Darkozric
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Adventures. An old and important genre. From the rich text-based worlds, to 2D point n' click beautiful sceneries, to complicated immersive FPP 3D worlds. Every style has much to offer.
A genre so important as RPGs. Many fags here would say, "who gives a fuck about adventures", I'd answer to them, niggas, you've already played adventures in your fav RPGs.
I didn't have the chance to indulge on text-based stuff since I was an Amstradfag in the mid 80s, but a few years later, Sierra and LucasArts (early years) had my attention completely for a long time.
Many great games with iconic characters and a huge variety in themes. Most of them in TPP. In the early 90s, I was also addicted to Eye of the Beholder and M&M3.
This style of gameplay was very appealing. Exploration and puzzle solving inside labyrinths, what's not to love here. FPP clicked strongly on me.
During that period, 2 Legend Entertainment titles fell in my hands, Death Gate and Superhero League of Hoboken.
You can imagine my enthusiasm when I realised that both games offer a FPP, accompanied by beautifully drawn sceneries and UI.
I knew that I had something special in my hands, and had a lot of fun with those games.
Until one day, 2 prestigious brothers decided to release Myst. The foundation was laid for what was to come.
I was always fascinated by games that contain overly difficult and cleverly designed puzzles that take a long time to finish.
Even better, when the worlds are more complete, where the culture you're relocating to, has its own language and numerical reference.
I was thinking for a long time to create a dedicated thread for FPP adventures, but I was always being lazy. This period I have a bit of extra time, and I'm in a nostalgic mood. So it's now or never.
A recommendation thread for both old and new codexian meatbags.
There are a few more games that are left out of the list, but that's something for later (depends on the laziness).
Also, there are few that I finished recently. I'll probably include them to the collection at some point.
For now, I'll post a few of my all-time favorites.
Myst (1994) Cyan
The legendary adventure that unwittingly spawned countless of clones. While nothing in common plot-wise, it is clearly inspired by Jules Verne's Mysterious Island.
A game with an impact so huge, that in 1997 its sales numbers were second to Diablo! Armed with rich lore, beautiful sceneries, clever puzzles,
and last but not least, a melancholic OST combined with the mesmerizing sound effects of running water, waves, wind, doors and levers.
Myst left its mark in gaming history and to a lot of us. it's hard to believe that there are codexers who haven't even tried it yet.
Riven (1997) Cyan
Myst spawned many clones. And as it always happens in those cases, some of them were good, some, uninspired shit.
Fate brought the Miller brothers to push the limit to the next level, again.
In contrast to Myst, Riven's islands were interconnected and coherent.
It also had a greater puzzle logic where you slowly came to the realization that the Rivenese people's numeric system was based around a specific number,
and that helped you to solve other puzzles and understand the world as a whole, better. It felt organic, like role-playing an anthropologist.
As for the atmosphere, it is still unsurpassed. Its OST is one of the best that ever existed in the genre imo.
Riven is the epitome of thinking, and it's probably the only game that is based on the premise that most people just see stuff but do not notice them.
The only bad thing about it, is when you experience its perfection, it's hard to be satisfied again in the same way.
I'll close with the words of the great Dutch artist M.C. Escher that fit perfectly here:
"I doubt if the public will ever understand, let alone appreciate, the amount of mental gymnastics that has preceded the construction of such an image"
It goes with out saying that this is A MUST play adventure.
Myst 3 (2001) Presto
I admit that I approached Myst 3 with skepticism. Coming from Riven and not made by the Miller brothers, concern was a logical reaction.
Presto was the one that took the rein to create the 3rd game. Presto is also the company that gave us the Journeyman Projects 1-2-3. They had experience with the genre,
but it was their first time undertaking such a large production. Did they succeed? The short answer is fucking yes. I liked it even more than the first game.
Myst 3 is a great game, it doesn't reach the perfection of Riven but it's only a few steps behind.
It's similar to the first game, with different worlds, and starring the amazing Brad Dourif as Saavedro.
Plot-wise, the story-telling elements are different than Myst. What they tried in Myst 3 is to keep the tension high and constant.
The supposed "villain" is presented from the beginning, and then they made sure you had frequent contacts with him throughout the game, to keep the tension high.
Τhe game is designed in such a way that even when you don't meet the antagonist, you feel his threatening presence all around you.
Whatever you do, you know very well that you will be led to a dramatic finale, to a head-on fucking confrontation.
Puzzles are exceptionally well-crafted. Εspecially in Narayan, there are 2 of the smartest puzzles in the game, that rival the corresponding Riven puzzles in wit and originality.
Myst 3 uses a mix of pre-rendered backgrounds and real time 3D to achieve the 360-degree view. Vistas are truly exotic.
Music is exceptional, "Atrus' Study", "Saavdero's Theme", and "Theme from Edanna" to name a few. Though it doesn't reach the almost perfect performance of Riven imo.
Bottom line, a must play adventure.
