Saturday, 10 October 2015

Spellcasting 201 - Final Rating

By Aperama


Not exactly the most beautiful picture in the world, but kinda endearing
– just like the rest of this game

I'm somewhat conflicted as it comes to this game. It was fun pretty much all the way through, always making me feel like a little bit of a fool every time I got something wrong as it really was the 'obvious' solution almost every time. At no point did I feel like the game was working against me to solve any puzzles, but I do think that the game would have been far more fun were you able to visit everything and enjoy your time a little more. The obvious correlation I take here is between this game and The Colonel's Bequest. Not because it's a better or worse game, but simply because of the way it runs itself – time is always a factor, but you can visit everything you'd like before a critical moment changes the clock. If this happened in this game and I could sit back and watch Sid and Gary messing around for their own pranks without having to reload, it'd be fantastic – it's only that I decided I wanted to take the long road and enjoy matters that I found the game so flavourful. Thankfully, the game allows dozens of saves – but I still consider it pretty harsh that you can't sit by and watch some of the most entertaining writing in the game and actually go on to succeed also. There are now two comparable games to Spellcasting 201 that have been blogged through – its precursor 101 and Timequest, and I plan to base this rating at least partially off of a mixture of whether or not I feel the game has progressed and used its strengths in favor of hiding its weaknesses.

Thursday, 8 October 2015

Game 60: The Adventures of Willy Beamish - Introduction (1991)

Written by Joe Pranevich


Is Willy the boy or the frog?

Pull up a chair, I’d like to tell you a story. Once upon a time, there was a video game company called “Dynamix”. It was a good little company, primarily building action and racing games, including some award-winning flight simulators. One day, they were purchased by an “adventure game” company (Sierra On-Line) and suddenly decided that they had to make adventure games, too! You’ve already heard this story before, back when Ilmari completed his excellent review of their first adventure game, Rise of the Dragon. While that one was far from perfect, it’s higher than 3/4ths of the games reviewed on the blog so far. The following year, Dynamix made two more attempts at adventure games: this one and Heart of China. We will be getting to the latter before too long, but I am very curious to see what lessons Dynamix learned from their previous game. Can Willy Beamish crack our top ten? Our top five? I have no idea.

Tuesday, 6 October 2015

Police Quest III – Administrative Affairs

Written by Alex


Firing up Police Quest III, we get a rather high-quality intro that features all the tropes of cheesy yet awesome cop movie and TV shows: Scenes showing car chases and officers dramatically pointing their weapons towards the camera set to a pulse-pounding score. And what’s this? The music is done by none other than Jan Hammer, keyboard and compositional whiz known best for the soundtrack to the television show Miami Vice, so you know exactly the vibe that this game is going for, at least musically: Minor key and driving, with a lot of Latin percussion and horns. Fun fact: Frank Zappa played a villain named Mario Fuente on an episode of Miami Vice called “Payback.” But lest you think Mr. Hammer only does TV work, he’s also an accomplished prog rocker, having, among other things, been an original member of the Mahavishnu Orchestra with John McLaughlin and playing with Jeff Beck on some classic albums. If none of this means anything to you, don’t worry: This is a blog about computer games. Let’s just say that having Jan Hammer work on your computer game is a pretty big “get.”

Saturday, 3 October 2015

Spellcasting 201: WON!

Written by Aperama

Ernie Eaglebeak's Journal #5
“Saved the world. Again. Well, probably.”

Ernie Eaglebeak's Journal #5 – Addendum
“So maybe I should give a little more info. Eve left me to go to Housewife U. I mean, dynamite girl and all, but really would have cramped my style. Hu Delta Phart accepted me in after I mooned the Queen of Balmoral. She didn't mind or anything – I even got her infamous Bubblewand for showing her a good time after she got me out of jail. I figured I'd take the last piece of the Appliance down before having an easy night – I was fairly sure we HDP pledges had all won our way in as I saw Sid freshly welding together the door to Gramma Eta Pi and had already heard of Gary parachuting into the middle of the funeral of Otto – were I writing this yesterday, I'd be saying I wish I coulda been there. So I attach the Bubblewand.. and there's Chris Cowpatty and Professor Hiddenmolar standing in front of me. Only it's not Hiddenmolar – it's Joey Rottenwood! Bastard was trying his best to make his way back into taking charge of Sorcerer U again, shut the entire campus down. Thankfully, I still had a few tricks up my sleeve. Rottenwood removed the Bubblewand, but he also set the Appliance so I could assume the identity of Professor Moldybreadcrust, not resetting it. Arrogant bastard! UGUGOOWAH served me well as I slipped through the sewers underneath the lab in Ivorytower and quickly made my way up to the Trustees Room while the Appliance was still taking effect. When I was confronted with Otto Tickingclock's perfectly preserved body, I thought of what the Bubblewand left as an imprint when I attached it the first time – 'necromancy'. I loaded Otto onto the pastry cart, pinched the Bubblewand back from Rottenwood on the way, DEPLUMITed my way back down to the Appliance.. bam. Instant Dean. Now this time, we've got to keep Rottenwood GONE! Oh, and Chris Cowpatty got dumped by HDP. Bonus!”

Step 1: Find my way off campus!

Thursday, 1 October 2015

Interview with Scott Adams and Kem McNair

Introduction by Joe Pranevich with questions by “The Adventure Gamer” readers




Introduction

Before we close up our summer series on Questprobe, Scott Adams and Kem McNair have been kind enough to agree to be interviewed by our community. As you know, Scott Adams was the CEO, lead programmer, and game designer for Adventure International. Scott pretty much invented the personal computer adventure game with his release of Adventureland in 1978. He has been tremendously helpful to me during my several months with Questprobe, answering many questions, and even providing me with the incomplete copy of Questprobe #4 which you have already read about. Kem McNair was the Art Director for Adventure International and drew the graphics for many of the games personally, including the Questprobe series that we have just played.