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Post by Deleted on Oct 9, 2021 23:04:26 GMT
Ahhh Delphine yes that's right so they were. I remember future wars in particular was bad for you essentially having to hunt for a pixel to click on. Great games though. Don't think I ever finished either mind you but I loved how, operation Stealth in particular, had you doing arcade like action segments.
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Post by Aunt Alison on Oct 10, 2021 13:12:26 GMT
I appreciate probably nobody will care about this and there's not much point in me posting about it but I finally managed to track down a game I've been looking for for years today: Noctropolis. All I remembered was that it started in a comic book store, there was a succubus and it was kinda dark and cool looking. I have no idea if it's any good and I have no intention of playing it, it's just satisfying to know what it is. Apparently it's a bit sexy To actually contribute to the thead, my favourite point n click games are far and away the Tex Murphy series. They really make you feel like a PI; searching back alleys for clues to a burglary, deactivating securty devices and searching apartments, looking through rubbish, piecing together torn up notes. Full of memorable characters, even if it's just a chocolate addict living in a dumpster.
Personal favourite is The Pandora Directive - it kept the same setting of the original but felt bigger with more places to explore, like the inside of the hotel, a branching story and multiple endings. Love the setting of the games as well, Bladerunner-esque but without the edginess most cyberpunk stuff has. Great stories that don't take themselves too seriously but still have their moments. Thought Tesla Effect was really good too
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Post by technoish on Oct 10, 2021 13:40:36 GMT
I used to love a good point and click adventure. I was a bit shit at them though, but I was fascinated at a young age. When you were at some boring party with your parents, but they had a PC with some games on it, and you had a go at Space Quest or something.
I thing it was the later Kings Quests I played a bit of mostly, and then BaSS, which was awesome for some reason.
In recent times I have really got into the more direct lateral puzzles games, like The Room, and the Da Vinci ones, on mobile. The awesome Room VR has me looking forward to trying out Myst in VR!!!!
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Post by 😎 on Oct 10, 2021 15:07:35 GMT
Noctropolis has been on GOG and Steam for a few years. It was definitely an interesting one though, it’s not a great game but also underlooked because of the tits making people put it alongside Voyeur and Plumbers Don’t Wear Ties as some sort of FMV exploitation game.
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Youthist
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Post by Youthist on Oct 16, 2021 14:35:17 GMT
Just completed Thimbleweed. So pleased I went back to it. And so pleased I worked out what to do with that balloon animal at the end without looking it up. Very clever.
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Post by wildbillch on Oct 16, 2021 15:16:09 GMT
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Post by deekyfun on Oct 16, 2021 17:07:28 GMT
Good read, thanks for sharing. Cecil likes to talk and he always seems to have pretty interesting stories about the development of Revolution's games. I recall watching him talk about Broken Sword with Jason Manford and Rolf Saxon, the voice actor of George Stobart, and found it quite interesting. www.youtube.com/watch?v=W_zE6ZOGuhM
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Post by deekyfun on Nov 11, 2021 8:33:40 GMT
It's been a while, sorry. I was unexpectedly restricted by some fun-time trips to the hospital and doctors. Needless to say, playing and thinking about point-and-click adventure games were not on the list of actions my GP and various mysterious doctors and nurses provided. The selfish bastards. It occured to me though, while sitting in a waiting room a couple of days ago, that as my brother and I have been playing through point-and-click adventure games together ( obligatory link), that we've started, subconsciously, to form a kind of ruleset for what works and what doesn't work in these things. Now, you may be thinking, if you've checked the channel out at all, 'Hang on you raggamuffin, you've only played about six of them so far! Surely that's not a strong enough body of work to start waxing expert on the entire genre'. But I say to that, 'don't worry, I've also played probably about 20 others in the past as well, so we're fine'. In fact, I can say with around 36% confidence, that I'm probably the most expert point-and-click player in a 15-metre radius of where I'm currently sitting, and you can take that to the bank, whatever that means. Anyway, what I'm really trying to say is that right now seems a fabulous time to establish some rules for the genre. If you're making a point-and-click adventure game, or a zesty sponge cake, these are the things I think can help elevate your game or cake into the stratosphere of goodness. These are the things that I