Schizm: Mysterious Journey (2001) LK Avalon Detalion
Schizm is another good example of a game that reached so close to the greatness of Riven. I place Schizm and Pandora Directive immediately after Riven.
The game takes place in 2083, a habitable planet has been discovered in a distant galaxy. Various research missions that left earth trying to discover the secrets of this planet, ended in failure.
They named the planet Argilus, and it is about a planet with obvious signs of a lost civilization.
The most impressive find is the so-called living ships, a series of organic vessels, the result of extremely advanced bio-technology.
Three teams of scientists were sent to establish bases. Αfter a few months the first supply ship is sent, with a crew of the 2 protagonists.
Αll communication channels are open but no one was visible, no one answered. Α storm of meteors hits their ship while in orbit around the planet and they decide to escape with the escape pods.
They fall into planet Argylus without the slightest idea of what awaits them.
Graphics are deliciously surrealistic, the amazing color renditions create an amazing world environment.
Flying cities, mysterious underground locations, abandoned industrial facilities, organic spaceships, this is exploration porn.
The same goes for the OST, it emits an atmospherically psychedelic vibe that is rarely seen in games. Tracks such "Aurora" (Strongly reminds me of Vangelis), "Singing Towers", "Living Ships", and "Fish Ballon" are simply unforgettable.
The game world is divided into four large areas and the quality of the puzzles offered by the game is excellent. A mix of puzzles of varied type, including mechanical, logical, sound and inventory-based.
Schizm is very reminiscent of Riven, and follows roughly the same logic in terms of solving the main puzzles.
Prepare your notebook n' pencil, you're gonna need them.
Under A Killing Moon (1994) Access Software
Under A killing Moon could well be included among the film-noir films. Well, it's not black and white but who gives a fuck, it has all the other elements that constitute to an authentic film-noir motion picture.
The hero is Tex Murphy, a PI, penniless, alone - since his wife left him for a plumber - and not just unlucky, but what we call, "loser for life".
The story evolves in 2042 in an area of SF, where the mutants live after the nuclear destruction of the earth.
The interesting thing about the plot is that the organism called "Brotherhood of the Secret Doctrine" is real, and springs from the depths of human history.
I'm not going to expand on that, you can do your own research, if this is something that interests you. Overall the scenario is compelling.
Puzzles are good and always logical. There's also a timed segment that you have to avoid a specific character.
The best part for me here is the atmosphere. Τhe music highlights the detective/mystery side of the adventure in a unique way.
Εndless self-mockery, monologues for everything, erotic mood, lots of booze and cigarettes.The quality shit we love.
Controls are a bit tricky to get used to, but after a while you'll get the handle of it.
Under A Killing Moon was a good start for what was to come.
Definitely recommended.
Pandora Directive (1996) Access Software
2043
The notorious detective suddenly finds himself mixed-up in an intrigue related to the famous UFO crash story in Mexico, later known as the "Roswell case"(Yes, it was aliens).
The US government cover-up, is perhaps the biggest secret of the 20th century. But you see, Tex doesn't like secrets at all...
Pandora Directive sets some new standards in adventure gaming.
The plot starts with an even stronger sense of mystery and intrigue. Who is the black arrow killer? Exactly what role does Lucia Parcel play? Who truly is Fitzpatrick?
I won't expand on the scenario further, but you should know that there are 3 separate paths to follow and 7 different endings. Which add greatly to replay ability.
Atmosphere is similar to Under A Killing moon, you'll get the same quality shit that we love, even in larger doses.
Τhe puzzles vary in shape and difficulty, depending on the difficulty level you have chosen.
Τhe basic form of the puzzles are more of the adventure-style item-based puzzles, but there are several of the classic ones.
I found it more difficult than UAKM, a welcome improvement. If I recall correctly, around chapters 8 and 9 there is some good and hard shit to solve.
It's a prestigious game, one of the finest FMV productions. If for some reason you can't afford to play all Tex Murphy games, this is the one that you should not miss.
Zork Nemesis (1996) Zombie LLC
Confession time: My first contact with the Zork series started with Zork Nemesis. I was aware of the Zork series but I never had the chance to play those games.
Also I know that Nemesis has nothing in common with the old games, and for this reason alone, it may have caused the old fans to react negatively.
But for me that means nothing, since the game was truly a work of art.
The 4 alchemists who were responsible for prosperity, are all now dead from the Νemesis' curse.
Υou, the character, are the only hope to find the 4 elements that correspond to the elements of nature but also to their special abilities, so that the famous curse of Νemesis can be broken and the Forbidden Land can be saved.
I liked that the background of the story is slowly revealed in a unique, almost mystical way, as only the best games manage to achieve this.
There are four worlds and you can travel to in whichever order you prefer. Βut first you have to solve the secret of the temple and find the elements of the alchemists.
The thick dark atmosphere in combination with the excellent script material, created a world that I have yet to see, since the era of Myst.
And don't get me started on sound and music, the moment you set afoot outside the temple, the OST shows its sharp teeth with the opening track.
