Tuesday, 31 January 2017

Eternam - Oh Deer...

written by Aperama

Alright. This is a game that I now have to try and approach a touch more seriously, given how poorly it apparently comes across when joked about. Admittedly, my jokes weren't exactly up to par and were largely just a gimmick to make this feel more readable, but this game. This game. I would ask you all to realise that I am being completely direct when I state that in this previous hour and a half playing, I was given impossible directions (follow a path by direction when no sense of direction is given), walked on water with no clue as to whether or not I was moving in the correct direction in doing so (as most water drowns you instantly), and was then promptly sentenced to death for stepping on a lawn. Again, no hyperbole. This is simply what happened.

Vive le freaking France

Thursday, 26 January 2017

Eternam - When You Can Count Your Money, You Ain't Got None!

written by Aperama

I'm not gonna lie – this game is a struggle. Staring at an empty DOSbox prompt with “DRIVE:\ETERNAM\>” is something I'm almost frightened to admit to. Eternam hasn't quite given me PTSD, but boy does it feel like it is capable of as much. The cardinal sin is that the game isn't so much weird as incomprehensible. I understand every word that is in front of me, but it just doesn't come up into coherent sentences. This section was almost something I'd call easy, but was made difficult by what I would imagine is partially an issue of translation issues and partially of desperate attempts for humour which are largely just inane.


As promised, a random skull to start the day

Tuesday, 24 January 2017

History of Adventure 4: Verb-select (Point and Click) Graphical Adventures (1985)

By the TAG Team

Notable Titles: Deja Vu, Maniac Mansion, Labyrinth, Monkey Island 1 & 2, Day of the Tentacle, Indiana Jones 3 & 4, Simon the Sorcerer 1 & 2

Notable Creators and Companies
: ICOM Simulations (Darin Adler and Tod Zipnick), Lucasarts (David Fox, Ron Gilbert, Hal Barwood), Adventuresoft (Simon and Mike Woodroffe)

In 1985, almost at the exact same time as King's Quest was reaching some amount of prominence, a company named ICOM Simulations came up with a very similar idea. Whilst they wanted to create adventure games, they did so in a way that was notionally going to make adventure gaming easier.

A typical adventure game of the time relied on parser, which not only depended on a certain amount of typing proficiency as it came to a lack of typos, but imagination – if a game wanted you to 'CRAFT PAPER AIRPLANE' and didn't let you use 'MAKE', you needed to realise that the people who were writing the game only had the word 'CRAFT' in mind, which was always going to be an issue. Deja Vu made the potential for a game where one's imagination was the only real limit. By including the use of a simple drag-and-click interface, one needed only minimal computer skills to play through an adventure game.


You still have plenty of choices – but none of them are impossible to guess

Saturday, 21 January 2017

Gateway - Sleepytime

Written by Reiko

Broadhead Journal #6: "Wow, this planet is so relaxing. Almost like a vacation. I need to fix this dike, and there’s a huge beast in the forest, and I don’t see the shield generator anywhere, but I think I’ll just take a nap first..."

The third shield generator planet (the second one I’m doing) is called Dorman. The planet is terrestrial and temperate enough that I don't need to wear a spacesuit. I land by a beautiful pond with a path around it leading toward a nearby forest.

This place is a lot nicer than the other planets I’ve been on.

Looks like my ship did some damage to the area when it landed. Oops.

Friday, 20 January 2017

Missed Classic: Zork II - Won! And Final Rating

Written by Joe Pranevich


Last week, I explored most of Zork II and ended my session with suicide-by-dragon thanks to the Wizard of Frobozz. He had cast a “Fierce!” spell and my character happily walked into a dragon’s den. The rest hardly needs explanation. But in dying, I found the first clue of an overall plot: a shadowy, possibly demonic, figure that wants my help to restore his freedom. Is he imprisoned by the Wizard? Is it a coincidence that the two of the colored rooms in the afterlife match the magic spheres that we found? I’m excited to find out!

First things first, I focus on getting past the dragon. I approach him again and take stock. I can’t attack. How about bribery? I hand over a treasure and the dragon takes it to some hidden trove, but it doesn’t change anything. Do I have to give him something in specific? I try to talk to the dragon for clues but it seems that he is trying to brainwash me. I give up and leave, but something weird happens: he follows me. He turns back after one room but this must be part of the trick! I hand him another treasure and expect the same, but he doesn’t follow. Why not? Talking was the trick! When I chat him up, he follows for one turn. If I do it too much, does his brainwashing succeed? I can alternate talking and walking so he follows me even farther. What can I do with a fire-breathing dragon?