want to see in a point-and-click game, every time, no excuses. Some are small but powerful QoL features, some are bigger concepts. All are, in my humble opinion, VITAL. The fewer of these I see implemented in a point-and-click game, the sadder I become. Also, because everyone loves lists, I'll do it in list format, otherwise the kool kids will get bored because numbers are exciting and reading and patience are too obvious a form of educational benefit. But I won't commit to the total number of entries in the list, because that adds an element of excitement to the format and also because I don't know what I'm doing. With no further adieu. I present to you; the list. 1. Skipable Screen Transitions.Point-and-click adventure games, you need this in your toolset. If I click the edge of a screen to exit into a different scene, it should be possible to transition immediately. I do not want to wait for your main character to slowly amble their way lackadaisically towards the horizon, like a poorly selected pooh-stick on a lazy sunday afternoon in August. My required process is to allow the user to choose when this is implemented; one 'normal' left-click for the weekend warriors, a cheeky double-click for the guys in a rush. Do not make me wait. Do not inflate the game time by making me watch a guy walk. Your game is not the first part of Lord of the Rings (unless it is, in which case, sorry). I'd rather your game was 30mins long if the alternative is 5 hours of watching some pixels adjusting their x,y coordinates on a screen. 2. Quick Inventory Access.I want my inventory and I want it now. I spent a lot of time hoovering up those items and I now want to rub them against each other in a futile bid to complete the game and feel good about myself. You need to make sure I have access to the things I'm carrying, and I'm talking fast like Ash Wednesday. One click and everything is there to be manipulated. I will accept maybe two arrows to scroll through them if space is tight, but ideally I want them all. On no account is it acceptable to provide them to me one at a time and force me to arrow key through them. I'm looking at you, Grim Fandango, and your stupid waistcoat pocket inventory system. And you, Escape From Monkey Island. And all other GRiME games. Oh, there were only those two? Weird. Anyway, stop that. It must be quick and easy to see what you have swipes, and to press it all against each other, because, let's face it, there will be times your clever puzzle design will be utterly bewildering to me, and at that point, I will be angry and need to combine things at random. Don't make me even more angry by also making that a pain. 3. Streamlined Talky bits.Similar to point one, I guess. Point-and-click games often feature conversation and cutscenes. These should be skipable, BUT importantly must not be so easily skipable that you can accidently skip them due to overzealous clicking. Nothing makes me more depressed than my own lack of self-control. Also, be consistent - don't do it for some of the lines at random, as that's really annoying. Extra special points awarded if a game tweaks its character dialogue to shorten them the second time around, so you can focus on just the pertinent clues you may need to re-read/hear (and also make them skipable because; consistency). Even the most zany hilarious joke loses its edge after the 23rd time. 4. The Death of the Author Player.Death is fine. We all have to live with it. While LucasArts (for the most part) is synonymous with the concept of deathless point-and-click which was like the second coming of Jesus at the time, I don't think the death is the problem, per se. The introduction of game-ending deaths or sudden bad endings can be easily remedied by ensuring the game is saved before the potential game ending moment. Implement smartly-placed checkpointing, don't leave it to the player to do it; meaning any fatal moments won't involve losing time redoing sections of the game again. In that situation, death can even be an entertaining part of the experience, though there is a gamble to be had with frustration here. Consider whether you need the tension of death, as that is the big advantage it provides. The bigger issue relating to death, which in my opinion is inexcusable, is soft-locking. Do not do this. Don't even do it by accident. King's Quest 2 has a bridge in it that will collapse after being crossed a certain number of times, rendering the area beyond unreachable. All this achieves is to stop the game from being completable, and to my knowledge serves no other purpose than to be a dick to the player. It is a dick bridge. Do not make bridges out of dicks. Do not make your game unwinnable without ending it, and do not end it without making it easy for the player to get back to the place they were just before it abruptly ended. Kill me, but bring me back, dammit. 