Adventure game "puzzle logic"

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No seriously what huh. How did the original text-adventure makers (was it even them?) create this thing, skill at which bears no correlation to any other videogame skill or even seemingly time spent practicing it?

I have played text adventures and LucasArts-style things for hours and hours until I am blue blue blue, and I seldom get past the first or second puzzle, and never, ever-not-once, halfway. I have shown Varicella to someone who doesn't play games at all (Marianna lcl from ILE in fact) and within a day she was further than I'd been in twenty.

Do you learn this thing (and how?) or are you just born with it or something?

Gravel Puzzleworth (Gregory Henry), Wednesday, 9 November 2005 01:15 (twenty years ago)

I'm good at problem solving, but some shit, like in Gabriel Knight 3, was so fucking pointless and contrived...

also, see Old Man Murray's Death of Adventure Gaming

kingfish orange creamsicle (kingfish 2.0), Wednesday, 9 November 2005 04:08 (twenty years ago)

haha that Murray piece is good!

Gravel Puzzleworth (Gregory Henry), Wednesday, 9 November 2005 04:42 (twenty years ago)

tangentially relevant reading:

http://www.ifarchive.org/if-archive/info/Craft.Of.Adventure.pdf

the bill of rights and the stuff on what makes a puzzle

Britain's Obtusest Shepherd (Alan), Wednesday, 9 November 2005 12:27 (twenty years ago)

That's a great read!

Ste (Fuzzy), Wednesday, 9 November 2005 14:12 (twenty years ago)

Did anyone else feel warped by the inventory-based approach of adventure games' logic? They were my primary gaming experience from the time I was five years old, and the lesson I learned as a child was that potentially any object I encountered could become critically important in a life or death situation. Paper clips, baubles, random crap. I believe this is a possible source of my packrat mentality and why I am loathe to throw even superfluous things away. It also encourages a slightly MacGyver-esque approach to problem-solving, which I think is entertaining if unrealistic.

Laura H. (laurah), Wednesday, 9 November 2005 14:50 (twenty years ago)

The very first time I realized that a lot of them would let you play through the entire game and then not be able to finish because you forgot to retrieve one obscure item from the beginning, completely arbitrary, I recognized that the whole thing was a fucking scam and that the graphics were GOOD because there were only TWO of them. A crappy backdrop and some skinny dweeb walking around in it.

I miss Old Man Murray.

TOMBOT, Wednesday, 9 November 2005 15:51 (twenty years ago)

Ugh, those games were better when they chastized/punished for doing the "pick up everything in sight" / "talk to everyone" thing.

Jdubz (ex machina), Wednesday, 9 November 2005 16:18 (twenty years ago)

Actually, the Lucasarts games were better because they punished you for nothing. You couldn't lose (especially in the retarded "oops forgot to get the magic flower on the island before it sank, PWNED" sort of way) and it encouraged totally freewheeling behavior/problem solving.

Laura H. (laurah), Wednesday, 9 November 2005 16:42 (twenty years ago)

then not be able to finish because you forgot to retrieve one obscure item from the beginning

i'm looking at you, hitch-hikers

Britain's Obtusest Shepherd (Alan), Wednesday, 9 November 2005 16:48 (twenty years ago)

FALSE GRAIL LAURA

Jdubz (ex machina), Wednesday, 9 November 2005 16:52 (twenty years ago)

Now, I'm not saying that missing an obscure item should result in an unwinnable save game, but I think doing something stupid should kill you.

Jdubz (ex machina), Wednesday, 9 November 2005 16:53 (twenty years ago)

Did anyone else feel warped by the inventory-based approach of adventure games' logic?

It's like the gamer application of Chekhov's Gun:

"If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it's not going to be fired, it shouldn't be hanging there."

kingfish orange creamsicle (kingfish 2.0), Wednesday, 9 November 2005 17:11 (twenty years ago)

Now, I'm not saying that missing an obscure item should result in an unwinnable save game, but I think doing something stupid should kill you.

And that's where we differ, you crazy rogueist. I don't play video games to face harsh, brutal realities. I play video games for pleasure and escapism. If a game starts laying the smackdown on me for trying something silly, I personally feel less inclined to deviate from more obvious and safe paths/actions, because I don't want to "die." Such is the natural psychological result of "punishment."

