Showing posts with label Vetinari. Show all posts
Showing posts with label Vetinari. Show all posts

Sunday, 26 July 2026

Flash Gordon: il Rapimento di Dale – Won!

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”.


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.


You know, the typical adventure game fare.

Monday, 6 July 2026

Game 166: Flash Gordon: il Rapimento di Dale (1994) - Introduction

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.

Saturday, 15 November 2025

Dragonsphere – Final Rating

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”.

“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.

Wednesday, 5 November 2025

Dragonsphere – Won!

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.

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”.

Wednesday, 22 October 2025

Dragonsphere – Space Oddity

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.

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.

Tuesday, 23 September 2025

Dragonsphere – Changes

Written by Vetinari

Welcome back to Dragonsphere! After a plot twist that my teenage self would have absolutely adored (and one year before The Usual Suspects as well), the game let us take back control of our now-unnamed protagonist in Sanwe's empty study, after the explosive defeat of the sorcerer.

He was more of a technomancer, anyway.

I scavenge among the debris and find many useful things inside Sanwe's former inner sanctum. I get a large black sphere from the ground, the only remains of the powerful circle of spheres which powered the sorcerer's magical abilities.

Tuesday, 26 August 2025

Dragonsphere - Scary Monsters (And Super Creeps)

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...

Oops.
That evil (literally) eye there on the right wall just threw a bolt of lightning at me, killing me instantly. Not to worry, though, because I have the very inventory item that can be used in this kind of circumstances.

Thursday, 7 August 2025

Dragonsphere – Beauty and the Beast

 Written by Vetinari


Before getting to the Hightower Mountains, the game subjects me to another cutscene.

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?)

Thursday, 17 July 2025

Dragonsphere - Quicksand

Written by Vetinari

Before travelling to the desert, I take stock of my inventory and notice something very interesting.

This is the description of the bird figurine I just got from the Butterfly King...
...and this is one special action command from the sword.
I try to carve up the figurine, and, as expected, I manage to construct a crude flute.

Monday, 7 July 2025

Dragonsphere - Oh! You Pretty Things

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.

Before...

...and after.

Friday, 27 June 2025

Dragonsphere - Heroes

Written by Vetinari

Welcome back to Dragon Ball – I mean Dragonsphere.

The two plots have some passing similarities, i.e. very few dragons.
We start the game proper with former Prince now King Callash in his chambers, being woken up by his wife Fiona (who is now the Queen, I guess?) saying that the dragonsphere is stirring more forcefully with every passing moment.

I just love that one of the possible answers to this dialogue is just “Let me sleep. We'll destroy the sorcerer another day.” We've all been there, right?

Anyway, Fiona and the Queen Mother (that is, Callash's mom) will await our hero in the council chamber before his departure. Callash makes his morning ablutions and then changes clothes, saying that, as per his teacher of etiquette, you must “do nothing in the clothes in which you sleep, except sleep”. Callash thinks that this is very sound advice even if he found some exceptions to the rule as he grew older. Okay, let's keep it PG-13, game.

Tuesday, 10 June 2025

Game 159: Dragonsphere - Introduction (1994)

Written by Vetinari


Welcome to the first game of 1994 which will be reviewed for The Adventurers Guild!

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.

Sunday, 4 August 2024

Myst - Final Rating

Written by Vetinari

It's time to input some ratings.

So, we arrived at the end of Myst, and we are left to explore the five worlds contained in this game at our leisure. But is that something that we would want to do? Let's find out with the final rating.

Saturday, 27 July 2024

Myst – Won!

Written by Vetinari

We still have a final age to go, but will there be any other surprises or will this truly be the end of the game?

Yes, it will, you can see it right there in the title of the post.

Channelwood is an interesting locale, different from the other ages in that it is not an island, but instead something more akin to a swamp, or a mangrove forest, or something like that.

Sunday, 21 July 2024

Myst – Our Ancestors

Written by Vetinari

In this installment of the Adventurers' Guild Myst playthrough, we will be visiting our third age, the Stoneship age.

Nice flyover of the island as usual.

We find ourselves at the aft of the sailing ship, which is correlated with the location of the book on Myst island. Strangely enough, however, the room where the book was is now completely submerged by seawater.

Monday, 15 July 2024

Myst - Invisible Cities

Written by Vetinari

So, for this post we are going to explore the spaceship age.

Actually the real name is Selenitic age, you know.
As already seen in the Mechanical age, we arrive in a place which is an exact correspondence of the one that we have just left (in this case the interior of the spaceship) but our surroundings are completely different.
Stepping out on a brand new world.

I expected this place to be a volcanic wasteland, based on Atrus's journal description of it, but instead we are just on another island, with some geothermal vents as the only feature giving away the idea of underground volcanic activity.

Tuesday, 9 July 2024

Myst – The Castle of Crossed Destinies

Written by Vetinari

Last time we were finally ready, after solving most if not all of the puzzles on Myst island, to embark on a journey to a different age.

I've decided to tackle the four tomes in the order that we discovered it, so the first one is the book which was hidden inside the cogwheels.

The flyover animation of the island is very nice.

After the usual sound effect of entering a new book (the same as when we load the game, incidentally) we find ourselves in a very similar environment to what we left, i.e. some opened cogwheels, but with the book gone.

Sunday, 30 June 2024

Myst – The Path to the Spiders' Nests

Written by Vetinari

I am in great difficulty when I have to write something about Myst for this blog, because, let's be honest, nothing much actually happens.

It would be much easier if I could, I don't know, just post some random screenshot and say "Here's another gorgeous view from this game".

Here's another gorgeous view from this game.

Anyway, we had to finish exploring the two buildings which we haven't entered yet, that is the power supply substation and the wood cabin and its environs.

Monday, 24 June 2024

Myst – Under the Jaguar Sun

 Written by Vetinari

Welcome back to Myst.

Interestingly, when loading a saved game, Myst presents you with the image of an open book with the picture taken from whatever world you saved your game into, which is a nice thematic consonance with the fact that you are effectively being transported in the world described inside that book. The entrance in the new world is completed with a sinister sound effect which represents you getting whisked inside the world represented inside the book pages.

Problem is, the first time that I loaded my game, I was presented with the above picture, and I had no idea what I was looking at, and where I would end up when entering this book.

Problem is, I am an idiot.

Tuesday, 18 June 2024

Myst - If on a Winter's Night a Traveler

Written by Vetinari

Previously on The Adventurer's Guild, we were on a dock on a Myst-erious island, and we were preparing to explore our surroundings.

Right at our side when we start, there is a submerged ship that is at the moment unaccessible.

A pirate I was meant to be...
At the end of the dock we find a lever, which we can pull without any apparent effect. On a nearby hill there is a big cogwheel, near which another lever is present. Throwing this also has no effect.

The background music turns ominous here, for no apparent reason...
Continuing towards the interior of this small island, we find some stairs that lead us higher on a gently sloping hill. Right before we arrive at the first building (a sort of circular neo-classical rotunda) we find a letter laying on the grass.