Last time we left off after about an hour of gameplay, with a reasonably small gameworld and some items we haven’t found a use for. We deciphered an alien language and attempted to explore a dark cave but didn’t really get anywhere plot-wise. So far, this was an enjoyable game – was it meant to remain this way?
Thursday, 17 October 2019
Missed Classic: Escape from Traam – WON! and Final Rating
by Will Moczarski
Last time we left off after about an hour of gameplay, with a reasonably small gameworld and some items we haven’t found a use for. We deciphered an alien language and attempted to explore a dark cave but didn’t really get anywhere plot-wise. So far, this was an enjoyable game – was it meant to remain this way?
Last time we left off after about an hour of gameplay, with a reasonably small gameworld and some items we haven’t found a use for. We deciphered an alien language and attempted to explore a dark cave but didn’t really get anywhere plot-wise. So far, this was an enjoyable game – was it meant to remain this way?
Wednesday, 9 October 2019
Missed Classic 74: Escape from Traam (1981) – Introduction
by Will Moczarski
It’s time for the third OtherVenture and our second Jyym Pearson game Escape from Traam. This one has a 1980 copyright date and it may possibly be the earlier game of the two. It is usually treated as Pearson’s sophomore effort in text adventures but the sci-fi setting of his first game Zossed in Space (1980) may hint at a possible continuity between the two. However, I don’t have proof for this other than the copyright date of the TRS-80 version (Curse of Crowley Manor had a 1981 stamp), so I’ll just relegate this thought to the realm of speculation.
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| Special thanks to the Museum of Computer Adventure Game History! (mocagh.org) |
It’s time for the third OtherVenture and our second Jyym Pearson game Escape from Traam. This one has a 1980 copyright date and it may possibly be the earlier game of the two. It is usually treated as Pearson’s sophomore effort in text adventures but the sci-fi setting of his first game Zossed in Space (1980) may hint at a possible continuity between the two. However, I don’t have proof for this other than the copyright date of the TRS-80 version (Curse of Crowley Manor had a 1981 stamp), so I’ll just relegate this thought to the realm of speculation.
Monday, 7 October 2019
Consulting Detective Vol. II - Pair of Pretty Paintings Pilfered, Perhaps Pawned
Written by Joe Pranevich
After a birthday detour back into Infocom-land, I’m back to playing Consulting Detective. Last time around, I solved the first of three cases by finding a lion-murdering thief with a penchant for poisoning his witnesses. That case was pretty fun but not perfect. It did take me a bit to get back into the swing of things this series and I could have solved it faster if I had done a better job with the newspaper and remembering to use my “Regulars”. I’m going to jump into this second case more prepared and see if I do any better.
This time out, we are solving the case of the “pilfered paintings” and the case starts with a proper introduction video. Sir Simpson Witcomb, a well-dressed older gentleman, seeks Holmes’s help to recover two “De Kuyper” paintings taken from the National Gallery. Six months ago, two previously unknown paintings by the artist were discovered and auctioned at Armitage’s Gallery. De Kuyper, we are told, was a student of Reubens, a Flemish master and someone even I have heard of. Prior to this auction, only six De Kuyper paintings were known to exist: four in the Louvre in Paris, one in the Rijksmuseum in Amsterdam, and one by a private collector, Lord Smedley, in London. Witcomb worked with his head curator, Brady Norris, to acquire the two newly discovered works and add them to the National Gallery’s collection. They were able to snag them for a mere £125,000, far less than expected.
With the National Gallery in London now home to one-fourth of the known De Kuyper paintings, Witcomb set his sights on the first ever expedition of all eight known works. That would have opened tomorrow, if not for the theft of two of the paintings. As such, all of the other works are also in London ready to be moved to the Gallery: the Louvre’s four are stored in the French Embassy, the Rijksmuseum’s one is in a separate National Gallery storeroom, and Smedley’s is at his townhouse. With that helpful information, we are off to solve this case!