Of course, this can go to the other extreme and become totally silly (e.g. FPSs where you can absorb hundreds of bullets), but in my mind adventure games are puzzle solving games that above all should encourage creativity, not simulations that owe us rogueism at any cost. Realism is the false grail here.

Laura H. (laurah), Wednesday, 9 November 2005 17:23 (twenty years ago)

It's like the gamer application of Chekhov's Gun:

"If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it's not going to be fired, it shouldn't be hanging there."
-- kingfish orange creamsicle

That's a good point. It's important to realize, I suppose, that the intent on the part of artists/writers that goes into crafting media cannot be applied to our lives--that the items in our environment are not necessarily there "for a reason." Still, I kind of like thinking that they are.

Laura H. (laurah), Wednesday, 9 November 2005 17:27 (twenty years ago)

And that's where we differ, you crazy rogueist. I don't play video games to face harsh, brutal realities. I play video games for pleasure and escapism. If a game starts laying the smackdown on me for trying something silly, I personally feel less inclined to deviate from more obvious and safe paths/actions, because I don't want to "die." Such is the natural psychological result of "punishment."

THERE'S THESE THINGS CALLED SAVE GAMES

Jdubz (ex machina), Wednesday, 9 November 2005 17:39 (twenty years ago)

Laura completely OTM about the genius of lucasarts. Were they the first games that didn't let you die? Cos obviously that dynamic crops up all over the place now, in several different genres, but at the time it felt like a fantastic new sense of freedom.

JimD (JimD), Wednesday, 9 November 2005 17:39 (twenty years ago)

THERE'S THESE THINGS CALLED SAVE GAMES

I thought you were against the proliferation of save points. And that doesn't change my principle point at all. If anything, tt creates an anxiety (you know, the one that makes you feel like you need to save your game every five fucking seconds) that really isn't enjoyable or necessary in adventure games.

JimD OTM.

Laura H. (laurah), Wednesday, 9 November 2005 17:48 (twenty years ago)

And technically that should be:

THERE'RE THESE THINGS CALLED SAVE GAMES

Laura H. (laurah), Wednesday, 9 November 2005 17:54 (twenty years ago)

RPGS != SIERRA/LUCASARTS ADVENTURE GAMES.

Do not twist my words.

Jdubz (ex machina), Wednesday, 9 November 2005 18:01 (twenty years ago)

PS - Laura, I found a new messageboard for you to post about Otaku RPGs on!

http://www.englishforums.com/English/IsOrAre/bwwzz/Post.htm

Jdubz (ex machina), Wednesday, 9 November 2005 18:03 (twenty years ago)

RPGS != SIERRA/LUCASARTS ADVENTURE GAMES.

Well, exactly. That's why I think the "doing something stupid should kill you" principle doesn't really apply so well here. Especially in re: Lucasarts games where the vast majority of what you're supposed to do is stupid things.

Laura H. (laurah), Wednesday, 9 November 2005 19:37 (twenty years ago)

http://www.progressiveboink.com/archive/kingsquest.htm

Jdubz (ex machina), Wednesday, 9 November 2005 19:51 (twenty years ago)

GP: So did you know that the first "text adventure" type game, Adventure (not the Atari game), started out as a recreation of a guy's cave trip? He programmed the rooms, and then someone else came in and added the puzzles for funsies. The inspiration for the puzzle/fantasy elements came from Tolkien, apparently.

Casuistry (Chris P), Wednesday, 9 November 2005 20:36 (twenty years ago)

Also, you could die in even the first Sierra graphic adventure game. it was there from the start! boooo!

kingfish orange creamsicle (kingfish 2.0), Wednesday, 9 November 2005 20:46 (twenty years ago)

That livejournal is amazing.
xxpost

Laura H. (laurah), Wednesday, 9 November 2005 20:54 (twenty years ago)

Especially in re: Lucasarts games where the vast majority of what you're supposed to do is stupid things.

