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The Random Adventure Game News Thread

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,513
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
20th june (the game will be free) :


Released:

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Metaphobia is an investigative mystery game in the style of classic 1990’s point-and-click adventures.

STORY
Shortly after being elected mayor, Carl Elmstat is murdered by a thief who is quickly caught, convicted, and sent to prison – case closed. Carl’s son Richard however, is unsettled by the details and decides to investigate further on his own. His prime suspect? His father’s political rival – Edward Raban. Throughout the investigation, Richard will find out that the truth behind the murder is hidden deep under the ground – deeper than he ever could have imagined.

Story: Tolga Öcek, David Broček
Dialogs, Puzzles: David Broček
Art and Animations: Tolga Öcek
Scripting: Vincent Cortese
Music, Voice Acting Engineering: Daniel Kobylarz (Composer for Kathy Rain - www.dankoby.com)
SFX: Max Weigl
Proofreading: Steven Avigliano

FEATURES
-Fully Voice-Acted
-Greenscreen Animations
-Retro Graphics
-Original Soundtrack, SFX
-Over 30 locations and 20 characters
-All wrapped in a thrilling, ever-evolving investigative drama.

Follow us on Facebook

Metaphobia is a free game!
DOWNLOAD

SCREENSHOTS

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That looks pretty good (especially for a free game). Anyone tried it yet?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,442
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 Sam & Max Hit The Road: https://www.filfre.net/2019/06/sam-and-max-hit-the-road/

At first glance, the two games may seem disarmingly, even dismayingly similar; Sam and Max is yet another cartoon comedy in an oeuvre fairly bursting with the things. Look a little harder, though, and some pronounced differences in the two games’ personalities quickly start to emerge. Day of the Tentacle is clever and funny in a mildly subversive but family-friendly way, very much of a piece with the old Warner Bros. cartoons its aesthetic presentation so consciously emulates. Sam & Max, however, is something else entirely, more in tune with an early 1990s wave of boundary-pushing prime-time cartoons for an older audience — think The Simpsonsand Beavis & Butt-Head — than the Saturday morning reels of yore. Certainly there are no life lessons to be derived herein; steeped in postmodern cynicism, this game has a moral foundation that is, as its principal creator once put, “built on quicksand.” Yet it has a saving grace: it’s really, really funny. If anything, it’s even funnier than Day of the Tentacle, which is quite a high bar to clear. This is a game with some real bite to it — and I’m not just talking about the prominent incisors on Max, the violently unhinged rabbit who so often steals the show.

[...] But the game’s rougher edges perhaps aren’t all down to the gleefully low-rent nature of its source material. Once again, a comparison with Sam & Max‘s immediate predecessor on the LucasArts release docket can be instructive in this context. Superlative though Day of the Tentacle‘s execution was, that game was also at the end of the day a thoroughly safe choice for LucasArts — the sequel to a beloved game, built around a style of cartoon humor with which Middle America was long-acquainted. Sam & Max, on the other hand, was a more dangerousproposition in more than one sense of the word. Even as we laud LucasArts’s management for the real bravery it took to let their creative staff make and release it at all, we can also see signs that they weren’t willing to pour quite the same amount of time and money into such a relatively risky concept. Tellingly, they didn’t pull out all the stops to release a CD-ROM-based “talkie” version of Sam & Max at the same time as the floppy-disk-based version, as they had for Day of the Tentacle. Instead they decided to wait a bit, to make sure there was in fact a market out there worthy of the additional investment.

Some of the first reviews would actually seem to confirm any suspicions LucasArts’s management might have had that Sam & Max could be more of a niche taste than a crowd pleaser. Charles Ardai, writing for Computer Gaming World, found all of the “self-referential jokes, sneering remarks, deadpan derision, sarcasm, and ridicule” — even the “unnerving” jazz-influenced soundtrack — to be decidedly off-putting. “Sarcastic New York intellectuals like [some of] my friends will find its tone wholly agreeable,” he concluded, “but whether it plays in Peoria remains to be seen” — thereby echoing a question that was doubtless much on the mind of some at LucasArts.

