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The Random Adventure Game News Thread

Boleskine

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https://adventuregamers.com/articles/view/36604

AdventureX 2018 round-up: Part 1
Written by Steve Brown — November 21, 2018
ax2018-fp1__huge.jpg


AdventureX just keeps on growing. This year it saw a big jump in capacity, with its previous venue limit of 230 people almost doubling to 400 at the new British Library location in London. This is also the first year the event required paid admission, with all tickets snapped up less than a week after becoming available. Some may have feared that this leap in size would change the atmosphere of the convention. Fortunately, those concerns were easily put to rest by a weekend that was as fun and friendly as always. There were once again a variety of talks on all aspects of narrative gaming, from writing realistic dialogue to making games more inclusive of the disabled. And, of course, a huge mixture of titles were exhibited, and our intrepid team of reporters set out to look them over.

Gibbous: A Cthulhu Adventure

At last year's AdventureX, the Stuck in the Attic team applied too late to be official exhibitors. This year, with Gibbous: A Cthulhu Adventure now nearing completion, they made sure to get in early. Whilst inspired by the works of H.P. Lovecraft, as you’d expect of its title, it would be fair to say this is far from a horrific game. References to its inspiration are plentiful, but played with a sense of humour that removes the horror aspect whilst still obviously respecting the source.


Cami Cuibus, Liviu Boar

The central character is hapless librarian Buzz Kerwan, whose careless reading of the Necronomicon causes his cat to start speaking. With this sarcastic and somewhat uncooperative companion, along with occasional assistance from detective Don R Ketype, Buzz must try to prevent a cult from seizing the book for their own dark purposes.

A year ago, about half the game had been made so the demo only showed the opening scenes. This year Gibbous is almost done, with only a handful of lines of dialogue still to be recorded and a few late bugs to sort out. As a result, Cami Cuibus and Liviu Boar were able to take players to various chapters throughout, allowing us to see entirely different parts of the story. I played a section in the strange village of Fishmouth, where the residents made clear they were not stopping me from entering, just “strongly discouraging” it. Using simple point-and-click controls, I directed Buzz and his reluctant “friend” around the village in third-person view. Stealing the identity of a person with legitimate reason to enter the village took some lateral thinking.

I enjoyed the orchestral soundtrack backing the action, and the stylish hand-painted cartoon art. Of particular joy to me were the idle animations of Kitteh, my feline companion. Normally she will just sit with her tail waving back and forth. Leave her long enough, though, and she will start engaging in other typical cat behaviour, such as stretching to wash her back legs. The voice acting is also a treat for the ears, especially Kitteh's complaints about the things you make her do to advance.



There is already a Steam page available, with the game to be released on Windows, Mac and Linux. Barring late complications, Gibbous: A Cthulhu Adventure is on track to launch in January 2019. In the meantime, more detail can be found on the official website.


The Darkside Detective: Season 2


Dave McCabe, Treasa McCabe, Paul Conway

With their first comic mystery anthology starring an investigator of the supernatural proving a success, developer Spooky Doorway are ready to build on that with a sequel. And thanks to their recent Kickstarter surpassing its goal, they have the funds to do more this time. Whilst there will be an overall story arc in the new collection, the team intend to keep the individual chapters as standalone stories like before. They feel that their target audience is the more casual gamer who has limited play time. For such people, keeping track of complex plots and objectives is more problematic, hence a game with bite-size challenges offers more appeal to that market.

As not everyone at AdventureX had played the first season, a computer offering a sample of the original game was on display. Those simply seeking a taste of the second season could play the start of a new story. The same pixel art style of its predecessor is used once again here, as is the simple point-and-click interface. Many of the characters also return, including on-screen protagonists Detective Francis McQueen and Officer Dooley.

The setting for the demo was a spooky carnival, whose show has adopted a new approach due to society being more aware of cruelty to animals: a vegan circus consisting solely of mechanical creatures. As McQueen, clearing away a malfunctioning elephant formed the main puzzle, though there were several steps involved in solving it. This was accompanied by a spooky background sound, though the dialogue featured the same off-beat humour of the last game. This was most noticeable in conversations with Dooley, whose tendency to lose focus on the job can produce some surreal but amusing contrasts to the otherworldly dangers you face.



Spooky Doorway are aiming for a release on Windows, Mac, Linux and Switch in the first quarter of 2020. While you wait, more details about both games can be found on the series website.


The Procession to Calvary

With Four Last Things, developer Joe Richardson used classical art and music to tell a whimsical tale of sin and repentance. In his new game, The Procession to Calvary, he has continued that approach, seeking out even more disturbing scenes with which to surprise, bemuse and amuse players.


Joe Richardson

At this point in development, Richardson is still not certain whether this will be a direct sequel to the original game, or an entirely separate story. As it stands, the current version has you playing an entirely new character this time round named Erica, a soldier coming back from the holy war (which we won, apparently). As before, characters are paper dolls whose arms and legs move on pivots rather than animating naturally, set against a collage of public domain background art from the Renaissance era.

The demo started with Erica having hitched a lift with a woman and child (who may or may not be the Madonna and Jesus). The cart breaks outside Erica's desired destination, but her plans to simply abandon her helper are soon dashed. The city gatekeepers (one of whom repeatedly points out his “MASSIVE KEY”) refuse to let Erica in. Having to go back to her erstwhile travelling companion for assistance, the protagonist is tasked with repairing the cart and feeding the donkey. This objective leads to traversing a variety of surreal scenes.