I recall there often being puzzles in these games that seemed designed to intentionally contradict or bypass common sense and to generally fuck with the player. Satisfaction is derived from resolving this sense of frustration. Death is not a punishment in this case, it is essentially a glorified version of the "I do not understand" messages that occur when you use exotic words like "jump" or "put".

http://tmd.alienharmony.com/rw/sq2/pictures/pinkunz1.gif

"Say the word."

allen riley (allenriley), Thursday, 10 November 2005 08:24 (twenty years ago)

(My point being: survival is not a relevant principle in these games.)

allen riley (allenriley), Thursday, 10 November 2005 08:25 (twenty years ago)

but hhgg was all about stupid frustrating shit jon. it was like the whole "gag" of the game!

Sterling Clover (s_clover), Thursday, 10 November 2005 09:04 (twenty years ago)

my favourite puzzles in txt adventures involve environment and NPCs though they are usually facilitated by "items" of inventory. making the game "state" variable and extending the canon of solutions so they don't appear finite is what inventory items are all about.

a lot of games replace "you are the dead" with annoying punishments, which have much the same inconvenience as restoring from a saved game, but without that meta- discontinuity.

Britain's Obtusest Shepherd (Alan), Thursday, 10 November 2005 11:00 (twenty years ago)

I remember working out that I had to put a saucepan on my head in order to be fired from a cannon onto Monkey Island and thinking "Now I get it! I can do adventure games!"

Since then I've followed Laura's tactic of "collect everything".

Onimo (GerryNemo), Thursday, 10 November 2005 11:31 (twenty years ago)

i like the idea of punishment for collecting everything. I am currently trying to write a zombie text-adv so I think I'll incorporate this little function.

That puzzle in Old Mans Murrays article is madness, obtaining the parts for the disguise and that. I don't think my puzzles will be anywhere near as complex.

Ste (Fuzzy), Thursday, 10 November 2005 11:48 (twenty years ago)

get the disguise is a good puzzle - that way of making up the disguise is obv hilariously flawed

Britain's Obtusest Shepherd (Alan), Thursday, 10 November 2005 13:44 (twenty years ago)

Haha, Day of the Tentacle had a fantastic disguise puzzle. Two infact! But then it's not the puzzles that were brilliant, but the jokes involving said disguise when you were wearing it.

melton mowbray (adr), Thursday, 10 November 2005 14:01 (twenty years ago)

Yeah, I thought just about DOTT when I read this line:

Especially in re: Lucasarts games where the vast majority of what you're supposed to do is stupid things.

Popping the clown balloon, the spaghetti, etc. It all makes perfect sense. It's usually far more entertaining, and far less aggravating than any Sierra thing. I think the biggest inventory/thing-to-grab headache that I ever had was the plastic magnifying bubble from Sam & Max. I didn't know you had to grab that for the longest time.

Also: True or False: Adventure games & RPGs encourage & reward kleptomania, since you have to steal every single thing(treasure chests, a salt shaker, the jacket of your buddy, etc).

The extra fun bit are games like Divine Divinity, where you can steal everything, and then sell it back to shop owners at a profit.

kingfish orange creamsicle (kingfish 2.0), Thursday, 10 November 2005 15:56 (twenty years ago)

Oh god, that bit on Sam and Max took me ages too.

Re: not dying in Lucasarts games - couldn't you get killed in Indiana Jones and the Fate of Atlantis? (my favourite of the lot)

melton mowbray (adr), Thursday, 10 November 2005 16:04 (twenty years ago)

Also: True or False: Adventure games & RPGs encourage & reward kleptomania, since you have to steal every single thing(treasure chests, a salt shaker, the jacket of your buddy, etc).

Yes. They encourage kleptomania and absurdity. Or to frame it in a slightly different way, resourcefulness and thinking outside the box. Which I think are pretty useful skills to acquire. There's nothing more mind-numbing than a predictable adventure game--anyone who played the Hugo series knows what I'm talking about.

Re: not dying in Lucasarts games - couldn't you get killed in Indiana Jones and the Fate of Atlantis? (my favourite of the lot)

Yes, but I think the situations where you could die were fairly limited. And if, for example, you died during the second or third trial in the temple, you'd only be brought back to the first trial. Also when you died they told you what happened after your death based on your progress in the game, which was pretty cool.