But, happily for everyone concerned, Sam & Max didn’t prove the commercial disaster which some of the Nervous Nellies at LucasArts might have feared. Right from the beginning, significant numbers of gamers responded strongly to the same edgy humor that seemed to leave some reviewers a little nonplussed. Interestingly, the early British reviews were much more uniformly positive than the American ones, perhaps reflecting the longstanding British taste for a drier, less literal stripe of humor — or perhaps just reflecting the longstanding British fascination with the weirder aspects of Americana. Rick Barba, writing for the British Electronic Entertainment, loved it unreservedly: “It’s hip, funny, adult, and well-written. It’s what literate adventure gamers have been craving for years.”

The prole Day of the Tentacle vs the hipster Sam & Max.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,561
That looks pretty good (especially for a free game). Anyone tried it yet?
I played it through the end.

I have got very mixed feelings. One one hand the game has nothing to envy to commercial games regarding graphics, music, voice acting and length, and I thought the story was cool for a large part. However I thought the ending was disappointing (although we's seen worse), in the first parts in particular I thought there were a lot of just going to the next location to talk to one NPC or pick one paper, sometimes the character exactly tells you what to do next or even just do it. The game is very linear, there is never two things you would simultaneously have to do, the game is basically cut into small sequences taking place in one or two screens and you won't make much use of your eventually filled inventory, mostly using the two or three items found directly there. In the end because of these reasons the puzzles which, fundamentally, could not be bad, are relatively easy and not that much fun to solve.

Therefore I can't say I loved the game but it's very possible someone else could love it and I think that's it's worth giving a try for people interested in the premise of the game.
 

jfrisby

Cipher
Patron
Joined
Mar 21, 2013
Messages
491
Grab the Codex by the pussy Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong
https://finance.yahoo.com/news/roberta-williams-legacy-honored-250-164500944.html
Roberta Williams' legacy honored with $250,000 scholarship and internship program
Gears of War studio The Coalition and Homeworld Remastered creators Blackbird Interactive are teaming up with Vancouver Film School to support new female-identifying voices.
Wed, 26 Jun 2019 16:45:00

Roberta Williams is due the praise she has received in the last few years. While the Sierra On-Line co-founder has stepped away from the video game industry, her influence has rippled out and is still cited by developers today.

The Vancouver Film School has announced a partnership with Microsoft studio The Coalition (Gears 5) and Blackbird Interactive (Homeworld Remastered) for a new scholarship and internship program. The Roberta Williams Women in Game Design Scholarship & Work Experience Contract is a $250,000 fund that will be awarded to female-identifying students.

"Game designers are storytellers,” said The Coalition studio head Rod Ferguson. “They create worlds, characters and moments that envelop and inspire the player. Through this partnership with Vancouver Film School and Blackbird Interactive, we are hoping to find and inspire future game designers as they bring their unique perspective to The Coalition and help us shape game experiences for years to come.”

GameDaily reached out to Microsoft to gain additional clarification regarding who is eligible to apply. The use of “female-identifying” in the scholarship description is inclusive, but it does not address how non-binary individuals might be considered. The company did not respond by publication. We’ll update should we receive a response.

The package includes full tuition to the Vancouver Film School’s game design program and monthly individual mentorship sessions from designers at The Coalition or Blackbird Interactive. Upon graduation, the students will also be awarded a paid six-month work contract that will result in a game credit. VFS assures that the pay rate for the contracted work period will be “fair market” compensation.

Additionally, the program will award smaller grants of $1,000 to $30,000. Applications are open now and will be accepted through July 31. Recipients will be notified at the end of August for enrollment beginning in January or May 2020.

Crediting is an important part of the game industry. Working on a game is important, but shipping one is considered a major career milestone. A November 2018 Gamasutra piece by Richard Moss drives home the importance of proper crediting, especially in the wake of Red Dead Redemption 2’s release and Rockstar’s troubling crediting practices. The issue recently resurfaced as Japanese publisher XSEED went on the record stating that its policy is to remove credits for any developer who worked on a game but isn’t employed by the company at launch.

Williams and her husband Ken founded On-Line Systems (later renamed to Sierra On-Line) in 1980. While her earliest graphic adventures, beginning with Mystery House, were no doubt innovative, it was 1984’s King’s Quest that put her and the company in the spotlight. Williams continued to design the series through her final game, in 1998. Her contributions also include growing the video game medium beyond its kid-friendly roots with the mature, full-motion video horror game, Phantasmagoria.