The same single-click interface as the previous game is used here, guiding the large, heavily-armoured protagonist around the screen. The dark humour of the original also shines through once again. There are some very odd inhabitants to meet, including a choir of kittens and a lute goblin (playing appropriate music) encountered along the way. I should imagine any fans of the first game will find this one very much to their tastes as well. This is not a game for kids, however, as despite its comedic touch overall, some of the depictions of medieval torture in one scene are quite gruesome.



Release is planned for April 2019, though this is a somewhat tentative date for now. The Procession to Calvary will be available on Windows and Mac, as well as iOS and Android devices.


Lord Winklebottom Investigates: The Case of the Expired Axolotl


Charlotte Sutherland

Detective stories are not exactly rare within the adventure genre. Whilst its title suggests this game is another that treads the same well-worn path, even a quick glance confirms that there is a decidedly unusual aspect to Cave Monsters’ The Case of the Expired Axolotl. That’s because the eponymous Lord Winklebottom is a gentleman giraffe. Bedecked in a fine suit, with a monocle and top hat on his head, his outfit is the very epitome of the English gentry. Accompanied by his companion Dr Reginald Frumple (who is a hippo), he must get to the bottom of a dastardly murder. Admiral Gilfrey (the expired axolotl in question) had invited his old friend to his island estate promising exciting news, but met his demise before he could deliver it. Can Lord Winklebottom solve the mystery of his death?

The action takes place in third-person (third-mammal?) view, though you don’t actually move the protagonist around, merely click on items of interest. The demo took place in two rooms of the deceased's manor, the drawing room and conservatory. Despite the relatively small space, these locations were packed with puzzles, including a locked box and an old sea-mate of the Admiral's blocking your way. Control is handled through a verb coin, with items dragged in for use from an on-screen inventory.

Insofar as a gentleman giraffe is realistic, the hand-drawn graphics are done in a realistic, brightly coloured style. The game is fully voiced to a very high standard with distictly British accents, and accompanied by old-style dance music (until you change the record as part of a puzzle solution, that is). The humour has a light touch to it, the action largely played straight against the oddity of the premise.



As every good demo should, this one definitely left me wanting more. The game’s display table was even enhanced by a delightful model of Lord Winklebottom himself, made from an ordinary giraffe toy with hand-crafted accoutrements from indie developer Charlotte Sutherland herself.

A Kickstarter is planned for January/February 2019, with the aim to release the game in late 2019 or early 2020. The Case of the Expired Axolotl will get a PC release at least, but consoles are possible as well. More information can be found on the developer's website.


LUNA: The Shadow Dust

If anything proves what a wonderful event AdventureX is, it is the origin of LUNA: The Shadow Dust. Beidi Guo, the lead developer and sole member of the team attending this year, met two other people at the conference back in 2015, and they talked about making a game. Whilst the individuals involved were scattered across the globe, this chance meeting led to Lantern Studio being formed.


Beidi Guo

Their first game is heavily inspired by the Studio Ghibli films of Hayao Miyazaki, particularly Howl's Moving Castle. This is most evident in the graphic style, a hand-painted cartoon presentation with the feel of fairy tale illustrations. Beidi also cited an early experience playing The Neverhood as an influence. She especially enjoyed the fact that the game did not make use of dialogue, so LUNA has been made deliberately without any text at all.

Whilst I was able to watch several other people play LUNA, it proved a difficult game to get my own hands on. It is a testament to the pleasure it gave people that many would sit there for a long time rather than quickly moving on. Even as an observer, however, I was able to enjoy the smoothness of the animation and a sample of the puzzles hidden in the gorgeous visuals. Finally getting the chance to play the demo myself post-convention, I can confirm that it has a relaxed atmosphere, with a beautifully simple soundtrack of harps and gentle flutes.

The central premise is that a young boy with a bunny ear hood, controlled in third-person, has to climb a magical tower to fix a great disaster. He is assisted in this by a small creature rescued from some fallen planks of wood early in the game. This companion was originally envisaged as a cat, but whilst retaining a four-legged frame it has become a more mystical creature to suit the setting. Once found, you can switch to controlling this creature to accomplish a collective task or reach places a human cannot. The interface is single-button point-and-click, though the simplicity of the controls does not mean the challenges are equally simple. The puzzles I saw embraced their magical setting, with coloured lights, whose buttons you control, affecting where a doorway leads.



LUNA: The Shadow Dust is to be released on Windows, Mac and Linux, as well as iOS and Android devices. The aim is to complete the game in early summer 2019. More detail, including a link to the same demo I played, can be found on the developer’s website.


Röki


Alex Kanaris-Sotiriou and Danny Wadeson

Whilst Polygon Treehouse is based in Cambridge, the studio’s first game is set a long way from those dreaming spires. Röki takes place in a remote area of Sweden, following a family living in a small wooden cabin in a snowy landscape. You take the role of young Tove, protective sister to little Lars. The developers have adopted a fairly minimalist artistic style, fitting with the bleak location and creating the appropriate tone. The game is also nicely animated, and the background sound is a suitably simple ambient tone.

The demo got off to a gentle start, with players needing to escort Tove’s brother to the outdoor loo. As Tove, I had to work out how to clear away the crows that frightened him from going outside. This worked well to introduce the verb-coin based controls and characters.

Once back in our shared upstairs bedroom, the titular monster arrived with an enormous roar. Having seen the creature’s pictures on banners and business cards, I expected it to be the size of a large bear. I was thus somewhat taken aback when a clawed hand the size of a car crashed through the roof. To further demonstrate its power, the whole screen shook and the controller vibrated as it tore into the building. Whilst there didn't seem any way to be killed by the monster, this did nothing to reduce the tension of subsequently trying to evade its grasping limbs. The journey down through the house as it's slowly being torn apart by its enormous attacker proved an exciting one, with some interesting puzzles along the way. The final challenge, to knock down a sled I could not reach myself, was especially satisfying.

https://player.vimeo.com/video/218129203

The plan is for Röki to be launched in late 2019. The game will definitely be available on PC, but the team hope to release it on consoles as well, though no specific platforms have been confirmed as yet. To learn more, visit the developer's website for additional information.