This time out, we are solving the case of the “pilfered paintings” and the case starts with a proper introduction video. Sir Simpson Witcomb, a well-dressed older gentleman, seeks Holmes’s help to recover two “De Kuyper” paintings taken from the National Gallery. Six months ago, two previously unknown paintings by the artist were discovered and auctioned at Armitage’s Gallery. De Kuyper, we are told, was a student of Reubens, a Flemish master and someone even I have heard of. Prior to this auction, only six De Kuyper paintings were known to exist: four in the Louvre in Paris, one in the Rijksmuseum in Amsterdam, and one by a private collector, Lord Smedley, in London. Witcomb worked with his head curator, Brady Norris, to acquire the two newly discovered works and add them to the National Gallery’s collection. They were able to snag them for a mere £125,000, far less than expected.
With the National Gallery in London now home to one-fourth of the known De Kuyper paintings, Witcomb set his sights on the first ever expedition of all eight known works. That would have opened tomorrow, if not for the theft of two of the paintings. As such, all of the other works are also in London ready to be moved to the Gallery: the Louvre’s four are stored in the French Embassy, the Rijksmuseum’s one is in a separate National Gallery storeroom, and Smedley’s is at his townhouse. With that helpful information, we are off to solve this case!
Friday, 4 October 2019
Game 113: Ween : The Prophecy (1993) - Introduction
[Admin note: Since there's still so much left of the last game of 1992, Consulting Detective 2, we've decided to already start playing the first game of 1993. Enjoy!]
Written by Alfred n’ the Fettuc
So here we are, the first game on our list for 1993, and another French adventure game made by Coktel Vision to boot! Just to remind a few of our beloved readers out there, The Adventure Gamer website has had a tumultuous relationship with French adventure games in the past. With a few exceptions (the most notable one being K.G.B which, despite being a French game, sits proudly in our Top rated games list) a lot of the games originating from my country were given low, or even abysmal, PISSED ratings. Will Ween : The Prophecy (or simply The Prophecy as it’s known in the US) be one of the games that redeem French adventure gaming or will it add another stone in the bucket? I asked myself the same question with Bargon Attack a while ago and… well it didn’t turn out very well.
Written by Alfred n’ the Fettuc
So here we are, the first game on our list for 1993, and another French adventure game made by Coktel Vision to boot! Just to remind a few of our beloved readers out there, The Adventure Gamer website has had a tumultuous relationship with French adventure games in the past. With a few exceptions (the most notable one being K.G.B which, despite being a French game, sits proudly in our Top rated games list) a lot of the games originating from my country were given low, or even abysmal, PISSED ratings. Will Ween : The Prophecy (or simply The Prophecy as it’s known in the US) be one of the games that redeem French adventure gaming or will it add another stone in the bucket? I asked myself the same question with Bargon Attack a while ago and… well it didn’t turn out very well.
Wednesday, 2 October 2019
Missed Classic: Curse of Crowley Manor – WON! and Final Rating
by Will Moczarski
This is an astonishing game. I know that it might seem as if I was easily satisfied by a few extra descriptions in a text adventure but for a game released in 1981 it does a lot of things right. So far, it’s not very challenging, and the story may be conventional but it’s still involving. Last time I was stuck with a limited gameworld and the brown growth who’d jump headfirst into the pantry and devour everything there, including myself. This time I remembered the words of wisdom from the fragmentary manual I had consulted before starting the game. It’s very sparse and does not provide a lot of backstory, however, it advises you to LOOK everywhere and also rely on your other senses. You can LISTEN and SMELL, too, so I tried to LOOK, SMELL and LISTEN in every room one more time and happened upon the solution rather quickly.
Next to the pantry there’s an exquisite dining room with a large oak table I can investigate. If I do that, I find some food there. Maybe it’s spoiled and will provide a trap for the hungry brown growth is what I think. That is not the case but still dropping the growth will solve the puzzle, prompting it to devour the food and “shoot” under the china cabinet, causing it to fall with a crash. Upon examination I find a letter opener and a hand axe. I know right away what both items are for and decide to backtrack to the rosewood chest to unfasten the screws there. Inside I find a golden crucifix and an old note with only a number on it: 5271. I take a new note and go back to the plywood wall. With the crucifix and the holy water in my hands, I almost expect to find a roast chicken behind it. It’s not all fun and games, however, as the parser doesn’t understand “hack” or “break”, only “chop”. After three or four useless turns there’s a hole in the wall and I can enter. Supposedly. Again, going N or GO HOLE does not work, only “CLIMB HOLE”.