Roberta and Ken Williams have donated a collection of design artifacts to the International Center for the History of Electronic Games in Rochester, New York (affiliated with The Strong National Museum of Play), where researchers can study their ground-breaking work. For the rest of us, we need only pick up a controller or sit down at a keyboard to experience how the duo have influenced modern gaming.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,087
This just got released by EA ... cause it's original. EA Originals.



Edit: The trailer song is completely retarded but that's EA.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,442
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 King's Quest VI and the beginning of the end of Sierra: https://www.filfre.net/2019/07/the-mortgaging-of-sierra-online/

There’s something of a consensus among fans today that the result of this collaboration is the best overall King’s Quest of them all. This strikes me as a fair judgment. While it’s not a greatadventure game by any means, King’s Quest VI: Heir Today, Gone Tomorrow isn’t an outright poor one either in terms of writing or design, and this is sufficient for it to clear the low bar of the previous games in the series. The plot is still reliant on fairy-tale clichés: a princess imprisoned in a tower, a prince who sets out to rescue her, a kingdom in turmoil around them. Yet the writing itself is more textured and coherent this time around, the implementation is far more complete (most conceivable actions yield custom messages of some sort in response), the puzzles are generally more reasonable, and it’s considerably more difficult than it was in the earlier games to wander into a walking-dead situation without knowing it. Evincing a spirit of mercy toward its players of a sort that Sierra wasn’t usually known for, it even has a branching point where you can choose from an easier or a harder pathway to the end of the game. And when you do get to the final scene, there are over a dozen possible variants of the ending movie, depending on the choices you’ve made along the way. Again, this degree of design ambition — as opposed to audiovisual ambition — was new to the series at the time.

The fans often credit this relative improvement completely to Jenson’s involvement. And this judgment as well, unkind though it is toward Roberta Williams, is not entirely unfounded, even if it should be tempered by the awareness that Jenson’s own later games for Sierra would all have significant design issues of their own. Many of the flaws that so constantly dogged Roberta’s games in particular were down to her insistence on working at a remove from the rest of the people making them. Her habit was to type up a design document on her computer at home, then give it to the development team with instructions to “call if you have any questions.” For all practical purposes, she had thus been working as an “executive designer” long before she officially took on that role with King’s Quest VI. This method of working tended to result in confusion and ultimately in far too much improvisation on the part of her teams. Combined with Sierra’s overarching disinterest in seeking substantive feedback from players during the development process, it was disastrous more often than not to the finished product. But when the time came for King’s Quest VI, Jane Jenson was able to alleviate at least some of the problems simply by being in the same room with the rest of the team every day. It may seem unbelievable that this alone was sufficient to deliver a King’s Quest that was so markedly better than any of the others — but, again, it just wasn’t a very high bar to clear.

For all that it represented a welcome uptick in terms of design, Sierra’s real priority for King’s Quest VI was, as always for the series, to make it look and sound better than any game before. They were especially proud of the opening movie, which they outsourced to a real Hollywood animation studio to create on cutting-edge graphics workstations. When it was delivered to Sierra’s offices, the ten-minute sequence filled a well-nigh incomprehensible 1.2 GB on disk. It would have to be cut down to two minutes and 6 MB for the floppy-disk-based release of the game. (It would grow again to six minutes and 60 MB for the later CD-ROM release.) A real showstopper in its day, it serves today to illustrate how Sierra’s ambitions to be a major media player were outrunning their aesthetic competencies; even the two-minute version manages to come off as muddled and overlong, poorly framed and poorly written. In its its time, though, it doubtless served its purpose as a graphics-and-sound showcase, as did the game that followed it.