Perseids or, All This Will Go On Forever

Freya Campbell’s Perseids or, All This Will Go On Forever is a free game made for Trans Gal Jam 2, which took place in June and July 2018. The goal of this jam, obviously, was to encourage development by transgendered women. Making the game about such women was an optional theme, but one that many of the entrants embraced. A total of 23 games were submitted, a significant advance on the 7 entries in the first event. With a focus on inclusion, there was no voting or prizes, simply encouragement for individuals who might otherwise be wary of making a game to do so.


Freya Campbell

Using a modified version of the Twine text engine, Perseids tells the story of four trans women on a road trip, with the player taking the role of one of the travellers. You can enter a name at the start of the story, which will be used by the other characters later. There are no graphics included, but the text presentation is easy on the eye with a soft pastel background highlighting the text comfortably. There is also musical accompaniment, representing the various radio stations you tune into on your way. These include rock music and gentler guitar riffs.

Player control is somewhat limited, consisting solely of selecting from the occasional list of choices to progress the story. The writing makes up for this restriction, drawing four realistic personalities through relatively simple interactions. As stated in a warning at the start, there are some adult themes, including a sexual scene and some low-level drug use.

Perseids can be played online in your browser, as can many of the other entries in the Trans Gal Jam 2. Those wanting to see the other games Freya has produced can find them on her itch.io website.
 
Last edited:

Boleskine

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https://adventuregamers.com/articles/view/36608

AdventureX 2018 round-up: Part 2
Written by Laura Cress — November 22, 2018

Future Flashback

Érico Porto and Ricardo Juchem

Watch the kind of scuzzy sci-fi worlds of Blade Runner and Dark City come to pixelated life in Myths Untold’s retro-styled point-and-click adventure Future Flashback, where you play as Kyle, an ex-surgeon addicted to a drug capable of recreating vivid memories. The jaded former doctor wants to relive the last time he saw his son alive, before it all went wrong. But suddenly he starts seeing the memories of a girl he’s never met – and things only get weirder from there.

Future Flashback relishes its neo-noir influences, and this is never more apparent than in its beautiful pixel art, all brooding purples and reds and blues and greens. In the short segment I played, Kyle picked up his latest stash of Memory Bombs (not the drug’s actual name in the game, though one I am willing to sell for a small fee!). As he neared the seedy bar in his hover car to a soundtrack of ‘80s synth, pixelated rain drove across the screen, illuminated by looming neon signs for commodities and virtual landscapes. It’s a very impressive scene setter for this alien and yet also recognizable world.

Having quaffed and/or snorted said Memory Bomb, I was transported back several years to Kyle’s apartment and presumably a happier time. It was here I got to grips with solving a fun puzzle about cracking a safe in the flat, which involved scouring messages about the perfect drink on Kyle’s phone and laptop, and mixing cocktails to the right consistency until I found the correct one. Interaction is through simple-left click on objects, which then lets you talk, pick something up or look at it through the respective mouth, hand or eye cursors. It looks like Kyle’s phone will play into the puzzles a fair amount, whether by using its “find my key” app, text messages or notes.



Myths Untold plan to release this stylistic adventure game at some point in the second half of next year on Windows, Mac and Linux, and hopefully Android devices. You can find out more at the game’s official website.

Talesinger: Voice of the Dragon

Stories, not swords, are your weapons in the narrative RPG Talesinger: Voice of the Dragon. The Romans are invading Wales and the end of the Celtic way of life is nigh. But all may not be lost: playing as an apprentice bard named Gwen, you have the power to use words to inspire your people once more – could it be enough to start a last ditch attempt to save life as you know it?


Chris Payne
The team behind Talesinger has a rich pedigree in creating charming open worlds. Both Ralph Ferneyhough and Chris Payne worked together at Traveller’s Tales (Lego series) before starting up Quantum Soup in 2016. Their passion for stories, combined with a tongue-in-cheek warm humour, was evident in the short demo I played at AdventureX. Gwen is performed with a bubbly Welsh brogue that makes her instantly likeable. Those charms soon come in handy, as she needs to wake up a snoring bard and persuade him to let her become his apprentice in the art of wordsmithery.

Two key game mechanics were introduced in my quest to convince the snoozing poet to be my new mentor. First I had to find particular ingredients (e.g. birch bark and mint leaf) dotted around the forest to concoct a fire charm to make him a delicious breakfast. I used a controller to move Gwen freely around the lush 3D landscape, with a navigational compass at the top of the screen showing me the rough location of quest-related items.

As well as their biological names, ingredients are grouped into families such as “renewal” or “death”. Chris told me this is so that when more complex ingredients come into play, the player has a clear idea of where to find their items. For example, “death” objects will be easily found at a graveyard, whereas you might find a “renewal” related item in the house of the couple you’ve heard through the grapevine has just recently had a baby. It’s a neat way to bring puzzle solving into what can normally be a straighforward scavenger hunt, and it’ll be interesting to find out how it’s developed further.



After setting the poet up with some hot grub, it was time to do what came naturally and use my words to persuade him to take me on as a pupil. Much like in Skyrim, which is a big inspiration for Talesinger, there are various trees for different styles of dialogue (“snappy”, “flattering”, “diplomatic”, etc). In another nod to Bethesda’s epic, crafting certain charms will also unlock further dialogue. Whilst shying away from traditional RPG combat, in the full game the team also hopes to make it possible to unleash your bard talents for special boss battles, performing interactive songs to entire villages to try to encourage them to take up arms and fight with you, or flee and evade capture.