Just go and listen to "The Frigid River Branch Conservatory", "The Great Mountain Asylum" and "The Irondune Castle", to get a glimpse of the madness that awaits you.
Exotic sitars, infuriated violins, atmospheric synths, tribalistic percussion instruments, operatic vocal lunacy, it's a fucking sonic feast.
Art direction is exceptional, my artfaggotry meter exploded with this shit.
The game contains puzzles in the style established by Myst and some of them are extremely difficult.
Although in the game, there are hints for almost all the puzzles, you will have a hard time finishing this delicious shit.
Highly recommended, and recently I found that it can be also be played in ScummVM.
(If any Zork experts here want to share their thoughts on the rest of the games, especially on "Return to Zork" and Zork Inquisitor", don't hesitate to do so)
Obsidian (1997) Rocket Science Games
I recall discovering this a bit later (1997 was the Riven year after all). I wasn't sure what to expect, but when I pressed the play button and watched the intro, I knew that something special was in front of me.
The game takes place in 2066, a team of scientists created and launched Ceres, a satellite that utilizes nanotechnology to repair the earth's polluted environment.
You play as Lilah and her partner Max. After the successful launch, it's time for some rest, for fucking vacations.
Νear the camp, Lilah and Max have found a black crystal. The crystal begins to grow and Max disappears. Βefore she can do shit, Lilah is also absorbed by the crystal. An intriguing start with a strong plot overall.
The graphics are a mix of videotaped spaces and special effects, combined with videotaped characters. it's a distinct style, whether one likes it or not. Personally I dig it.
Sound and music are quite good, but without reaching the unique standards that Zork Νemesis has set in similar productions.
The atmosphere is unique in each world that you visit. But there is one catch here.
Υou can't visit the worlds in the order of your preference, like in Myst.
Ιn other words, it highlights the scenario background.
Most of the puzzles are quite good, but some require a special tuning/restriction, which reduces their value.
I recall this impressive puzzle with the cubicles, one of the most original labyrinths Ι've seen, insane shit.
The only flaw that comes to mind is the absence of subtitles, but thankfully the voice acting is clear.
An easy recommendation if you like hard sci/fi stuff mixed with surrealistic fantasy.
Lighthouse: The Dark being (1996) Sierra On-Line
The success of Myst did not left Sierra unmoved.
The story of Lighthouse is full of otherworldly secrets, complex mythos and lots of diaries to read.
You live alone in the Pacific Northwest, attempting to stave off writer’s block.
One particularly stormy evening, your neighbor, the scientist Dr. Jeremiah Krick, frantically calls you to his lighthouse home to assist in a life-or-death matter.
As you discover, through his experiments, Dr. Krick has transformed the lighthouse into the receiver for a trans-dimensional portal.
The creature living on the other end, the eponymous "Dark Being", has taken Krick and his daughter Amanda away to his volcano lair for unknown, nefarious purposes.
Out of a sense of obligation, you dive into this new world with no way home.
Τhe setting is very intriguing, a world still crawling its way out from an ancient conflict between technology and nature.
It's not a horror adventure but the subtle horror vibe is present the moment you set afoot in the first area.
The art director did a great job of presenting a world reminiscent to Myst but with its own flavor. Everything looks and feels great.
Music and sound have been created with great care. I still recall the moment when you arrive on the Temple of the Ancient Machines to meet Liryl. Epic shit.
Fav track picks: "Martin's roost", "Temple of the Ancient Machines", and "Towers of Island Fortress".
Puzzles are similar to Myst, though the game includes an inventory, meaning that you'll get a lot of adventure-style item-based puzzles plus the classic mechanics.
The difficulty is quite good without being extremely hard. My favorite part was having to repair the ornithopter and fly into the next area.
And of course the submarine, learning slowly how to pilot the sub was a delight.
If you played all of the Myst games and you crave for more, Lighthouse does not disappoint.
Shivers (1995) Sierra On-Line
Another Sierra classic, this time a proper horror adventure.
The idea was yours alone, to spend an evening at Professor Windlenut's museum and try to find out what exactly happened in this place 15 years ago,
when some students disappeared and the police never found a trace of them.
Your four friends lock you in, and they'll come get you in the morning. So you have a whole nightmarish night ahead of you.
Almost immediately you find the professor's missing body, his ghost will explain to you in general terms what has happened.
The atmosphere is quite eerie, it's a horror adventure with intense elements of the metaphysical.
It is very important that even from the first steps the atmosphere conveys mystery, anxiety and terror.
Sierra dared and presented their first game with 3D rendered photo realistic graphics. The result is more than impressive.
Τhe world is crammed with psychedelic tendencies. Shapes, colors, pure psychedelic compositions. Τhe game looks fantastic overall, but certain rooms of the museum really stand out.
The music does not reach the greatness of similar games, but it has some musical patterns like the one of the labyrinth in the subterranean world that sends you straight to hell.