5. Think about your puzzles. This may be a contentious opinion, but I do not think the wacky out there puzzles in point-and-click games are a bad thing. I don't mind the Rube-Goldberg-esque nature of the things. The genre has a reputation for what is called moon-logic, but I think this term is stretched out thinly to essentially mean "anything that annoyed me because getting stuck is annoying." I won't deny those situations exist, or aren't even prevalent, but I think the bigger issue at play here is not that the puzzles themselves are bizarre, but that that they must, in some way make some internal sense within the context of the game, and in how they are communicated to the player. The language of a puzzle is what matters. Abstract solutions are fine by me, but clarity is everything. Consider the narrative framing and structure of the puzzle; it should have a beginning where the goals should be established, a middle with clues, and a end which is a visible result and progress. These can overlap, be big or small and be as silly as desired, but they must be legible, otherwise a puzzle ends up feeling unfair. I'm talking big red neon, welcome to my puzzle, obvious. Make sure players see the on-ramp and then they'll likely be able to follow the course; otherwise they may never get on the road. 6. BacktrackingApply with care. No one likes going back the way they came. It is inherently boring. When I go out for long walks in the British wilderness, I get visibly infuriated if I have to double-back on myself in any way at all. Luckily, there's not usually anyone to see. Sometimes, I admit it has to be done though, and a 'seasoned' point-and-click adventurer like me can stomach a bit of doubling back in games. But forcing people across many screens (and then back again) is considered 'taking the piss', and will result in the game being deleted and the computer being set on fire, as it is now ruined. Try to keep things contained, or use the first point in this list to make this issue almost redundant. 8. Stop worrying
Point-and-click games are dead. Been dead for years. Aside from the fact that they actually are not dead, the reason they were killed was because of a desperate desire from publishers to embrace 3D and because art is expensive. But I think the strengths and USP of point-and-click games is not technological advancement. It is clear to me that the point-and-click genre reached it's evolutionary pinnacle decades ago. They excel at narrative and problem solving. They are the video game equivalent of the logic problems in quiz books that come with free biros. The engine is the grid. Stop bothering trying to innovate the fairly simplistic requirements around the mechanics and focus on those key things around story and puzzle theory. I look at old 2D point and click games and the art (mostly) looks timeless or at least somewhat charming. Old 3D games look like someone put a jigsaw puzzle together in a poorly lit room. There are good point-and-click games which are 3D, but I would argue that in all cases, the things that make them good have nothing to do with the 3D. Unfortunately, no one has made a point-and-click adventure game since 1999 so none of this can be proved eitherway. 7. Don't be that Guy(brush).Everyone wants their character to be Guybrush. They also want their games to be Monkey Island. But I dont think anyone really understands how to write those characters. This has gotten less of an issue over time but it still crops up. The late 90s were rife with Guybrush wannabe's, crackin' wise and acting sociopathic but with all the charm wringed out like a day-old J-cloth. The low point of this being Rufus in Deponia, who is just awful company. The original Guybrush was not an asshole. MI2 Guybrush was a little sociopathic, what with his trapping people in coffins thing, but even then, the good things about the character are no those things. Stop making your Guybrushes assholes. Stop making Guybrushes. Likewise, the joke style in MI led developers to focus on hundred of stupid jokes and forget that MI also was tight and crafted. The jokes are often clues. Its puzzle design is good. The humour in the first game is a light sugar dusting on top of a good well-baked point and click game cake. But you can't make a whole cake out of just the icing. That would make you sick. It makes me sick thinking about it. I've just been sick, happy now? Honestly, the things I do for my craft. 9. Hints?I like it when adventure games come with hints. Because I am lazy and don't want to find the answer on the internet. Also, having to look up the answer on the internet is a defeat-admitting feeling which provides very little joy. At best, from that point on, you can read the solution and maybe go 'oh, I could have got that, I'm a silly bear', but more often the result is 'combine the shoe with my sense of self-loathing and give it to the talking bread-bin at midnight? - how the hell was I supposed to get that?!', which is a non-positive emotion to be attaching to your wonderful game. So think about providing hints. Hints are best when incorporated into the game, as part of the design, but if all else fails have an escape ready. You do not want people feeling like they've gotten stuck, as getting stuck is a very literal thing in these games. There's no payoff for stuck players, so provide an outlet. Ideally use something similar to the UHS format, which aims to provide clues before it provides the answer. But really, the best games remember to bake clues into the game through the conversations, descriptions and visuals. Do that. 10. There is no ten.