The aim is to release Talesinger: Voice of the Dragon within the next two years on PC and hopefully consoles. There’s more information on the game’s official website, and if you like what you see you can contribute to its crowdfunding page as well.


Lake
In Lake, Meredith Weiss hasn’t been back to the sleepy Oregon town she called home for many years, but now unforeseen circumstances mean a trip back to a time and place in her life she tried to leave behind long ago. With her job in the big city far away, she takes up a position as the town’s mail clerk, but the reason behind her sudden reappearance still remains shrouded in secrecy.


Dylan Nagel
It all sounds like quite an inauspicious start to an adventure game, but that seems to be just how its indie developer Gamious wants it. In the demo, I trundled Meredith through the town in her mail van delivering letters to houses, the bright sunshine gleaming through the trees and not a cloud in the sky. The escapist quality of Firewatch sprang to mind, and although you’re driving rather than hiking through the stylised minimalist 3D vistas, there’s still an element of leaving the city behind and getting back to nature at play.

At the end of my mail run, I came across a local resident who I could choose to talk to (all conversation is voice acted). This revealed various dialogue options and different ways to react to the news he gave me about a package I’d delivered which had gotten broken in transit. Although driving around and delivering mail will take up a chunk of your time, it’s this character interaction the game hopes to build on, allowing you to learn people’s daily routines and choose which characters Meredith spends more time with, in amongst all those postal duties. I only drove around a small corner of the map when I played, so here’s hoping that the full environment has lots of varied locations to explore.



The team believes it could be another year before the game is released, with PC confirmed and consoles a maybe for now. To learn more in the meantime, visit the game’s website for additional details.

Over the Alps

Part-text adventure and part-point-and-click spy thriller, Over the Alps is like 80 Days given a Wes Anderson makeover. Set in 1939, you play as a British espionage agent working to smuggle “The Watchmaker” (an old German spymaster) over the Swiss mountains and away from harm into France. But as you charm, trick and disguise yourself through Switzerland, the determined “Spycatcher” is closing in on your trail. Can you escape her clutches and bring your top secret charge to safety?


Cash DeCuir and Sam Partridge
London-based Stave Studios are quite open about the inspiration they’ve taken from fellow UK company inkle, and particularly from their interactive fiction adventure 80 Days. However, in Over the Alps the team has made the formula their own in setting and style. With its backdrop on the brink of war across Europe, Lead Writer and Designer Cash DeCuir told me he hopes that this will be a political game as well as an entertaining one, following how everyday people relate to uncertain times. And whilst the game’s bright colours, quaint chalets and funiculars naturally evoke films such as The Grand Budapest Hotel, the beautiful art style also has a nostalgic feel akin to vintage travel posters and comics such as Tintin.

Each location is represented by a postcard, with several red circles indicating areas in the scene the player can choose to travel to and investigate. There’s no dialogue and only context-specific sound effects: the gentle sweep of the tide at lakeside Lugano city, or the rising lilt of an accordion as you seek solace in a pub. Once you arrive at your new destination, you’ll be given different ways in which you can respond to the latest prose and dialogue offered up on-screen. Stamps act as dialogue tree choices, with names such as “Wilful”, “Charity” and “Blend” describing them. However, as with 80 Days, you are only given a brief glimpse of the first sentence of each choice, so it’s never obvious how everything might turn out.



I’m told that as well as dialogue options, the player will have to decide which disguise they want to assume on their alpine adventure – tourist, aristocrat or campaigner – and stick with it, leaving lots of opportunity for replayability. In just my brief playthrough, my colleague was shot dead and I only narrowly avoided being caught by the Spycatcher, so every choice appears to have potentially major consequences.

The aim is for Over the Alps to be released in 2019 on PC and iOS, and you can find out more at the official website.


Headlines

At a time when our media is facing ever-increasing scrutiny, Headlines gives you the chance to see what it’s really like to be blamed for being biased from every side by playing a broadcast journalist. (I’m still waiting for a game that highlights the perils and challenges of being a games journalist…anyone?)


Paul Dillon and Jon Hatton
The idea comes from Cupboard Games, a small UK indie featuring former students from the National Film and Television School. The team recently also showcased its other project, Umwelt (working title), at this year’s EGX Rezzed in the Leftfield Collection area, a first-person, “sense creation game” in which you hack your brain to solve puzzles. As it stands, Headlines is slightly less surreal but still in a similar concept stage of development.

From what I was able to see, the game will be set in a bright, cartoon-like world made up of 3D anthropomorphic animals, with the player starring as an intrepid journalist badger named Honey. In the playable segment on offer at the conference, I had to edit a show reel to showcase my journalistic flair to potential employers using a faux Final Cut Pro-style programme to drag and cut clips. Developers Paul Dillon and Jon Hatton told me they hope to use this mechanic further to explore the idea of media manipulation. For example, at some points in the game your boss may want you to cut news footage a certain way that might not be completely truthful to the actual event. It will be up to you to decide how much you compromise to get ahead, or hold fast to your journalistic integrity.

Headlines currently doesn’t have a release date, but you can follow its progress on Twitter at @CupboardGames.

Blood Money

In Blood Money, a near-300,000-word interactive novel by writer Hannah Powell-Smith, you play as a ghost whisperer for the mob (because being a mere mob member alone just doesn’t cut it these days). When the city’s most notorious crime boss – your mother – is murdered, the criminal underworld is thrown into disarray. It’s up to you to decide the fate of the family business, whether that means letting your sisters Fuschia and Octavia fight for control, taking the top spot for yourself, or even selling out your own siblings to work for a rival gang.