Puzzle-wise, your goal is to capture the ten ixupi spirits in order to get out of the museum alive, and the game has quite a few random elements.
Special observation is required, since there are scattered hints for most of the puzzles, but the game still remains difficult.
Capturing the spirits is challenging, but rewarding at the same time.
Α strong recommendation for the adventure horror aficionados.
Riddle of the Spinx (2000) Old World Studios
The famous archaeologist Sir Gil Blythe manages to find a secret chamber under the sphinx, as well as a mysterious papyrus.
However, by breaking the seal of the papyrus, he releases an ancient curse that will cause his death. Being certain that he is going to die, Sir Gil calls the protagonist.
While at the same time he has taken care to artfully hide all his findings, so that they cannot be found and stolen by some random competitor.
Υou arrive by helicopter and your first task is to find the papyrus.
Οnce you manage to find it, you begin the great exploration within the secret tunnels of the sphinx and the secret chambers of the Great Pyramid.
An impressive fact is the completeness of the historical elements surrounding the game, as well as the convincing reproduction of the interior of the Great Pyramid.
The graphics are a bit outdated, but some rooms are not that bad. They did a decent job in some rooms containing treasures.
The music is quite atmospheric and works well for the player in his attempt to solve the mysteries of the Great Pyramid and the Sphinx.
"Festive Dance", "Astrospiritual", and "Mystic River Dance" are nice and relaxing tracks.
The Egyptian ambiance is good overall, from the moment you enter the pyramid the atmosphere captivates you.
You feel like a pioneering explorer moving through an imposing space, trying to decipher its well-hidden secrets.
The use of the remote control robot to explore the very tiny spaces was incline.
Speaking of mysteries, the puzzles vary in difficulty, there are some that are very easy, and others that require patience, proper evaluation and detailed note-taking.
Εven the smallest date you find, it's likely that it will play its role elsewhere. Τhe key here is to always combine the data you collect and use them creatively.
If this seems easy to you, forgetti.
The game is an Egyptian precious stone waiting to be discovered (I recommend the remake, played it recently and it's gud).
Labyrinth of Time (1993) Terra Nova Development
Greek mythology has been and will always be attractive to adventure writers and not only for games but in general.
I didn't play it when it was released, but when I first heard about this game in early '00s, I couldn't wait to dive in.
Crete, King Minos, Daedalus, the labyrinth, a promising potential.
Everything around you has turned a strange black and white. You think that something is fucking wrong with you.
As you prepare to enter the train, a strange apparition is in front of you, it is the spirit of Daedalus.
He tells you about the past, about the time when he had built the labyrinth. He explains to you how he was captured by the spirit of King Minos in the world of the dead,
and how he was forced to build a new labyrinth so powerful in space and time, that nothing like it has ever existed.
Daedalus can't resist Minos' plans since he's controlling his spirit. The only hope for resistance is the player, this is the reason that he pulled you from your world, into another dimension within the labyrinth.
You have to find a way to destroy the maze before it is completed.
I quite liked the art style in this one, I was never sure what to expect in any new location.
The designs and especially the colors are truly great. Τhe music is a delightful mix of different genres with many proggy and orchestral references.
To name few of my favorites, "intrigue", "ravages of time", "Aztec Gold", and "Telecom".
Puzzle-wise, it is a different story. From what I recall, there aren't many puzzles, and you spend most of your time going from one part of spacetime to another.
Although there are some intricate puzzles, requiring the manipulation of objects in different dimensions which was interesting.
It could've be much better if it offered a richer gameplay.
But still, I had a good time playing this.
Amber: Journeys Beyond (1996) Hue Forest Entertainment
I saved for last a game that is not a first line production, but rather an obscure one. I discovered it randomly a few years ago and I gave it a spin.
It's not particularly a great game but the atmosphere is quite good, and I know that there are a few serious atmofags around here.
The game starts with a message from Joe, he's an old colleague of Dr Roxanne Westbridge - founder and president of Bio-Psi technologies, and he's asking for your help.
Dr. Roxanne deals with the study of supernatural phenomena and other shit. She recently bought a mansion which she equipped it with the latest technology,
in order to conduct her experiments under the best conditions. Joe is worried about her, since Dr Roxanne wants the experiments to be done on her, and asks you to watch over her so that nothing terrible happens.
As you are driving to the mansion, a strange phenomenon occurs and while trying to avoid it, you lose the control of the car and fall into a lake next to a rural road.
The game starts when you regain consciousness and find yourself lying on your back, on a dock at the edge of the lake.
To help your friend to regain her consciousness you have to enter the world of 3 ghosts separately and find the cause of each one's death.
The plot is well written, filled with many interesting characters - all of them are dead with the exception of Roxy who is unconscious.
For the few human characters who exist in the game, Full Motion Videos are filmed with real actors.
Visually the game looks ok but the creepy and eerie ambiance is achieved mostly by the soundtrack.
The puzzles are closely tied to the story-line, mostly inventory-based. However, they're not particularly challenging, and this is the Achilles heel of the game.