Laura H. (laurah), Thursday, 10 November 2005 16:15 (twenty years ago)

anyone who played the Hugo series

the parser in the second game was impossible to satisfy in places

allen riley (allenriley), Thursday, 10 November 2005 17:14 (twenty years ago)

The Hugo series was such a poor man's KQ. Bad graphics, unoriginal plot, and really limited text parser commands. Although Nitemare 3d, the creator's later attempt at a family-friendly FPS with no blood or violence was way lamer.

Laura H. (laurah), Thursday, 10 November 2005 17:24 (twenty years ago)

Okay so everyone agrees that that old man murray puzzle is insane right? But could you solve it? I think I probably could, if I were stuck on a desert island for, say nine months, but not necessarily six. I liked how he calls it "dream logic" - are you meant to think "fake disguises have this association with crappy fake moustaches, therefore there MUST be a crappy fake moustache in this puzzle"? Is that the trick to more of these puzzles?

Gravel Puzzleworth (Gregory Henry), Thursday, 10 November 2005 17:50 (twenty years ago)

A puzzle from Phobos (um spoilers y'all): you're in a cage (I think you're a gorilla?) and to get out you have to EAT A CANDY BAR to get a sugar rush to bend the bars. I am 98% sure that I would not be able to solve this puzzle within a year, if I tried, I simply don't think like that. How do I make myself think like that?

Gravel Puzzleworth (Gregory Henry), Thursday, 10 November 2005 17:52 (twenty years ago)

(Chris I didn't know that! That is awesome.)

Gravel Puzzleworth (Gregory Henry), Thursday, 10 November 2005 18:13 (twenty years ago)

Well, you only have so many things, and one of them is a candy bar...

Infocom games were designed to have a few moments of "WTF" in them like that. So that you would buy the Invisiclues and all that. The more recent wave of text adventures aren't quite so blatantly arbitrary, usually.

Casuistry (Chris P), Thursday, 10 November 2005 18:19 (twenty years ago)

I feel like the game might owe you some kind of hint at least if it's going to have that preposterous of a puzzle. Like if you look at the candy bar in your inventory, the narrator makes mention of your Hulk-like physiological response to candy.
xpost

Laura H. (laurah), Thursday, 10 November 2005 18:24 (twenty years ago)

Thing about the GK3 disguise bit is that i was at that moment, and you get it all set up, AND YOU CAN'T GET THE CAT TO GET OFF THE FUCKING FENCE. Seriously, you can't hit it, you can't throw shit, you ONLY can use the damn squeegee/spritzer on the fucking cat. GIVE ME A FUCKING BREAK I'D THROW A FUCKING LIGHTER AT IT TO GET IT OFF THE FUCKING FENCE TO TORCH THAT FUCKING BLACK FUR I NEED FOR SOME POINTLESS TIMEWASTING COSTUME BIT STUPID FUCK ARGH BLEARGH BLEARGH FUCK adsfjqioweh@#$!@#RASDFA SCREW YOU JANE JENSEN AND YOUR HORDE OF GEEKY GOTH FANBOYS WHO ARE PROBABLY OUT THERE WANTING YOU AND RELEARN TO DESIGN SOME DECENT FUCKING PUZZLES FOR ONCE LIKE SOME OF THE ONES IN GK1 WERE DAMMIT

etc

kingfish orange creamsicle (kingfish 2.0), Thursday, 10 November 2005 18:56 (twenty years ago)

GK3 was such a terrible disappointment, especially since it was Sierra's last foray into adventure games, and it had been suggested it might "save" the genre. Sierra seemed so excited that it was 3D, but no one fucking cared about that. I think Old Man Murray is right--adventure games committed suicide, and they did it by throwing themselves on a 3D sword.

Laura H. (laurah), Thursday, 10 November 2005 20:03 (twenty years ago)

Oh, you could definitely die in Lucasarts "Last Crusade" game. In many, many ways. Did anyone ever get past those nazi roadblocks without cheating? You were supposed to be able to talk or fight your way through, but no combination of answers ever seemed to work and the fights were impossible to win after the second round. When I eventually broke and looked up the "easy" solution it turned out to be annoyingly straightforward, but not the sort of thing you'd ever think of trying, as it involved deliberately making a mistake earlier on in the game. It's the one example I can think of Lucasarts making a puzzle which is almost too hard to solve.