Hannah Powell-Smith
I played the first chapter of this rich text adventure, which does away with any sound effects or graphics, focusing solely on eloquent and sometimes lengthy paragraphs of black print on a plain white page, to allow the player’s imagination to paint the world for themselves. I was usually offered between 2-5 choices of dialogue or action for each situation, ranging from telling lies to searching hidden compartments for clues or slipping unseen into prison guard compartments. Naturally, being a child of the most famous crime boss in the city, some of the options are relatively violent too, though how you conduct yourself in the early stages may well come back to haunt you – quite literally because of your ability to talk to ghosts! Whilst I only got to interview one ghost in the demo (my mother’s!), it seems this is a skill that will come into play in navigating the seedy underbelly of the mob scene a lot more in later chapters.

As well as choosing how to react to various family squabbles and dark goings-on, I was also given the choice of determining my character’s name, sexual orientation and gender, amongst other personal touches. This is done in a pleasingly subtle way (for example, sexuality is chosen by how you openly respond to a passing flirtatious gondola rider). By the time I’d found the culprit behind my mother’s murder and broken into their prison cell to seek my revenge, I had already created a relatively defined and complex character for myself through just a few clicks.



Blood Money has already been released on PC, iOS and Android. You can find purchase links and more about the game through its official website. Hannah also told me she is currently working on Crème de la Crème, another text adventure about restoring your family’s reputation, but this time by attending a finishing school in Switzerland. She hopes to release it in the spring or summer of 2019.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The Digital Antiquarian on Cryo's Dune: https://www.filfre.net/2018/11/controlling-the-spice-part-2-cryos-dune/

In retrospect it should not be surprising that the game was something of a miracle that almost didn't get made.

David Bishop hated it. All of it. “The interface is too complex,” he said. “A mix of adventure and strategy is not desirable.” Others in Virgin’s British and American offices also piled on. Cryo’s design lacked “unity,” they said; it would require “fifty disks” to hold it; it had “too many cinematic sequences, at the risk of boring the player”; the time required to develop it would “exceed the average lifespan of a programmer.” One particular question was raised endlessly, if understandably in light of Cryo’s history: would this be a game that mainstream American gamers would want to play, or would it be all, well, French? And yes, it was a valid enough concern on the face of it. But equally valid was the counterpoint raised by Ulrich: if you didn’t want a French Dune, why did you hire arguably the most French of all French studios to make it? Or did Bishop feel that that decision had been a mistake? Certainly Cryo had long since begun to suspect that his real goal was to kill the project by any means necessary.

Matters came to a head in the summer of 1990. In what may very well still stand as an industry record, Dune had now been officially “in production” for almost a year without a single line of code getting written. Virgin invited the whole of Cryo to join them at their offices in London to try to hash the whole thing out. The meeting was marked by bursts of bickering over trivialities, interspersed with long, sullen silences. At last, Philippe Ulrich stood up to make a final impassioned speech. He said that Cryo was trying their level best to make a game that evoked all of the major themes of a book they loved (never mind for the moment that the license Virgin had acquired could more accurately be described as a license to the movie). The transformation of boy to messiah was in there; the all-importance of the spice was in there; even the ecological themes were in there. David Bishop just snorted in response; Virgin wanted a commercial computer game that was fun to play, he groused, not a work of fine literary art. Nothing got resolved.

Or perhaps in a way it did. On September 19, 1990, Cryo got a fax from London: “We do not believe that the Dune proposal is strong enough to publish under the Virgin Games label. Consequently, we do not wish that more work be undertaken on this title.”

And then, at this fraught juncture, a rather extraordinary thing happened. Ulrich went directly to Jean-Martial Lefranc of Virgin Loisirs to plead his case one final time, whereupon Lefranc told him to just go ahead and make his Dune his way — to forget about storyboards and David Bishop and all the rest of it. Virgin Loisirs was doing pretty well at the moment; he’d find some money in some hidden corner of his budget to keep the lights on at Cryo. If they made the Dune game a great one, he was sure he could smooth it all over with his superiors after the fact, when he had a fait accompli in the form of an amazing game that just had to be published already in his hands. And so Ulrich took a second lap or two around the block and then buckled down to work.

For some six months, Cryo beavered away at their Dune in secrecy. Then, suddenly, the jig was up. Lefranc — who, as his actions in relation to Dune would indicate, didn’t have an overly high opinion of Virgin Games’s international management — left to join the movie-making arm of the Virgin empire. His replacement, Christian Brécheteau, was a complete unknown quantity for Cryo. At about the same time, a routine global audit of the empire’s books sent word back to London about a significant sum being paid to Cryo every month for reasons that were obscure at best. Brécheteau called Ulrich: “Take the first plane to London and make your own case. I can’t do anything for you.”

As it happened, Martin Alper was in London at that time. If Ulrich hoped for a sympathetic reception from that quarter, however, he was disappointed. After pointedly leaving him to cool his heels in a barren waiting room most of the day, Alper and other executives, including Cryo’s arch-nemesis David Bishop, invited Ulrich in. The mood was decidedly chilly as he set up his presentation. “This is not a game!” scoffed Alper almost immediately, as soon as he saw the first, heavily scripted scenes. Yet as Ulrich demonstrated further he could sense the mood — even the mood of Bishop — slowly changing to one of grudging interest. Alper even pronounced some of what he saw “remarkable.”