Still, it's an interesting game and its creepy atmosphere reminded me that of Barrow Hill.
A genre so important as RPGs. Many fags here would say, "who gives a fuck about adventures", I'd answer to them, niggas, you've already played adventures in your fav RPGs.
I didn't have the chance to indulge on text-based stuff since I was an Amstradfag in the mid 80s, but a few years later, Sierra and LucasArts (early years) had my attention completely for a long time.
Many great games with iconic characters and a huge variety in themes. Most of them in TPP. In the early 90s, I was also addicted to Eye of the Beholder and M&M3.
This style of gameplay was very appealing. Exploration and puzzle solving inside labyrinths, what's not to love here. FPP clicked strongly on me.
During that period, 2 Legend Entertainment titles fell in my hands, Death Gate and Superhero League of Hoboken.
You can imagine my enthusiasm when I realised that both games offer a FPP, accompanied by beautifully drawn sceneries and UI.
I knew that I had something special in my hands, and had a lot of fun with those games.
Until one day, 2 prestigious brothers decided to release Myst. The foundation was laid for what was to come.
I was always fascinated by games that contain overly difficult and cleverly designed puzzles that take a long time to finish.
Even better, when the worlds are more complete, where the culture you're relocating to, has its own language and numerical reference.
I was thinking for a long time to create a dedicated thread for FPP adventures, but I was always being lazy. This period I have a bit of extra time, and I'm in a nostalgic mood. So it's now or never.
A recommendation thread for both old and new codexian meatbags.
There are a few more games that are left out of the list, but that's something for later (depends on the laziness).
Also, there are few that I finished recently. I'll probably include them to the collection at some point.
For now, I'll post a few of my all-time favorites.
Myst (1994) Cyan
The legendary adventure that unwittingly spawned countless of clones. While nothing in common plot-wise, it is clearly inspired by Jules Verne's Mysterious Island.
A game with an impact so huge, that in 1997 its sales numbers were second to Diablo! Armed with rich lore, beautiful sceneries, clever puzzles,
and last but not least, a melancholic OST combined with the mesmerizing sound effects of running water, waves, wind, doors and levers.
Myst left its mark in gaming history and to a lot of us. it's hard to believe that there are codexers who haven't even tried it yet.
Riven (1997) Cyan
Myst spawned many clones. And as it always happens in those cases, some of them were good, some, uninspired shit.
Fate brought the Miller brothers to push the limit to the next level, again.
In contrast to Myst, Riven's islands were interconnected and coherent.
It also had a greater puzzle logic where you slowly came to the realization that the Rivenese people's numeric system was based around a specific number,
and that helped you to solve other puzzles and understand the world as a whole, better. It felt organic, like role-playing an anthropologist.
As for the atmosphere, it is still unsurpassed. Its OST is one of the best that ever existed in the genre imo.
Riven is the epitome of thinking, and it's probably the only game that is based on the premise that most people just see stuff but do not notice them.
The only bad thing about it, is when you experience its perfection, it's hard to be satisfied again in the same way.
I'll close with the words of the great Dutch artist M.C. Escher that fit perfectly here:
"I doubt if the public will ever understand, let alone appreciate, the amount of mental gymnastics that has preceded the construction of such an image"
It goes with out saying that this is A MUST play adventure.
Myst 3 (2001) Presto
I admit that I approached Myst 3 with skepticism. Coming from Riven and not made by the Miller brothers, concern was a logical reaction.
Presto was the one that took the rein to create the 3rd game. Presto is also the company that gave us the Journeyman Projects 1-2-3. They had experience with the genre,
but it was their first time undertaking such a large production. Did they succeed? The short answer is fucking yes. I liked it even more than the first game.
Myst 3 is a great game, it doesn't reach the perfection of Riven but it's only a few steps behind.
It's similar to the first game, with different worlds, and starring the amazing Brad Dourif as Saavedro.
Plot-wise, the story-telling elements are different than Myst. What they tried in Myst 3 is to keep the tension high and constant.
The supposed "villain" is presented from the beginning, and then they made sure you had frequent contacts with him throughout the game, to keep the tension high.
Τhe game is designed in such a way that even when you don't meet the antagonist, you feel his threatening presence all around you.
Whatever you do, you know very well that you will be led to a dramatic finale, to a head-on fucking confrontation.
Puzzles are exceptionally well-crafted. Εspecially in Narayan, there are 2 of the smartest puzzles in the game, that rival the corresponding Riven puzzles in wit and originality.
Myst 3 uses a mix of pre-rendered backgrounds and real time 3D to achieve the 360-degree view. Vistas are truly exotic.
Music is exceptional, "Atrus' Study", "Saavdero's Theme", and "Theme from Edanna" to name a few. Though it doesn't reach the almost perfect performance of Riven imo.
Bottom line, a must play adventure.
Schizm: Mysterious Journey (2001) LK Avalon Detalion
Schizm is another good example of a game that reached so close to the greatness of Riven. I place Schizm and Pandora Directive immediately after Riven.