I'm not yet talented enough to reel off ten whole things. It's early days and I'm still learning. I reckon it might be nice to add in your own number 10, based on your own incredible experiences. Oh wait. Time limits! Don't put time limits in your... -- TIME IS UP, PLEASE RESTART THE POST --
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Youthist
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Post by Youthist on Nov 11, 2021 9:14:31 GMT
Great guide above. And I will say this - Thimbleweed Park is going to blow your tiny mind. Just not sure when you should play it as you might never be able top play an older point and click ever again once you have.
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Post by dominalien on Nov 11, 2021 11:57:49 GMT
I stopped playing Deponía because it’s so charmless and badly written. Might be the translation from German, though.
Lucasarts’ no deaths was the result of autosaves and checkpoints not having been invented back then. It’s a frictionless experience, but as you say having your character die is not a bad thing in and of itself.
Putting the player in an unwinnable situation because they didn’t get an item or did an action incorrectly 7 hours ago must by far be the worst thing a game can do.
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Post by dominalien on Nov 11, 2021 12:02:39 GMT
Oh, and re Lure of the Temptress that was discussed before. I played it and didn’t get anywhere. Being in my mind an adventure game expert at that point. I did get through it with a guide and was repeatedly astounded how they expected me to figure out all that.
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Post by dominalien on Nov 11, 2021 12:03:45 GMT
Sorry for the post spam. I also failed to get through the first Discworld game. It was unbelievably convoluted. D2 was fine, though.
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Post by deekyfun on Nov 11, 2021 14:03:59 GMT
I've played three of the Deponia games and I really want to like them, as I think the art is really impressive, but I really struggled with the characters. Not sure if the last version improves on things but I wouldn't bet on it.
I had a copy of Lure of the Tempress when I was younger but never played it, so I am quite looking forward to trying it out. I expect it to be a bit of a rough ride though!
Also, I'm now expecting Thimbleweed to be a tour-de-force of both pointing and clicking.
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Youthist
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Post by Youthist on Nov 11, 2021 14:55:23 GMT
I've played three of the Deponia games and I really want to like them, as I think the art is really impressive, but I really struggled with the characters. Not sure if the last version improves on things but I wouldn't bet on it. I had a copy of Lure of the Tempress when I was younger but never played it, so I am quite looking forward to trying it out. I expect it to be a bit of a rough ride though! Also, I'm now expecting Thimbleweed to be a tour-de-force of both pointing and clicking. Deeky do you and your brother have a upcoming list you will be doing after C4AC? Or how are you selecting which one you do next each time? Regarding T.Park - it is hard to imagine how they could have done any better with it.
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Post by harrypalmer on Nov 11, 2021 16:11:58 GMT
Sorry for the post spam. I also failed to get through the first Discworld game. It was unbelievably convoluted. D2 was fine, though. I have fond memories of me and a mate cycling to PC World to read the Discworld guide every time we got stuck, which was frequently. Fortunately there was a McDonalds next door so we didn't get fit or anything.
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Post by deekyfun on Nov 11, 2021 17:17:47 GMT
Deeky do you and your brother have a upcoming list you will be doing after C4AC? Or how are you selecting which one you do next each time? We have a list we put together back at the start, which we've been adding to periodically. It's a big list, and currently roughly ordered with a heavier bias towards older stuff at the beginning. There were only a few other rules for sorting, mostly to split up all the Sierra series, so we will only do one series at a time and split the games in that series up so we do one entry every three games. This was just to break things up as the thought of playing through all the King's Quests in a row feels like it would stop being fun. I am thinking about shuffling in the odd newer thing to also break things up, but haven't decided whether we should or not yet.
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Post by Sarfrin on Nov 11, 2021 20:54:57 GMT
As similes go, "like a poorly selected Pooh stick on a Sunday afternoon" is pretty damn gold standard.
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Post by 😎 on Nov 11, 2021 21:05:32 GMT
The WadjetEye games are superb if you’re looking for modern but retro classics. The Shivah is short but brilliant, and the Blackwell saga is well worth a play through. It’s fun to watch the production values slowly get better and better with each game as the designer really gets a feel for the craft.