Ulrich was ushered out of the room while the jury considered his fate. When he was called back in, Alper pronounced their judgment: “You have five weeks to send me something more polished. If that doesn’t please me, I never want to hear about it again, and you can consider yourself fired.” A more formal statement of his position was faxed to Paris the next day:

Our opinion of the game has not changed. The graphics and aesthetic presentation are impressive, but the overall design is still too confusing, especially if one takes into account the tastes of the American public. We are willing to support your work until July 15 [1991], by which date we expect to receive a playable version of the game in England and the United States. If the earlier concerns expressed by David Bishop prove unfounded, we will be happy to support your efforts to realize the finished game. However, we wish to point out that it will not under any circumstances be possible to transfer the Dune license to another publisher, and that no game of Frank Herbert’s novel will be published without our consent.1

Cryo bit their tongues and made the changes Virgin requested — changes designed to make the game more streamlined, more understandable, and more playable. On July 15, they packaged up what they had and sent it off. Three days later, they got a call from a junior executive in Virgin’s California office. His tone was completely different from that of the fax of five and a half weeks earlier: “What you have done is fantastic. Productivity has collapsed around here because people are all playing your game!”
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Poland's Myst clone Schizm series is getting a third game, from the lead designer of the original games:



ss_a2533c724ea1b83fe81926941658719938eb3c4d.600x338.jpg
ss_31237476d3b25cf67d4b3a7ccb6464051cdc40af.600x338.jpg




ABOUT THIS GAME

Do you remember game Schizm? Characters of the game are two tourists(Lamia, Bogard) that goes on attractive planet. Seduced by promotional offer, hoping on enjoyable and relaxing rest. However beautiful and idyllic atmosphere are disturbed. There are rumors about machine called „Fist of Cassandra”, that is capable of bringing a peace to the planet. Save yourself and your companion by overcomming the threat that is destroying this planet.

Schizm 3 takes place on Argilus planet. Founded anomaly put this world in two parallel dimensions.
Each location has its own image in both dimensions. Places look alike, may vary, sometimes just in details. Some elements of locations exists in one and other dimension. Residents, with growing threat, started to build diffrent kinds of barriers that prevent from moving on the planet.

Gameplay is a mix of adventure and puzzles in beautiful scenes with dark elements. Playing characters alternately, can you solve all puzzles? By overcoming obstacles created by residents uncover more and more secrets of this world. As a tourist, we have been equipped with an electronic guide, whose help may turn out to be crucial in difficult situations.

Features:
  • Charming adventure game with puzzles.
  • Explore beautiful, various, a bit dark land of Argilus planet, get to know its story.
  • Two dimensions of the planet, locations in two parallel worlds.
  • Carry Lamia and Bogard, find out if rumor about machine called “Fist of Casandra” are either true or made up.
  • Solve the puzzles in non-linear way, keeping action going.
  • Electronic guide, that helps in difficult times.

Developed with Unreal Engine.

General desinger and creator:
Roland Pantoła

Precursor of video games in Poland.
30 years in branch. First games made in 1998.
Founder of group and then company „Detalion”
Main desinger and creator of many games at world class level such as:
AD 2044, Reah, Schizm1, Schizm2, Sentinel.
Worked also as enviroment artist with games:
Bulletstorm, Enemy Front i Sniper: Ghost Warrior 2

Published by PlayWay, the Polish publisher that has been releasing things from sholvewares, meme games, to curious and interesting-looking games (like Thief Simulator, House Flipper, and Car Mechanic Simulator)
 
Joined
May 8, 2018
Messages
3,535




Whispers of a Machine is a Sci-Fi Nordic Noir that tells the story of Vera, a cybernetically augmented special agent tasked with investigating a string of murders.

Due to the wounds of our past, AI is outlawed and now nearly non-existent. However, as the threads of Vera’s case begin to unravel, she is pulled into an invisible war between two opposing forces — those who are intent on destroying AI, no matter the cost, and those who seek to awaken it again, regarding it a lost deity in a godless world.

To help in her mission, Vera has been equipped with an advanced nano-substance called Blue. This rare and sought-after technology allows her to develop superhuman abilities adapted to her psychological mindset.

Choose your methods and utilize these augmentations to investigate, gather information, and solve puzzles with solutions shaped by your choices.

In this gripping story with existential twists and multiple endings, what Vera uncovers will have monumental consequences for humanity — will we be able find a way to peacefully coexist with AI, or will one of us inevitably destroy the other?

  • INVESTIGATION, AUGMENTED:
    Will Vera approach situations with a more empathetic, analytical, or assertive style? Your choices will impact her augmentations and subsequent puzzle solutions.
  • A POST-AI FUTURISTIC DYSTOPIA:
    Immerse yourself in a realized world of beautifully hand-drawn pixel art design and gorgeous settings influenced by the Nordics.
  • POINT-AND-CLICK INNOVATION:
    A groundbreaking entry to the point-and-click adventure game genre by the experienced developers of Kathy Rain and The Samaritan Paradox.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,086




Whispers of a Machine is a Sci-Fi Nordic Noir that tells the story of Vera, a cybernetically augmented special agent tasked with investigating a string of murders.

Due to the wounds of our past, AI is outlawed and now nearly non-existent. However, as the threads of Vera’s case begin to unravel, she is pulled into an invisible war between two opposing forces — those who are intent on destroying AI, no matter the cost, and those who seek to awaken it again, regarding it a lost deity in a godless world.

To help in her mission, Vera has been equipped with an advanced nano-substance called Blue. This rare and sought-after technology allows her to develop superhuman abilities adapted to her psychological mindset.

Choose your methods and utilize these augmentations to investigate, gather information, and solve puzzles with solutions shaped by your choices.

In this gripping story with existential twists and multiple endings, what Vera uncovers will have monumental consequences for humanity — will we be able find a way to peacefully coexist with AI, or will one of us inevitably destroy the other?