The game takes place in 2083, a habitable planet has been discovered in a distant galaxy. Various research missions that left earth trying to discover the secrets of this planet, ended in failure.
They named the planet Argilus, and it is about a planet with obvious signs of a lost civilization.
The most impressive find is the so-called living ships, a series of organic vessels, the result of extremely advanced bio-technology.
Three teams of scientists were sent to establish bases. Αfter a few months the first supply ship is sent, with a crew of the 2 protagonists.
Αll communication channels are open but no one was visible, no one answered. Α storm of meteors hits their ship while in orbit around the planet and they decide to escape with the escape pods.
They fall into planet Argylus without the slightest idea of what awaits them.
Graphics are deliciously surrealistic, the amazing color renditions create an amazing world environment.
Flying cities, mysterious underground locations, abandoned industrial facilities, organic spaceships, this is exploration porn.
The same goes for the OST, it emits an atmospherically psychedelic vibe that is rarely seen in games. Tracks such "Aurora" (Strongly reminds me of Vangelis), "Singing Towers", "Living Ships", and "Fish Ballon" are simply unforgettable.
The game world is divided into four large areas and the quality of the puzzles offered by the game is excellent. A mix of puzzles of varied type, including mechanical, logical, sound and inventory-based.
Schizm is very reminiscent of Riven, and follows roughly the same logic in terms of solving the main puzzles.
Prepare your notebook n' pencil, you're gonna need them.
Under A Killing Moon (1994) Access Software
Under A killing Moon could well be included among the film-noir films. Well, it's not black and white but who gives a fuck, it has all the other elements that constitute to an authentic film-noir motion picture.
The hero is Tex Murphy, a PI, penniless, alone - since his wife left him for a plumber - and not just unlucky, but what we call, "loser for life".
The story evolves in 2042 in an area of SF, where the mutants live after the nuclear destruction of the earth.
The interesting thing about the plot is that the organism called "Brotherhood of the Secret Doctrine" is real, and springs from the depths of human history.
I'm not going to expand on that, you can do your own research, if this is something that interests you. Overall the scenario is compelling.
Puzzles are good and always logical. There's also a timed segment that you have to avoid a specific character.
The best part for me here is the atmosphere. Τhe music highlights the detective/mystery side of the adventure in a unique way.
Εndless self-mockery, monologues for everything, erotic mood, lots of booze and cigarettes.The quality shit we love.
Controls are a bit tricky to get used to, but after a while you'll get the handle of it.
Under A Killing Moon was a good start for what was to come.
Definitely recommended.
Pandora Directive (1996) Access Software
2043
The notorious detective suddenly finds himself mixed-up in an intrigue related to the famous UFO crash story in Mexico, later known as the "Roswell case"(Yes, it was aliens).
The US government cover-up, is perhaps the biggest secret of the 20th century. But you see, Tex doesn't like secrets at all...
Pandora Directive sets some new standards in adventure gaming.
The plot starts with an even stronger sense of mystery and intrigue. Who is the black arrow killer? Exactly what role does Lucia Parcel play? Who truly is Fitzpatrick?
I won't expand on the scenario further, but you should know that there are 3 separate paths to follow and 7 different endings. Which add greatly to replay ability.
Atmosphere is similar to Under A Killing moon, you'll get the same quality shit that we love, even in larger doses.
Τhe puzzles vary in shape and difficulty, depending on the difficulty level you have chosen.
Τhe basic form of the puzzles are more of the adventure-style item-based puzzles, but there are several of the classic ones.
I found it more difficult than UAKM, a welcome improvement. If I recall correctly, around chapters 8 and 9 there is some good and hard shit to solve.
It's a prestigious game, one of the finest FMV productions. If for some reason you can't afford to play all Tex Murphy games, this is the one that you should not miss.
Zork Nemesis (1996) Zombie LLC
Confession time: My first contact with the Zork series started with Zork Nemesis. I was aware of the Zork series but I never had the chance to play those games.
Also I know that Nemesis has nothing in common with the old games, and for this reason alone, it may have caused the old fans to react negatively.
But for me that means nothing, since the game was truly a work of art.
The 4 alchemists who were responsible for prosperity, are all now dead from the Νemesis' curse.
Υou, the character, are the only hope to find the 4 elements that correspond to the elements of nature but also to their special abilities, so that the famous curse of Νemesis can be broken and the Forbidden Land can be saved.
I liked that the background of the story is slowly revealed in a unique, almost mystical way, as only the best games manage to achieve this.
There are four worlds and you can travel to in whichever order you prefer. Βut first you have to solve the secret of the temple and find the elements of the alchemists.
The thick dark atmosphere in combination with the excellent script material, created a world that I have yet to see, since the era of Myst.
And don't get me started on sound and music, the moment you set afoot outside the temple, the OST shows its sharp teeth with the opening track.
Just go and listen to "The Frigid River Branch Conservatory", "The Great Mountain Asylum" and "The Irondune Castle", to get a glimpse of the madness that awaits you.