I think you could die in Maniac Mansion by blowing the house up, couldn't you?

Philip Alderman (Phil A), Thursday, 10 November 2005 21:52 (twenty years ago)

Philip Alderman, could you paste the solution to that puzzle?

You could blow up the house by leaving the pool drained too long.

Jdubz (ex machina), Thursday, 10 November 2005 22:47 (twenty years ago)

GK3 was a fucking trainwreck, and this is coming from someone whose relocation to New Orleans was in no small part inspired by the first game (next stop, dilapidated European castle. Or Benin).

Getting the bauble from under the bridge in KQ4 really fucked with my 7 (if that) year old mind. Like I'm gonna see a orange (Hercules Monochrome, bitches!) pixel blob and be all "ooh, that's a nice bauble!" So Sierra taught me TRY SYNONYMS. And SAVE EVERY 90 SECONDS which is a hassle in say Grand Theft Auto.

adam (adam), Thursday, 10 November 2005 22:49 (twenty years ago)

SPOILER

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Near the end of the sequence in the Nazi occupied castle, you are captured by guards and given the option of handing over Dr Jones's Grail Diary or being shot. The "correct" thing to do at this point is to bluff them by handing over Indy's copy of the diary he made as a kid. If you hand over the actual grail diary, the game proceeds as it normally would except you have take a diversion to Berlin to nab the diary back again. After retrieving your diary from the treacherous Elsa, as per the film you find yourself face-to-face with Hitler. You give him the diary to autograph and he lets you go. HOWEVER: Instead of giving him the diary to sign, you give him the travel pass you found earlier on in the castle. You now have a fuhrer-signed travel pass which gets you through any barricade without hindrance.

Philip Alderman (Phil A), Thursday, 10 November 2005 23:54 (twenty years ago)

Er, sorry. I thought I left a spoiler space in there.

Philip Alderman (Phil A), Thursday, 10 November 2005 23:57 (twenty years ago)

There ya go.

Laura H. (laurah), Thursday, 10 November 2005 23:59 (twenty years ago)

Cheers!

Philip Alderman (Phil A), Friday, 11 November 2005 00:03 (twenty years ago)

Lucasarts games, and specifically the inventory system, have left me with the idea that any real life problem can be solved with items that can be found on or around my person. Sometimes this works, eg "oh my bag strap has broken, what items do i have that can fix this." most of the time, not so much.

Slumpman (Slump Man), Friday, 11 November 2005 00:41 (twenty years ago)

Okay, all i have ever played is the monkey island series. Apart from Grim Fandango what should i be looking to buy/find in this genre? I am intrigued.

jeffrey (johnson), Saturday, 12 November 2005 20:12 (twenty years ago)

Day of the Tentacle*, Sam and Max Hit the Road*, any King's Quest (except 7 and Mask of Eternity) but especially King's Quest VI*, any Space Quest game but especially 5 and 6, Gabriel Knight 1* (maybe 2), The Dagger of Amon Ra, Freddy Pharkas Frontier Pharmacist.

I was never that into Leisure Suit Larry but if you're looking for a bawdy adventure game, it's good. I remember Police Quest pretty fondly. I hear good things about Quest for Glory but never played that series.

Laura H. (laurah), Saturday, 12 November 2005 22:20 (twenty years ago)

The Quest For Glory series is great. Great great great. 1, 2 and 4 especially. 3 is short and dull, 5 is in 3D. The theme music is wonderful and 4 has a song that I swear to god 3rd-rate goth band Big Electric Cat ripped off in one of their songs (like the reverse of the John Fahey thing in Diablo).

adam (adam), Saturday, 12 November 2005 22:36 (twenty years ago)

QFG4 is cool since the entire thing is a big Lovecraft nod

kingfish cold slither (kingfish 2.0), Saturday, 12 November 2005 22:55 (twenty years ago)

Broken Sword 1&2 are also really good. I don't think it's the 3-d aspects that made the third one suck, so much as the timed twitch puzzles. And the fact that it has one of those "A+B+C must cross the river. A+B can't be left alone...." puzzles.