  • INVESTIGATION, AUGMENTED:
    Will Vera approach situations with a more empathetic, analytical, or assertive style? Your choices will impact her augmentations and subsequent puzzle solutions.
  • A POST-AI FUTURISTIC DYSTOPIA:
    Immerse yourself in a realized world of beautifully hand-drawn pixel art design and gorgeous settings influenced by the Nordics.
  • POINT-AND-CLICK INNOVATION:
    A groundbreaking entry to the point-and-click adventure game genre by the experienced developers of Kathy Rain and The Samaritan Paradox.


Well, Vera can suck my small dick. I'm sick of female protagonists ... in the beginning it was funny but now they are everywhere. Like mental diseases.
 

iqzulk

Augur
Joined
Apr 24, 2012
Messages
294
Poland's Myst clone Schizm series is getting a third game, from the lead designer of the original games
wait
what
whyyyyyyy???

Not that I don't like me some Gaudi-like visual goodness. But. But!
You see, I did complete REAH, some of Schizm 1 (I have a nice rant about one of its puzzles somewhere on these forums), completed Schizm 2 and Sentinel/RealmsOfIllusion. I actually liked Sentinel's concept and Schizm2's art direction quite a lot. Haven't played or seen Sexmissiya through. For better or for worse.
Here is the deal, through. These games play nothing like Myst or Riven or Obduction. They play like 7th Guest. The puzzles are pure loopy fucking nonsense mini-games that are there - oh no, not so much to waste your time, although they do waste quite a lot of your time - but, like. As if they are there to make you perplexed and make you say "what the actual FUCK?". The logic doesn't compute, ever, with what the puzzle is depicted to be in the ingame world. Oh no, they, the puzzles, are doable, for the most part. Less doable in REAH and Schizm, more doable in Schizm2 and Sentinel. Regardless. The whole time you are playing either of those games is you being perpetually like
whhhhyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
It's like a Myst version of Deadly Premonition or something.

Yeah, come to think of it, that's probably the closest to interactive surrealism I recall ever encountering in games. Including nonsensical shit like Blue Ice or Mortalus. Nonsensical doesn't equal surreal, you see. Although Mortalus is so thoroughly awful it breaks into surreal territory too. And, well, Harvester approaches it from a completely different angle (pretty much non-interactive one, that is), whatever, not the point. THIS shit, when you really think about it, is so utterly unexplainable and absurd - while having been made with OBVIOUS massive amounts of care and effort - while even being more or less playable ! - it DOES deserve a place in gaming history or at least history of so-called "Myst-clones" (in visuals only).

Oh man, Roland Pantola, huh? The madman himself. What do you know, third Schizm is a thing. My reaction? I am not pleased, I am not displeased, I am just utterly perplexed and dumbfounded. Exactly like in the games themselves.

P.S. Actually, part of aforementioned Sentinel's concept I admitted to have liked, is that the puzzles in that game ARE framed as timesinks used by the main antagonist to give the main protagonist time to think about different matters altogether. And that's the closest the puzzles in all four of those games ever get to making at least some amount of sense in the context of the game. Maybe even to slight Sentinel's detriment, actually.
 
Last edited:

Boleskine

Arcane
Joined
Sep 12, 2013
Messages
4,045
https://adventuregamers.com/articles/view/36702



00:15 – Pavlina Kacerova, Scarecrow Studio (3 Minutes to Midnight)
01:04 – ThroughLine Games (Forgotton Anne)
02:40 – Double Fine Productions (Psychonauts 2)
03:15 – Ben Chandler (Unavowed)
03:48 – D’Avekki Studios (The Shapeshifting Detective)
05:27 – Chris Bischoff, The Brotherhood (Beautiful Desolation)
06:00 – Cami Cuibus, Stuck in Attic (Gibbous: A Cthulhu Adventure)
06:50 – Slow Bros. (Harold Halibut)
07:15 – Jean-Baptiste de Clerfayt (Lancelot’s Hangover)
08:38 – Greg Louden, Convict Games (STONE)
09:15 – Gualicho Games (Tango: The Adventure Game)
09:35 – Minh Ta, Nupixo Games (Detective Di: The Silk Rose Murders)
10:04 – Cyan Worlds (Firmament)
11:55 – Victor Pflug, Wormwood Studios (Strangeland)
12:47 – Joe Richardson (The Procession to Calvary)
13:28 – Chris Warren, Himalaya Studios (Mage's Initiation: Reign of the Elements)
14:06 – Polyslash (We. The Revolution)
14:42 – Backwoods Entertainment (Unforeseen Incidents)
16:00 – Tanais Games (Saint Kotar)
17:33 – Jan Müller-Michaelis, Daedalic Entertainment (unannounced new project)
18:52 – Headup Games (publisher, Trüberbrook)
19:27 – Artifex Mundi (Irony Curtain: From Matryoshka with Love)
20:12 – Gamechuck (All You Can Eat, vApe Escape)
21:00 – Cloak and Dagger Games (Sumatra: Fate of Yandi)
22:18 – Chaotic Fusion (The Poisoned Pawn: A Tex Murphy Adventure)
23:30 – Charles Cecil & Revolution (unannounced new project)
24:08 – Thomas Regin (Unavowed)
 
Self-Ejected

A_boring_GOG_bot

Self-Ejected
Joined
Dec 29, 2018
Messages
338
https://af.gog.com/forum/general/an...s_the_lost_tales_fix_every_bugs?as=1649904300

Hi every Atlantis's fans !
We are proud to annonce the incoming release of Atlantis The Lost Tales EXTENDED'S CUT EDITION !

Watch the video here :

youtube.com/watch?v=PiK8xU0qYZ0

This new version will be as a form of a patch/update for the GOG Release.
You NEED to buy/own a copy of Atlantis from GOG Marketplace in order to use the Extended's Cut Edition.

