Monday, 31 October 2016

Star Trek - Better Living Through Chemistry

Written by Joe Pranevich

Romulans!

Happy Halloween! Last episode, we defeated a group of space pirates that had seized a Federation ship. So far, the game appears to have a set pattern as both missions started with a space battle before segueing into a traditional adventure. No items were kept between episodes; they seem standalone so far. I am frustrated that this is my second episodic game in a row, but I can appreciate some designers may prefer that route. This game forces us to play the episodes in order so I still hope that there will be plot progression.

An admiral delivers our orders: Romulans have raided across the neutral zone to attack a station, ARK-7. Our job is to defuse the situation. A planet, then a ship, and now a station? At least we are getting a variety of locations! I find our destination in the copy protection map and emerge from warp to be greeted by a de-cloaking Romulan ship. The captain claims that the Federation is engaging in treachery and that they know of our plans. What plans? Before I can ask, they attack and the episode begins!

Friday, 28 October 2016

Game 76: Hugo III: Jungle of Doom - Introduction

Written by Deimar

First, they took his girlfriend and put her behind bars guarded by a genie and a man with a passion for obscure 50’s TV series. Then, he fell unconscious and his girlfriend had to wander around a stupidly large garden, a planet with killer robot and a man with a scarf and a mansion full of very suspicious people just to discover there never was anything to discover. Now the troubled couple is back for their final chapter. With a vengeance. May I present to you… Hugo III: Jungle of Doom!!


Adventure!! Cliches!! A three-headed monkey!! Come and see! Come and see!

Wednesday, 26 October 2016

Missed Classic: Dungeon - Go Ask Alice


Written by Joe Pranevich

I think she’ll know.

Last week, we crossed the halfway mark in Dungeon by returning sixteen treasures to the trophy case. We whitewater rafted, smooshed a piece of coal into a diamond, dug for buried treasure, and even drained a reservoir to discover long-hidden pirate booty. More importantly, we’ve also explored the whole world of Dungeon: there are no more areas except those blocked by puzzles. Every exit on my map has been followed and documented! To progress deeper into the maze, I have to invest some time into solving the remaining puzzles. Last week also reminded me that I can’t get complacent: we found stacks of money in the Bank of Zork, an area that I was sure I conquered on the first day. There could be more treasures hidden in areas that already “solved”.

I am also reaching a point in the game where I am solving the puzzles more slowly and with more frustration. This post accounts for more than ten hours of playtime, almost as much as the previous three combined. I made some good progress (with one “Google accident”, more on that in a bit), but I might soon be reaching the end of what I can accomplish without help. Another theme this week is “parser weirdness”-- I may be exiting the polished portion of the game as nearly every solution involved some butchering of the English language. This week, my adventure started in Hell...

Monday, 24 October 2016

Discussion Point: The Best Introduction to an Adventure Game

by The TAG Team

We're going to try something a little different now – The Discussion Point.

It's pretty straightforward – we throw out a topic we'd like to hear people's opinions about and then we all discuss.

Today’s topic:
The Best Introduction to an Adventure Game

What do you think is the best introduction to an adventure game? Is there an introduction or starting area that impacted you so much you can still remember it in detail years after playing it?

Do you prefer a the intrigue of a cutscene showing the potential health risks of an old man throwing a cloth hat across a room?

Or perhaps getting straight into investigation mode by determining an employee's future after asking a single question?

Saturday, 22 October 2016

Mixed Up Fairy Tales - Final Rating

Written by Aperama


Mixed Up Fairy Tales is a game I had quite a bit of fun with. Admittedly, I did augment my experience somewhat by using it as an introduction for my far-too young daughter to watch an adventure game being played, but that's not to say I couldn't have had fun with it solo. The issue with the game, even if I'm to ignore the fact that it was designed for a younger audience and the other things that will doubtlessly be explored in the actual rating, was the way it was designed for 'classroom' play. This is to say that I feel the relatively simple design may have had a double purpose (and I invite Corey to dispute or confirm as necessary). If you have a game that really has lots of finicky interactions, you're going to have a single player hogging the computer for a huge degree of time. Sure, there's still the definite sense of exploration in this game, but there's always the option to go back to Bookwyrm for puzzle solutions and there's never a puzzle that requires more than one item to solve. Whilst this would no doubt infuriate a veteran adventure gamer in their twenties who spent large amounts on this game (I tried to get an RRP for its release but couldn't find one), it'd be considered a boon to a game that an entire classroom of youths would want to get through. This before they were giving iPads to individual kids as they started school, anyhow.

The game design lends itself to being played by lots of different people, not so much the same person/family over and over again