A more amusing example of the company’s media naiveté is the saga of the King’s Quest VItheme song. Sierra head Ken Williams, who like many gaming executives of the period relished any and all linkages between games and movies, came up with the idea of including a pop song in the game that could become a hit on the radio, a “Glory of Love” or “I Will Always Love You” for his industry. Sierra’s in-house music man Mark Seibert duly delivered a hook-less dirge of a “love theme” with the distressingly literal title of “Girl in the Tower,” then hired an ersatz Michael Bolton and Celine Dion to over-emote it wildly. Then, Sierra proceeded to carpet-bomb the nation’s radio stations with CD singles of the song, whilst including an eight-page pamphlet in every copy of the game with the phone numbers for all of the major radio stations and a plea to call in and request it. Enough of Sierra’s loyal young fans did so that many a program director called Ken in turn to complain about his supremely artificial “grass-roots” marketing strategy. His song was terrible, they told him (correctly), and sometimes issued vague legal threats regarding obscure Federal Communications Commission laws he was supposedly violating. Finally, Ken agreed to pull the pamphlet from future King’s Quest VI boxes and accept that he wasn’t going to become a music as well as games impresario. Good Taste 1, Sierra 0. Rather hilariously, he was still grousing about the whole episode years later: “In my opinion, the radio stations were the criminals for ignoring their customers, something I believe no business should ever do. Oh, well… the song was great.”

While King’s Quest VI didn’t spawn a hit single, it did become a massive hit in its own right by the more modest sales standards of the computer-games industry. In fact, it became the first computer game in history to be certified gold by the Software Publishers Association — 100,000 copies sold — before it had even shipped, thanks to a huge number of pre-orders. Released in mid-October of 1992, it was by far the hottest game in the industry that Christmas, with Sierra struggling just to keep up with demand. Estimates of its total sales vary widely, but it seems likely that it sold 300,000 copies in all at a minimum, and quite possibly as many as 500,000 copies.

The push to move their games to consoles also cost Sierra in the more literal sense of dollars and cents, and in the end they got absolutely no return for their investment. Some of the porting projects, like the one on which Corey worked, were abandoned when the target hardware proved itself not up to the task of running games designed for cutting-edge personal computers. Others were rendered moot when the entire would-be consumer-electronics category of multimedia set-top boxes for the living room — a category that included CD-i, CDTV, 3DO, and VIS — flopped one and all. (Radio Shack employees joked that the VIS acronym stood for “Virtually Impossible to Sell.”) In the end, King’s Quest VI never came out in any versions except those for personal computers. Ken Williams’s dream of conquering the living room, like that of conquering the radio waves, would never come to fruition.

The money Sierra wasted on the fruitless porting projects were far from the only financial challenge they faced at the dawn of the CD era in gaming. For all that everyone at the company had chaffed against the restrictions of floppy disks, those same restrictions had, by capping the amount of audiovisual assets one could practically include in a game, acted as a restraint on escalating development budgets. With CD-ROM, all bets were off in terms of how big a game could become. Sierra felt themselves to be in a zero-sum competition with the rest of their industry to deliver ever more impressive, ever more “cinematic” games that utilized the new storage medium to its full potential. The problem, of course, was that such games cost vastly more money to make.

It was a classic chicken-or-the-egg conundrum. Ken Williams was convinced that games had the potential to appeal to a broader demographic and thus sell in far greater numbers than ever before in this new age of CD-ROM. Yet to reach that market he first had to pay for the development of these stunning new games. Therein lay the rub. If this year’s games cost less to make but also come with a much lower sales cap than next year’s games, the old financial model — that of using the revenue generated by this year’s games to pay for next year’s — doesn’t work anymore. Yet to scale back one’s ambitions for next year’s games means to potentially miss out on the greatest gold rush in the history of computer gaming to date.

As if these pressures weren’t enough, Sierra was also facing the slow withering of what used to be another stable source of revenue: their back catalog. In 1991, titles released during earlier years accounted for fully 60 percent of their sales; in 1992, that number shrank to 48 percent, and would only keep falling from there. In this new multimedia age, driven by audiovisuals above all else, games that were more than a year or two old looked ancient. People weren’t buying them, and stores weren’t interested in stocking them. (Another chicken-or-the-egg situation…) This forced a strike-while-the-iron-is-hot mentality toward development, increasing that much more the perceived need to make every game look and sound spectacular, while also instilling a countervailing need to release it quickly, before it started to look outdated. Sierra had long been in the habit of amortizing their development costs for tax and other accounting purposes: i.e., mortgaging the cost of making each game against its future revenue. Now, as the size of these mortgages soared, this practice created still more pressure to release each game in the quarter to which the accountants had earmarked it. None of this was particularly conducive to the creation of good, satisfying games.