The next part of the manor is like a hidden underground area. It’s a nice touch that I am delving deeper into the interiors of the building as I progress; it’s a sequence of rooms with an unfinished air about them, and a lot of secret passages. Looking and listening excessively also thickens the plot substantially. In a darkened room strewn with scientific instruments I encounter the demon yet again, his tremendous voice booms “You have not the power to face me yet be warned...” (sic!) The demon is not a fan of punctuation. Also, why are old adventure game voices always booming? Looking again I see that everything is filthy and smashed. Among the rubble, there is an ancient book lying open on a table. I can only make out one sentence: “Gafala alone can help.” Who is Gafala? Am I supposed to know? West of here, there is a musty room. On the only door there is an ancient numeral lock. This is pretty easy if you have discovered the old note (as I have): just dial 5271 and be done with it. I arrive at a damp brick walled room where there is a horrible stench. Smelling (or looking) results in my being slammed against a wall by a powerful force. If I listen (or look) once more, I am thrown flat on the floor, and a voice bellows “Soon youll be mine” (sic!). Yours? Er…eek?
This is an astonishing game. I know that it might seem as if I was easily satisfied by a few extra descriptions in a text adventure but for a game released in 1981 it does a lot of things right. So far, it’s not very challenging, and the story may be conventional but it’s still involving. Last time I was stuck with a limited gameworld and the brown growth who’d jump headfirst into the pantry and devour everything there, including myself. This time I remembered the words of wisdom from the fragmentary manual I had consulted before starting the game. It’s very sparse and does not provide a lot of backstory, however, it advises you to LOOK everywhere and also rely on your other senses. You can LISTEN and SMELL, too, so I tried to LOOK, SMELL and LISTEN in every room one more time and happened upon the solution rather quickly.
Next to the pantry there’s an exquisite dining room with a large oak table I can investigate. If I do that, I find some food there. Maybe it’s spoiled and will provide a trap for the hungry brown growth is what I think. That is not the case but still dropping the growth will solve the puzzle, prompting it to devour the food and “shoot” under the china cabinet, causing it to fall with a crash. Upon examination I find a letter opener and a hand axe. I know right away what both items are for and decide to backtrack to the rosewood chest to unfasten the screws there. Inside I find a golden crucifix and an old note with only a number on it: 5271. I take a new note and go back to the plywood wall. With the crucifix and the holy water in my hands, I almost expect to find a roast chicken behind it. It’s not all fun and games, however, as the parser doesn’t understand “hack” or “break”, only “chop”. After three or four useless turns there’s a hole in the wall and I can enter. Supposedly. Again, going N or GO HOLE does not work, only “CLIMB HOLE”.
The next part of the manor is like a hidden underground area. It’s a nice touch that I am delving deeper into the interiors of the building as I progress; it’s a sequence of rooms with an unfinished air about them, and a lot of secret passages. Looking and listening excessively also thickens the plot substantially. In a darkened room strewn with scientific instruments I encounter the demon yet again, his tremendous voice booms “You have not the power to face me yet be warned...” (sic!) The demon is not a fan of punctuation. Also, why are old adventure game voices always booming? Looking again I see that everything is filthy and smashed. Among the rubble, there is an ancient book lying open on a table. I can only make out one sentence: “Gafala alone can help.” Who is Gafala? Am I supposed to know? West of here, there is a musty room. On the only door there is an ancient numeral lock. This is pretty easy if you have discovered the old note (as I have): just dial 5271 and be done with it. I arrive at a damp brick walled room where there is a horrible stench. Smelling (or looking) results in my being slammed against a wall by a powerful force. If I listen (or look) once more, I am thrown flat on the floor, and a voice bellows “Soon youll be mine” (sic!). Yours? Er…eek?
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