Exotic sitars, infuriated violins, atmospheric synths, tribalistic percussion instruments, operatic vocal lunacy, it's a fucking sonic feast.
Art direction is exceptional, my artfaggotry meter exploded with this shit.
The game contains puzzles in the style established by Myst and some of them are extremely difficult.
Although in the game, there are hints for almost all the puzzles, you will have a hard time finishing this delicious shit.
Highly recommended, and recently I found that it can be also be played in ScummVM.
(If any Zork experts here want to share their thoughts on the rest of the games, especially on "Return to Zork" and Zork Inquisitor", don't hesitate to do so)
Obsidian (1997) Rocket Science Games
I recall discovering this a bit later (1997 was the Riven year after all). I wasn't sure what to expect, but when I pressed the play button and watched the intro, I knew that something special was in front of me.
The game takes place in 2066, a team of scientists created and launched Ceres, a satellite that utilizes nanotechnology to repair the earth's polluted environment.
You play as Lilah and her partner Max. After the successful launch, it's time for some rest, for fucking vacations.
Νear the camp, Lilah and Max have found a black crystal. The crystal begins to grow and Max disappears. Βefore she can do shit, Lilah is also absorbed by the crystal. An intriguing start with a strong plot overall.
The graphics are a mix of videotaped spaces and special effects, combined with videotaped characters. it's a distinct style, whether one likes it or not. Personally I dig it.
Sound and music are quite good, but without reaching the unique standards that Zork Νemesis has set in similar productions.
The atmosphere is unique in each world that you visit. But there is one catch here.
Υou can't visit the worlds in the order of your preference, like in Myst.
Ιn other words, it highlights the scenario background.
Most of the puzzles are quite good, but some require a special tuning/restriction, which reduces their value.
I recall this impressive puzzle with the cubicles, one of the most original labyrinths Ι've seen, insane shit.
The only flaw that comes to mind is the absence of subtitles, but thankfully the voice acting is clear.
An easy recommendation if you like hard sci/fi stuff mixed with surrealistic fantasy.
Lighthouse: The Dark being (1996) Sierra On-Line
The success of Myst did not left Sierra unmoved.
The story of Lighthouse is full of otherworldly secrets, complex mythos and lots of diaries to read.
You live alone in the Pacific Northwest, attempting to stave off writer’s block.
One particularly stormy evening, your neighbor, the scientist Dr. Jeremiah Krick, frantically calls you to his lighthouse home to assist in a life-or-death matter.
As you discover, through his experiments, Dr. Krick has transformed the lighthouse into the receiver for a trans-dimensional portal.
The creature living on the other end, the eponymous "Dark Being", has taken Krick and his daughter Amanda away to his volcano lair for unknown, nefarious purposes.
Out of a sense of obligation, you dive into this new world with no way home.
Τhe setting is very intriguing, a world still crawling its way out from an ancient conflict between technology and nature.
It's not a horror adventure but the subtle horror vibe is present the moment you set afoot in the first area.
The art director did a great job of presenting a world reminiscent to Myst but with its own flavor. Everything looks and feels great.
Music and sound have been created with great care. I still recall the moment when you arrive on the Temple of the Ancient Machines to meet Liryl. Epic shit.
Fav track picks: "Martin's roost", "Temple of the Ancient Machines", and "Towers of Island Fortress".
Puzzles are similar to Myst, though the game includes an inventory, meaning that you'll get a lot of adventure-style item-based puzzles plus the classic mechanics.
The difficulty is quite good without being extremely hard. My favorite part was having to repair the ornithopter and fly into the next area.
And of course the submarine, learning slowly how to pilot the sub was a delight.
If you played all of the Myst games and you crave for more, Lighthouse does not disappoint.
Shivers (1995) Sierra On-Line
Another Sierra classic, this time a proper horror adventure.
The idea was yours alone, to spend an evening at Professor Windlenut's museum and try to find out what exactly happened in this place 15 years ago,
when some students disappeared and the police never found a trace of them.
Your four friends lock you in, and they'll come get you in the morning. So you have a whole nightmarish night ahead of you.
Almost immediately you find the professor's missing body, his ghost will explain to you in general terms what has happened.
The atmosphere is quite eerie, it's a horror adventure with intense elements of the metaphysical.
It is very important that even from the first steps the atmosphere conveys mystery, anxiety and terror.
Sierra dared and presented their first game with 3D rendered photo realistic graphics. The result is more than impressive.
Τhe world is crammed with psychedelic tendencies. Shapes, colors, pure psychedelic compositions. Τhe game looks fantastic overall, but certain rooms of the museum really stand out.
The music does not reach the greatness of similar games, but it has some musical patterns like the one of the labyrinth in the subterranean world that sends you straight to hell.
Puzzle-wise, your goal is to capture the ten ixupi spirits in order to get out of the museum alive, and the game has quite a few random elements.