At first blush, one might be tempted to regard what came next as just more examples of the same types of problems that had always dogged Sierra’s output. Ken Williams had long failed to install the culture and processes that consistently lead to good design, which had left well-designed games as the exception rather than the rule even during the company’s earlier history. Now, though, things reached a new nadir, as Sierra began to ship games that were not just poorly designed but blatantly unfinished. Undoubtedly the most heartbreaking victim of these pressures was Quest for Glory IV, Corey and Lori Ann Cole’s would-be magnum opus, which shipped on December 31, 1993 — the last day of the fiscal quarter to which it had been earmarked — in a truly woeful condition, so broken it wasn’t even possible to complete it. Another sorry example was Outpost, a sort of SimCity in space that was rendered unplayable by bugs. And an even worse one was Alien Legacy, an ambitious attempt to combine strategy with adventure gaming in a manner reminiscent of Cryo Interactive’s surprisingly effective adaptation of Dune. We’ll never know how well Sierra’s take on the concept would have worked because, once again, it shipped unfinished and essentially unplayable.

Each of these games had had real potential if they had only been allowed to realize it. One certainly didn’t need to be an expert in marketing or anything else to see how profoundly unwise it was in the long run to release them in such a state. While each of them met an arbitrary accounting deadline, thus presumably preventing some red ink in one quarter, Sierra sacrificed long-term profits on the altar of this short-term expediency: word quickly got around among gamers that the products were broken, and even many of those who were unfortunate enough to buy them before they got the word wound up returning them. That Sierra ignored such obvious considerations and shoved the games out the door anyway speaks to the pressures that come to bear as soon as a company goes public, as Sierra had done in 1988. Additionally, and perhaps more ominously, it speaks to an increasing disconnect between management and the people making the actual products.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,087
Some guy created this game in 2 weeks.

https://bcubedlabs.itch.io/backland
Backland
Action, Stealth, Exploration

About
Escape a procedurally generated city over taken by security drones and acid rain. Maintain your battery pack level to stay alive. Find 5 homing beacons to signal a escape rescue ship.

  • Random map layout each time you play
  • 3d pixelart
  • stealth
  • exploration
6%2FiLbF.gif


58BbMC.gif


uW3oGZ.gif
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,561
The Castle
The Castle

Evil has taken over a small town. But a group of courageous adventurers has decided to organize an expedition to end the feared vampire.

Features:
  • Make a team of 3 adventurers of 7 candidates.
  • Each character has its abilities and defects with which it is easier or harder to finish the adventure. Some can be very clumsy ...
  • Watch with the castle guards, do not let yourself get caught!
  • 5 different endings, some are easy and others are extremely difficult, find them all!
  • Point and click adventure
  • Originally written in Spanish and translated into English
  • Powerful last-generation graphics never seen.

Download

Characters:

uc


Peter:
That's me, the one who discovered the castle and organized all the expedition. I'm a reporter and a writer for a mystery magazine, in addition to being an enthusiast of horror novels.

Sister Angela:
She left her convent to fight against dark and evil forces. Sister Angela is a senior demon and vampire hunter, since she was trained by the very same Vatican.

Roger:
The best student of his class, he's got two degrees, three master's degrees and speaks five languages. Now he aims to leave the classrooms and make use of his knowledge in an experience he wants to add to his curriculum.

Agent L:
Member of a highly secret organization who devoted his life to the search of paranormal activites. He's an expert and knows these cases better than anyone.

Gogo:
His father is the boss of a gang of yakuzas. She masters several martial arts and bladed weapons. She didn't think it twice when she was told about a castle inhabited by evil creatures.

Alice:
She spent all her life reading romantic novels and watching TV shows about vampires. Now it's her oportunity to be bitten on the neck by a vampire and live her own adventure. She got really dressed up for the occasion...