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Post by deekyfun on Nov 11, 2021 23:24:06 GMT
I second the shout for all things Wadjet Eye related. I really enjoyed all the Blackwell games - they hit a similar vibe for me as Gabriel Knight or Kathy Rain, in the sense that they take full advantage of their setting to make them feel lived in. The last game in the series is a really emotional kick to the head too. In a good way. The other stuff associated with Wadjet Eye, like Gemini Rue, is great too. They do great things with the AGS engine, which is a bit ropey.
We've just done our first session for King's Quest 3, and I think this may be the first game we've done together so far that I actually dislike. It's early days yet, but it just seems full-on designed to repeatedly kick you in the groin. I'm still angry at it now.
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Post by Trowel 🏴 on Nov 12, 2021 0:41:54 GMT
Just found this amazing thread, thanks.
Great to hear you're working your way through Cruise For A Corpse, but what I want to know is, will you be reviewing its copy-protection colour wheel of nightmares?!
Just writing that made me look up Operation Stealth's copy protection card - I have no memory at all of playing the game itself, but the colours and imagery of the dreadful attempt at security give me a comforting twinge of nostalgia.
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Post by deekyfun on Nov 12, 2021 8:23:56 GMT
Unfortunately not, unless any of the games we play have managed somehow to not remove it. Maniac Mansion had a big steel door that was just open and for the rest it just hasn't come up.
I dont think I've ever seen a copy of Cruise's copy protection working. Even when I had it on the Amiga, the version I had came from a mysterious shoe box of copied floppy disks and the protection was cracked. Not that I realised what any of that meant at the time.
I do remember Monkey Islands pirate wheel, and the protection in the manual for Day of the Tentacle.
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Post by deekyfun on Jan 29, 2022 13:01:19 GMT
It's been a couple of weeks since our playthrough of Cruise For A Corpse finished up on the channel, and I've had fair bit of time to ruminate on it, cow-style. It's a odd game for me; I've played in a number of times in the past, and under more scrunity it falls apart considerably, but I still love it and enjoyed playing through it this time around, despite what at times feels like an avalanche of issues. The conversation system, which provides topics to quiz each suspect on that expands as you learn more feels like a super neat concept, but it is let down by the lack of any earmarking of topics you've already asked, and a lack of depth, meaning that what initially feels cool and interesting is soon reduced to cycling through the topics one by one just to try and hope you unlock something to progress. Couple that with a pretty tight playing area and progress which is locked by the appearance of specific objects to find which appear only after a certain time means the entire game boils down to doing the same weary loop of the ship, talking to everyone about the same things, clicking everywhere in case there's something to pick up which will trigger progress. It turns into a right slog. But there's something there. I'm a sucker for a murder mystery, and a double-sucker if it's one of those set in a contained area ones. The idea of time progressing, characters moving around and having a game primarily about uncovering information from talking to people sounds amazing to me. But here it's just limited and soaked in a frustration marinade that leaves a disappointing taste in the mouth, and the lingering sense of what could have been. Those systems are something I'd like to see pushed further in adventure games; something like the main mechanic of Contradiction where you take the statements of characters and find the inconsistencies, bolted onto point and click mechanics for gathering physical clues and characters which work to some sort of schedule or development during the game, a bit like the Last Express. I don't know if there's a contender out there which does all this already? If so, I'd like to find it!
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EMarkM
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Post by EMarkM on Jan 29, 2022 16:05:32 GMT
Just subscribed! I’ll give you a look later. I feel moved to state:- Curse of Enchantia Legend of Kyrandia Simon the Sorcerer Looking forward to checking out your channel
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Post by deekyfun on Jan 29, 2022 17:27:02 GMT
Just subscribed! I’ll give you a look later. I feel moved to state:- Curse of Enchantia Legend of Kyrandia Simon the Sorcerer Looking forward to checking out your channel Thank you very much! Are you recommending those for us to do? If so you'll be happy to hear they are all on the list! In particular I'm looking forward to playing the Kyrandia series, as I had that on my amiga and never managed to get anywhere with it, so it will be satisfying to beat it now.
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EMarkM
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Post by EMarkM on Jan 29, 2022 17:33:40 GMT
deekyfun Absolutely delighted to hear you’re considering them! Highly recommended
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Post by ToomuchFluffy on Jan 29, 2022 17:41:36 GMT
Way too late, but Grim Beard did a review of it some years ago.