Special observation is required, since there are scattered hints for most of the puzzles, but the game still remains difficult.
Capturing the spirits is challenging, but rewarding at the same time.
Α strong recommendation for the adventure horror aficionados.
Riddle of the Spinx (2000) Old World Studios
The famous archaeologist Sir Gil Blythe manages to find a secret chamber under the sphinx, as well as a mysterious papyrus.
However, by breaking the seal of the papyrus, he releases an ancient curse that will cause his death. Being certain that he is going to die, Sir Gil calls the protagonist.
While at the same time he has taken care to artfully hide all his findings, so that they cannot be found and stolen by some random competitor.
Υou arrive by helicopter and your first task is to find the papyrus.
Οnce you manage to find it, you begin the great exploration within the secret tunnels of the sphinx and the secret chambers of the Great Pyramid.
An impressive fact is the completeness of the historical elements surrounding the game, as well as the convincing reproduction of the interior of the Great Pyramid.
The graphics are a bit outdated, but some rooms are not that bad. They did a decent job in some rooms containing treasures.
The music is quite atmospheric and works well for the player in his attempt to solve the mysteries of the Great Pyramid and the Sphinx.
"Festive Dance", "Astrospiritual", and "Mystic River Dance" are nice and relaxing tracks.
The Egyptian ambiance is good overall, from the moment you enter the pyramid the atmosphere captivates you.
You feel like a pioneering explorer moving through an imposing space, trying to decipher its well-hidden secrets.
The use of the remote control robot to explore the very tiny spaces was incline.
Speaking of mysteries, the puzzles vary in difficulty, there are some that are very easy, and others that require patience, proper evaluation and detailed note-taking.
Εven the smallest date you find, it's likely that it will play its role elsewhere. Τhe key here is to always combine the data you collect and use them creatively.
If this seems easy to you, forgetti.
The game is an Egyptian precious stone waiting to be discovered (I recommend the remake, played it recently and it's gud).
Labyrinth of Time (1993) Terra Nova Development
Greek mythology has been and will always be attractive to adventure writers and not only for games but in general.
I didn't play it when it was released, but when I first heard about this game in early '00s, I couldn't wait to dive in.
Crete, King Minos, Daedalus, the labyrinth, a promising potential.
Everything around you has turned a strange black and white. You think that something is fucking wrong with you.
As you prepare to enter the train, a strange apparition is in front of you, it is the spirit of Daedalus.
He tells you about the past, about the time when he had built the labyrinth. He explains to you how he was captured by the spirit of King Minos in the world of the dead,
and how he was forced to build a new labyrinth so powerful in space and time, that nothing like it has ever existed.
Daedalus can't resist Minos' plans since he's controlling his spirit. The only hope for resistance is the player, this is the reason that he pulled you from your world, into another dimension within the labyrinth.
You have to find a way to destroy the maze before it is completed.
I quite liked the art style in this one, I was never sure what to expect in any new location.
The designs and especially the colors are truly great. Τhe music is a delightful mix of different genres with many proggy and orchestral references.
To name few of my favorites, "intrigue", "ravages of time", "Aztec Gold", and "Telecom".
Puzzle-wise, it is a different story. From what I recall, there aren't many puzzles, and you spend most of your time going from one part of spacetime to another.
Although there are some intricate puzzles, requiring the manipulation of objects in different dimensions which was interesting.
It could've be much better if it offered a richer gameplay.
But still, I had a good time playing this.
Amber: Journeys Beyond (1996) Hue Forest Entertainment
I saved for last a game that is not a first line production, but rather an obscure one. I discovered it randomly a few years ago and I gave it a spin.
It's not particularly a great game but the atmosphere is quite good, and I know that there are a few serious atmofags around here.
The game starts with a message from Joe, he's an old colleague of Dr Roxanne Westbridge - founder and president of Bio-Psi technologies, and he's asking for your help.
Dr. Roxanne deals with the study of supernatural phenomena and other shit. She recently bought a mansion which she equipped it with the latest technology,
in order to conduct her experiments under the best conditions. Joe is worried about her, since Dr Roxanne wants the experiments to be done on her, and asks you to watch over her so that nothing terrible happens.
As you are driving to the mansion, a strange phenomenon occurs and while trying to avoid it, you lose the control of the car and fall into a lake next to a rural road.
The game starts when you regain consciousness and find yourself lying on your back, on a dock at the edge of the lake.
To help your friend to regain her consciousness you have to enter the world of 3 ghosts separately and find the cause of each one's death.
The plot is well written, filled with many interesting characters - all of them are dead with the exception of Roxy who is unconscious.
For the few human characters who exist in the game, Full Motion Videos are filmed with real actors.
Visually the game looks ok but the creepy and eerie ambiance is achieved mostly by the soundtrack.
The puzzles are closely tied to the story-line, mostly inventory-based. However, they're not particularly challenging, and this is the Achilles heel of the game.
Still, it's an interesting game and its creepy atmosphere reminded me that of Barrow Hill.
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