t go very high.


Splat indeed

Friday, 17 May 2019

Curse of Enchantia - WON!!

Written by Alfred n the Fettuc

That’s it! I conquered Curse of Enchantia! I slayed the beast! Victory! Free at last!

I have mixed feelings about it. One part of me is very proud to have done this without a walkthrough (even if the temptation was very strong a few times) and the other part is astonished by the vacuity of the whole thing. I think my soul has died a little by playing this game to completion. Good thing it was for the blog, if it helps at least one person to stay away from this game in the future, maybe my sacrifice wasn’t for nothing.

But for now, let’s all go back in the enchanted land of Enchantia one last time in order to help Brad get rid of the evil sorceress once and for all! Yay!

Don’t worry, Brad. It’ll all be over real soon.

Friday, 3 May 2019

Curse of Enchantia - In the Nose of Madness

Written by Alfred n the Fettuc

Just when I thought this game couldn’t get any weirder, it throws you a curveball and creates the most mindf..king world I’ve seen in a long time. Let’s just say this part of the game would make the island of fairy tales in King’s Quest VI look like a perfectly normal office bullpen. But first things first, I had to reach the next part, which is easier said than done when you’re back in the same town area without any change and no idea on how to progress in the game…

Rejoice citizens! Your savior is back!

Thursday, 25 April 2019

Curse of Enchantia - Ice Rage: The Meltdown

Written by Alfred n the Fettuc

We should really make a list of the seven cardinal sins of adventure game design someday (even if the list would probably be closer to seventy) but I’m pretty sure two sins would make the list pretty easily.
  1. You should never make a puzzle so obscure the only way to solve it is to stumble upon the solution by sheer luck or while trying something completely different.
  2. When you know the solution to a puzzle, you should be able to solve it without having to spend one hour trying to make the game understand what you’re trying to do.
What is interesting is that these two problems are directly related to the interface of the game. While the former is bound to happen again and again with the interface getting simpler with every game (for example I want to climb on a stool but my character ends up pushing it), the latter is bound to disappear for exactly the same reason. In ye olde text adventures you have to discover exactly the way the developer wants you to interact with the game, but with a one-click interface, you don’t have to figure out the logic, you just have to click on the item and see what happens.

What’s really great with Curse of Enchantia is that you have these two sins combined, which is something of a rarity. Add the fact maybe that “having only one music track for a ten-hour long game” might be one of the sins and you’re in for an unforgettable experience.


After a nice long chat with my friend the yeti, it’s time to get back to it…

Saturday, 13 April 2019

Curse of Enchantia - Cliffbanger

Written by Alfred n the Fettuc


Hello folks, glad to see you back here! Last week in this fantastic adventure game, we finally exited the long cave network and saw the light of day for the first time since… wow, actually it’s the first time we have an exterior location in the whole game. Enjoy the sunlight, it might not last…


We find our friend Brad, lost deep in thoughts contemplating
a statue that represents the futility of his existence

Friday, 5 April 2019

Curse of Enchantia - Cave Story Minus

Written by Alfred n the Fettuc

Last week we left our dashing protagonist, Brad, alone in a damp cave with only a paperclip to his name. Now is the time to explore a fantastic cave network with I imagine what can only be a deliciously clever suite of interconnected puzzles…


 
Fantastic adventures await!

Friday, 29 March 2019

Curse of Enchantia - 20000 Leagues Under Quality Game Design

Written by Alfred n the Fettuc

One of the greatest things about The Adventure Gamer blog is that we have the opportunity to find out exactly how good the games we didn’t play back in the day actually are. Sure, it’s always great to read more about Indiana Jones and the Fate of Atlantis or Monkey Island, but it’s the unknown games that really get my attention. Sometimes you can find a diamond in the rough, some unknown great game. For example, it’s thanks to this game that I finally got around to play Gateway and I don’t regret one second of it, it was a great game! Sometimes, time has just forgotten excellent games that you never took the time to actually play.

And sometimes not. Sometimes games are forgotten because they are utterly horrible garbage.


Please tell me you’ve come to release me of my misery

Sunday, 24 March 2019

Game 107: Curse of Enchantia - Introduction

Written by Alfred n’ the Fettuc

The English game development studio Core Design is first and foremost known for the Tomb Raider series, being the creator of one of the biggest franchises in video game history (and solely responsible for the rise of Eidos Interactive, their parent company, that would still be active as far as 2009, where it was purchased and absorbed by Square Enix). However their story begins much earlier than that with another cult classic: Rick Dangerous. This Indiana Jones inspired platformer was one huge hit during the Amiga golden days (and one game I really loved despite being utterly incapable of going past the fifth screen or so). Also responsible for other (less cult) classics such as Impossamole, Heimdall and Chuck Rock, the studio saw the rise of adventure games as an opportunity, and basically decided to get their shot at the genre that was printing money for Lucasarts and Sierra in the 90s.


Art by Rolf Mohr, who would become the concept
artist for the Telltale
Batman series, among other things.