Bob:
This guy has nothing to do with all this, but he was passing by and decided to come and check what was going on.

uc
uc
uc

I have started to play the game and it seems to be very good.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014




ss_68bf4952aa328db7b592d7ada6856ca254bb74f0.600x338.jpg
ss_a9ee99ed44fead0a0e7ab9bda61c8177750b3300.600x338.jpg



Willy is at home. 10 years have passed since the mysterious disappearance of his father, the famous archaeologist Henry Morgan. Like every the day postman comes. But fate is lurking: in addition to the usual advertising flyers, a strange letter draws Willy’s attention. There’s no return address and the post date takes Willy back: July 25, 2008, the date of his father’s disappearance, the famous archeologist Henry Morgan.

Reading the letter, Willy is shocked to see Henry wrote it specifically to his son before going missing:
“If you receive this letter, it means that something went wrong and it’s up to you to finish what I started: go as fast as you can to Bone Town, at the old inn, room 09. Everything starts there, from the warmth of a friendly place.”
Bone Town is a name almost lost in Willy’s memory: the hometown of his father, the place where the whole family used to spend their holidays and where the famous archeologist was seen for the last time.

Immagine01_Steam.png


Willy Morgan is point and click adventure game that incorporates the traditional genre standards while adding modern technical innovations: a beautiful cartoon and deformed 3d graphic combines with a streamlined and straightforward game style, where the player is focused on solving linear and non-linear puzzles that will lead him to know Bone Town and its inhabitants, looking for clues leading to find out what happened to his father.


KeyFeatures.png

  • Over 50 beautiful and very detailed Full HD locations.
  • 15 characters you can interact with.
  • A beautiful original soundtrack.
  • A great original story with many twists.
  • Cinematographic cutscenes.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,442
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
Yes, the Antiquarian is iffy on Gabriel Knight: https://www.filfre.net/2019/08/gabriel-knight-sins-of-the-fathers/

It’s at points of tension like these that Sins of the Fathers raises the most interesting and perhaps troubling questions about the graphic adventure as a genre. Many of its puzzles are, as I already noted, not bad puzzles in themselves; they’re only problematic when placed in thisfictional context. If Sins of the Fathers was a comedy, they’d be a perfectly natural fit. This is what I mean when I say, as I have repeatedly in the past, that comedy exerts a strong centrifugal pull on any traditional puzzle-solving adventure game. And this is why most of Sierra’s games prior to Sins of the Fathers were more or less interactive cartoons, why LucasArts strayed afield from that comfortable approach even less often than Sierra, and, indeed, why comedies have been so dominant in the annals of adventure games in general.

The question must be, then, whether the pull of comedy can be resisted — whether compromised hybrids like this one are the necessary end result of trying to make a serious graphic adventure. In short, is the path of least resistance the only viable path for an adventure designer?

For my part, I believe the genre’s tendency to collapse into comedy can be resisted, if the designer is both knowing and careful. The Lost Files of Sherlock Holmes, released the year before Sins of the Fathers, is a less heralded game than the one I write about today, but one which works better as a whole in my opinion, largely because it sticks to its guns and remains the type of fiction it advertises itself to be, eschewing goofy roadblock puzzles in favor of letting yousolve the mystery at its heart. By contrast, you don’t really solve the mystery for yourself at all in Sins of the Fathers; it solves the mystery for you while you’re jumping Gabriel through all the irrelevant hoops it sets in his path.

Many of you — especially those of you who count yourselves big fans of Sins of the Fathers — are doubtless saying by now that I’m being much, much too hard on it. And you have a point; I am holding this game’s fiction to a higher standard than I do that of most adventure games. In a sense, though, the game’s very conception of itself makes it hard for a critic to avoid doing so. It so clearly wants to be a more subtle, more narratively and thematically rich, more “adult” adventure game that I feel forced to take it at its word and hold it to that higher standard. One could say, then, that the game becomes a victim of its own towering ambitions. Certainly all my niggling criticisms shouldn’t obscure the fact that, for all that its reach does often exceed its grasp, it’s brave of the game to stretch itself so far at all.

That said, I can’t help but continue to see Sins of the Fathers more as a noble failure than a masterpiece, and I can’t keep myself from placing much of the blame at the feet of Sierra rather than Jane Jensen per se. I played it most recently with my wife, as I do many of the games I write about here. She brings a valuable perspective because she’s much, much smarter than I am but couldn’t care less about where, when, or whom the games we play came from; they’re strictly entertainments for her. At some point in the midst of playing Sins of the Fathers, she turned to me and remarked, “This would probably have been a really good game if it had been made by that other company.”