This new version, fix every bugs you can encounter on the GOG Release :

- Fix game too slow or too fast => now gameplay is smooth at 30fps (normal speed)
- Fix every hangs/freeze of the game => now everybody should enjoy the game without any problem
- Fix slow mini games => now mini games runs as normal !
- Fix every characters models => now no graphical bugs/glitches !
- Fix Boar (Ring/Blood) bug => now both can be taken at the same time !
- Fix every CD Swap errors => now no more return to windows when you go to the hangar

BUT also the Extended's Cut add lot of new content on the game :

- 30 new dialogues made by Cryo Interactive (included in the files but never used in the game before)
- 3 new cinematics (included in the files but never used in the game before)
- Muria's Music now used in Muria Area ! (Was made by Pierre Estève but never used by Cryo)
- VISIT MODE : Watch all cinematics of the game (LIKE PS1/SATURN versions !), listen to all musics of the game,
visit hidden area (Creon's secret room, stone cercle, flyer of the beginning of the game...) and of course free visit of all area of the game (all are linked,
like Versailles, Egypt and others games from Cryo).

Here is a small list of new features and changes on the game (not everything is listed).

1) Dialogues with Agatha simplified (3 icons for 1 dialogue => just click for the dialogue)
2) Some adjustments on 2 additionals paths
3) Correction with the earring bug (when we get the earring to Creon and they are still on Seth hands when talking to Agatha)
4) Adding Servage dialogues (You?! - You!) If we go in front of him before the tavern entrance
5) Timeout on the balcony before throwing the flower pot on the head of Servage (20 seconds) => Servage will see you and kill Seth
6) Waiting time for the tavern outside escape, if you takes more than 20 seconds to join Agathe, Lascoyt will catches and kills Seth
7) Garcelos kills Seth if we turn back after entering the window with the ladder
8) Rat Hunter Dialogue added when we open his door ('Come on ! the door is open')
9) Added additionals dialogues on the 1st mini game of the Rat Hunter ('You have awakened another ogre', 'Poor Queen, do you want to do another game?')
10) Creon and Gimbas subtitles dialogues display bug fixed (some texts overlapped)
11) New path in the library (Only if you choose "I already played Atlantis a lot")
12) Footsteps noises of guards after being very far removed (Cryo has forget to remove them)
13) 2 dialogues added for the woman who welcomes us in the kitchen
14) Dialogue of Seth when he wear the pretress costume added.
15) 3 dialogues for the guards of Carbonek added ('Your beer is good', 'Do not stay here', 'I warned you')
16) Paths outside Carbonek with the queen a lot difficult until return to Hector (Only if you choose "I already played Atlantis a lot")
17) 2 cutscenes where Meljanz kills Seth before entering into the throne room added
18) Gameover number 3 added
19) Cinematic where Lascoyle opens the door in the tavern and find Seth added
20) Dialogue 'Hello Seth' says by Meljanz added
21) Dialogue with Anna just before going to the hangar added (now automatic, before manual)
22) Dialogues of the Guards in the Hangar added
23) Error of mixed dialogues of guards in the hangar fixed (Cryo had mixed and forget dialogues between left and right guards, it's fixed!)
24) Timeoout dialog on the flyer with Anna in the bag added (you must be placed on the head of the flyer)
25) Anna's character model now visible in the chief's igloo (Cryo has forget to show her)
26) Area in the cave of Splizberg where two guards wait in front of the door added (was never possible to see it)
27) Dialogue 'Thank you, my children, for your offer. I take her with me in the clouds! in front of the kneeling enemies added
28) Dialogue 'I think I can do without this mask now' after finding with Anna the next destination
29) Way to detach Anna lot easier (Now no need to be precise to detach!)
30) Anna and Seth subtitles dialogues display bug fixed (some texts overlapped)
31) Witch's dialogue after Anna's death added (use the vision stone)
32) Witch's dialogue after the statue was erected (use the vision stone)
33) Hona Ly and Seth subtitles dialogues (about the history of hona's people) display bug fixed (some texts overlapped)
34) Total recreation of the way of dialogue with Hector about Rhea (now no repetition, lot better to undestand)
35) A slight change when talking to Hector to erect the statue.
36) Music at the Muria's Beach added (was never included in the final release)
37) Witch's dialogue when arriving on the beach of Muria added (use the vision stone)
38) Self-suppression of dialogues already spoken with the weaver added
39) Dialogue of the weaver before giving the stone to vision added
40) Weaver's dialogue ('like new') after the marmitte added
41) Dialogues with Hector in Muria added
42) Dialogue with the rat hunter for the whale's eye added

Release date: March 2019

The code is finished at 100%.
We are in beta testing stage now.

Anyone who want to help us to test the new version, can join us in the beta test program.

Best Regards !

If you have any questions/suggestions.
Join the forum here :


gog.com/forum/atlantis_series#1546147767
 
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Joined
May 8, 2018
Messages
3,535






Through faster-than-light technology, nations strive to colonize the universe while diverging factions struggle for control and freedom throughout space. Control Space Force mercenary Acero Astra as you escort a spaceship convoy to safety in Wormhole City, a single-player sci-fi adventure game with combat and interaction elements developed in Unreal Engine 4 for PC. You must interact with characters, machines, and the environment to achieve your objectives and progress throughout the game.

Game Features
  • Explore a sci-fi setting with a cyberpunk twist.
  • Battle numerous enemies in kinetic fashion with land and space vehicles.
  • Journey to different locations as you fulfill Space Force missions.
  • Auto-save system will help record your progress.
  • Your actions may affect NPC interactions.
 

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