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Post by deekyfun on Jan 29, 2022 18:31:00 GMT
The intention is that we will play all of them, or as many as I can get hold of. So it may take a few decades but we will get to them.
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Post by Lurker on Feb 7, 2022 10:08:23 GMT
I started playing Flight of the Amazon Queen on my Amiga at the weekend (I missed it back in the day) and it seems pretty good so far.
It's free at the moment on GOG if you need another one to add to your list (it looks like the PC version has added voice work too).
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Post by deekyfun on Feb 7, 2022 13:17:05 GMT
That's a great suggestion, thanks. I remember the amiga demo of that game back in the day, but I never bought it, so will definitely be on the list.
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Post by deekyfun on Jun 6, 2022 5:40:38 GMT
My word - was it really that long since I last posted anything in this thread? Depending on your perspective, I can only apologise for the lack of updates, or apologise for the sudden reappearance of this annoying thing you wish would go away. Either way - know that I am perpetually sorry. Anyway, what has been going on in the last few months of pointing at things and clicking on them? Well, both a lot, and not much depending on what you're looking at. We've played through a bunch more adventures, of course. Since posting about Cruise For A Corpse, we've put up playthroughs of I Have No Mouth and I Must Scream, and the run of King's Quest III is just drawing to a close. We played both of those last year, and now have a fairly chunky backlog of other games which have yet to go up, because even with my lame attempts at video editing, it still takes an age to go through them (which may come as a surprise to anyone watching them). I Have No Mouth and I Must Scream - link to playlistBefore we played this game I had some worries about doing it. It is a game that comes with a bit of a reputation because of the subject matter it covers, and a cynicism which felt like it may be out of date. Given our lack of ability or credentials to provide any nuanced critical thought whatsoever, I felt a bit intimidated by playing it. That didn't last too long, luckily. While it certainly did feel a bit outdated, I still felt it was surprisingly well written, and the scenario I was most worried by, (involving the holocaust) was actually pretty well done and interesting to play through. The separate scenarios broke up the structure nicely as well, though gameplay wise, it was not absent of the usual point and click frustrations. In general, I'd say it's a very cold game; sad stories involving sad people - but full of character and theme, so nonetheless interesting and worth a play if you can tolerate the tone. King's Quest III - link to playlistAs it's been a while since I actually played this, sometime towards the end of last year, I've kind of come around full circle on this installment of the King's Quest series. It's quite different from the previous two entries; there is an initial phase were you are a slave to the antagonist Manannan, and need to make sure you are doing the chores he asks you to do, and are not caught in places you're not allowed to be or carrying illict items. Manannan will check up on you periodically and will either punish you if he catches you up to no good, or kill you. It's an interesting idea, but in reality I found it very frustrating and stressful. At the time, that playthrough was the most fed up I'd gotten playing one of these games. Once dealt with, the game opened up a bit and became a bit more enjoyable, but we still think it is the worst game in the series. So far, at least. I have to say, when editing this one, I did wonder if I should be cutting out the waiting time, especially a chunk in the middle where we were literally just creating magic spells. But, as should be obvious by now, we're not good at making the right decisions, so I chose to keep most, if not all, of it in. My pain can be your pain. And what's coming up next? Some shorter games. The next thing that should go up is Indiana Jones and the Last Crusade, which was... er... an experience. After that we tried something very obscure called Mortville Manor, which took quite a bit of effort to get in English. Was it worth that effort? Hmmm. Maybe? It's a pretty weird game, so I'm glad we took a look at it. After that, we get back to Daventry (for a bit) with King's Quest IV, then The Adventures of Willy Beamish and Beneath A Steel Sky. Right now we're currently playing through King's Quest V, which I'm quite enjoying so far, but waiting for the other shoe to drop. It's a fair bit of editing to get through, but should be up as I get through them. Once we've finished off the KQ series, it'll feel good to check that off as done. We're still really enjoying playing through these old games; it's nice to get a few hours each week to catch up and ruminate on some frustrating puzzles and incoherent plotting together, even post-lockdown. Luckily, there are about ten thousand of these games left to play through. I know Marc wants to get cracking on Myst at some point soon too, which is something I missed out on back in the day and am looking forward to taking a peek at. The channel is here, if you want to see what we're up to. Enjoy the rest of your day!
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