I could tell I was going to have to dig a bit to ferret out her meaning: “What other company?”

“You know, the one that made that time-travel game we played with the really nerdy guy and that twitchy girl, and the one about the dog and the bunny. I think they would have made sure everything just… worked better. You know, fixed all of the really irritating stuff, and made sure we didn’t have to look at a walkthrough all the time.”

That “other company” was, of course, LucasArts.

One part of Sins of the Fathers in particular reminds me of the differences between the two companies. There comes a point where Gabriel has to disguise himself as a priest, using a frock stolen from St. Louis Cathedral and some hair gel from his own boudoir, in order to bilk an old woman out of her knowledge of voodoo. This is, needless to say, another example of the dissonance between the game’s serious plot and goofy puzzles, but we’ve covered that ground already. What’s more relevant right now is the game’s implementation of the sequence. Every time you visit the old woman — which will likely be several times if you aren’t playing from a walkthrough — you have to laboriously prepare Gabriel’s disguise all over again. It’s tedium that exists for no good reason; you’ve solved the puzzle once, and the game ought to know you’ve solved it, so why can’t you just get on with things? I can’t imagine a LucasArts game subjecting me to this. In fact, I know it wouldn’t: there’s a similar situation in Day of the Tentacle, where, sure enough, the game whips through the necessary steps for you every time after the first.

This may seem a small, perhaps even petty example, but, multiplied by a hundred or a thousand, it describes why Sierra adventures — even their better, more thoughtful efforts like this one — so often wound up more grating than fun. Sins of the Fathers isn’t a bad adventure game, but it could have been so much better if Jensen had had a team around her armed with the development methodologies and testing processes that could have eliminated its pixel hunts, cleaned up its unfair and/or ill-fitting puzzles, told her when Gabriel was starting to sound more like a sexual predator than a laid-back lady’s man, and smoothed out the rough patches in its plot. None of the criticisms I’ve made of the game should be taken as a slam against Jensen, a writer with special gifts in exactly those areas where other games tend to disappoint. She just didn’t get the support she needed to reach her full potential here.

The bitter irony of it all is that LucasArts, a company that could have made Sins of the Fatherstruly great, lacked the ambition to try anything like it in lieu of the cartoon comedies which they knew worked for them; meanwhile Sierra, a company with ambition in spades, lacked the necessary commitment to detail and quality. I really don’t believe, in other words, that Sins of the Father represents some limit case for the point-and-click adventure as a storytelling medium. I think merely that it represents, like all games, a grab bag of design choices, some of them more felicitous than others.
 
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Martyr

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"The Black Widow" has been released on the first of august. it seems to be a Ouija Board "Her Story". gameplay could be pretty terrible, if you have to manually click on every letter.





An interactive murder mystery unraveled by communicating with the dead …literally.
Faithfully reenacted from original court records and letters, the game allows players to investigate the true case of Australia’s first female serial killer. Ask your own questions to determine whether she was truly guilty – or unjustly executed.

This provocative format challenges players to reflect on their own prejudices and reconsider the verdict of a contentious legal case. Was the accused a callous adulteress, drunkard, and liar – or a victim of sexist expectations?

Key Features
  • Communicate with a convicted killer.
  • Ask questions using topics via a spirit board.
  • Delve into a complex and dramatic murder mystery.
  • Immerse yourself in a faithful, dramatic recreation of a Victorian-era court case.
  • Enjoy vivid graphics and an unnerving, atmospheric interface.
 

LESS T_T

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Codex 2014
Panel of old and new adventure game designers at PAX West: https://west.paxsite.com/schedule/panel/adventure-games-then-and-now

Adventure Games: Then and Now
  • MON 09/02 1:00 PM - 2:00 PM
  • HYDRA THEATRE
Hello fellow adventure game fans of the past and present! Did you grow up with companies like Sierra On-Line and LucasArts? Do you still play new adventure games and point-and-clicks from companies like Wadjet Eye, Phoenix Online, or Clifftop Games? If so, then this panel was meant for you! Come join a bunch of game devs, creators and artists who have worked on the adventure games you loved from your childhood, and celebrate those now making new games! Enjoy the storytelling and history of those beloved games of old! Delight in the tales of the new generation of game devs and creators that work hard to keep bringing gorgeous adventure games you love! Come meet and greet with some heavy hitters, including Lori and Corey Cole of Quest for Glory and Hero-U fame, Al Lowe of Leisure Suit fame, Ron Gilbert of Monkey Island and Thimbleweed Park fame, Dave Gilbert of Wadjet Eye, and Ivy Dupler, voice actress from Wadjet Eye and Clifftop Games. See you there adventurers!

PANELISTS
Corey Cole [CEO, Transolar Games], Lori Cole [CEO, Transolar Games], Al Lowe [Writer/Artist/Creator, Formerly of Sierra On-Line], Francisco Gonzalez [Grundislav Games], Dave Gilbert [CEO, Wadjet Eye Games], Ivy Dupler [Voice Actress, Clifftop Games]
 

LESS T_T

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Codex 2014
Crowns and Pawns: Kingdom of Deceit, point and click adventure inspired by Broken Sword, by the lead artist of fangame Broken Sword 2.5:



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Legends of the past come back to life in a charming European mystery adventure.

Milda, a girl from Chicago, unexpectedly receives the last will of her deceased grandfather – it appears that she is an heir and the last guardian of a mysterious family secret. Following a handful of obscure hints, Milda is thrown into an adventurous, puzzle packed search for the truth.

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Crowns and Pawns, inspired by point-and-click classics such as Broken Sword, Still Life, Syberia and others, brings the less explored history of Europe to the world of adventurers. Experience the legendary stories of the Grand Duchy of Lithuania, beware of the villainous branch of the KGB, solve puzzles and follow hints to reveal the secrets of the king that was never crowned.

But be wary – he could trust no one. Can you?

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  • A blend of history and myths set in a modern world.
  • Directed by the lead artist of a highly acclaimed fan adventure Broken Sword 2.5.
  • A refreshing look at the classic point-and-click adventure genre.
  • Hand painted HD art with a touch of modern graphics features.
  • A world that reacts to your decisions.
  • Customizable character looks.
  • Featuring real life locations all around Europe.
  • Fully voiced dialogues.
  • A control scheme designed for both a mouse and a gamepad in mind.
 

Dreed

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Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
A new Syberia has been announced: https://gematsu.com/2019/08/syberia-the-world-before-announced

Microids and Benoit Sokal have announced Syberia: The World Before, a new entry in the Syberia adventure game series. A release date and platforms were not announced.

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“Two years after the release of the last episode, we understand that fans are curious and eager to discover the next installment of the adventure from our much-loved Kate Walker,” said Microids vice president Elliot Grassiano in a press release. “The game is already under development and we are delighted to be reunited with Benoit Sokal’s unique universe. This latest adventure will offer fans of the series a chance to learn more about our heroine and re-immerse themselves in the atmosphere of the first games.”

Syberia series author and artistic director Benoit Sokal added, “Today, I’m very happy to be able to continue Kate’s journey and share this adventure once again with the team at Microids. I hope to give the fans a story with an atmosphere that’s just as mysterious as the previous episodes, with even more automatons to operate, puzzles to solve and unusual characters to meet. I can’t wait to share more of my world and the game’s progress with you.”

Here is an overview of the game, via Microids:

Entitled Syberia: The World Before, this episode will invite us once again to follow the adventures of Kate Walker as she deals with a new investigation. This journey will take us across continents and through time periods to experience a journey rooted in the turmoil and tragedies of the twentieth century.

In production for the past 18 months, Syberia: The World Before will bring the fans back to the unique atmosphere, trademark of the series. Discover a scenario full of mystery, poetry and emotion. An adventure based on travel and exploration, ingenious mechanisms to unlock and of course, the fantastic art of Benoît Sokal. With its dreamlike, snowy and enigmatic landscapes, its automatons and its endearing and extravagant characters, Syberia: The World Before should appeal to the series aficionados as well as to newcomers.

Further information—including the release date, platforms, and screenshots of the game itself—will be revealed “soon.”
 

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