Andrew Farrell (afarrell), Monday, 14 November 2005 11:29 (twenty years ago)

QFG4 is also cool because the combat wasn't a mess like the first 3.

adam (adam), Monday, 14 November 2005 18:18 (twenty years ago)

thanks everyone. I also remember having lure of the temptress on the amiga and flight of the amazon queen but i can barely remember them at
ll. I am in the middle of getting sam and max and day of the tentacle right now.

jeffrey (johnson), Monday, 14 November 2005 18:25 (twenty years ago)

three weeks pass...
Something, I don't know what but possibly utter boredom, had me looking for the old text based game Castle today. I found Abandonia, which has downloads of many many old games, even the original Adventure mentioned upthread.

The snake keeps biting me in Castle, and I can't get past the ogres either.

Jaq (Jaq), Thursday, 8 December 2005 22:28 (twenty years ago)

then not be able to finish because you forgot to retrieve one obscure item from the beginning

Jesus. Anyone here play Return to Zork? That game was KING of punishing you for completly obscure shit.

(I have spoilers, avert your eyes!)

On the first screen you have a plant next to you. You have the options of Pull, Cut and Dig Up. Anything but dig-up makes the plant look a little limp, but you don't think much of it.

After playing the game for various MONTHS getting past their obtuse puzzles (FEED A COW CARROTS AND DRINK HIS MILK SO YOU CAN SEE IN A DARK FOREST. WHAT. THE. FUCK.) you arrive at something like the second-last screen and you're required to have a LIVE plant. They didn't mention anything about the dead plant was a bad thing.

Play whole game again.

SCREW YOU, ZORK.

(What's worse is the entire game was like this. One screw-up, and you wouldn't even KNOW until days later)

PlayfulPuppy (playfulpuppy), Friday, 9 December 2005 13:35 (twenty years ago)

You are in a stitched swamp...

koogs (koogs), Friday, 9 December 2005 14:38 (twenty years ago)

one month passes...
Ohh, Return To Zork - that whole game was such a waste of time. As well as the ludicrous illogic of the puzzles (USE BRA IN FURNACE? Why, of course!), it was possible to destroy items by doing the wrong thing with them, which meant you'd be afraid to experiment in the usual way you would in, say, a Lucasarts game for fear of fucking everything up. Also, you could murder anyone you met and steal any items they happened to be carrying which seems rather odd for an adventure(although I think the game would punish you for doing that too often).

The two sequels (Zork Nemesis and Zork Grand Inquistor) were a huge improvement by virtue of pretending RTZ never happened, thankfully.

Philip Alderman (Phil A), Tuesday, 10 January 2006 21:00 (twenty years ago)

three weeks pass...
Hi

If you’re looking for a classic point-and-click adventure game then I’d recommend Gumshoe Online (www.gumshoe-online.com).

Iwan Roberts, Tuesday, 31 January 2006 15:39 (twenty years ago)

I forgot what this thread was about, and I expected to read some thoughts about Adventure for the Atari 2600.

David R. (popshots75`), Tuesday, 31 January 2006 15:43 (twenty years ago)

I found out last week that those little "atari retro" thingees have an "Adventure 2"!

kingfish kuribo's shoe (kingfish 2.0), Tuesday, 31 January 2006 16:11 (twenty years ago)

Oh, god. On a lark (while coughing up my body weight in flavored phlegm), I signed up for GameTap, & played some old Atari games, including Adventure. Moving a block around a maze for no particular reason. Fun times.

David R. (popshots75`), Tuesday, 31 January 2006 16:17 (twenty years ago)

two years pass...

In response to discussion of QFG above, I must put out an alert on anyone considering QFG4 as their entry into the genre, as it is a NOTORIOUSLY buggy release. Not sure if all the glitches were fully worked out; most of them are blatant ("ERROR 517 GAME OVER") but there was one that simply caused an important plot point to...not happen. Like I spent weeks wandering around the world trying every item with everything but this important meeting with this person at twilight WOULD NOT TAKE PLACE and it turns out it's nothing you can do, you have a buggy copy. NICE.

Doctor Casino, Saturday, 29 November 2008 18:20 (seventeen years ago)

Oh yeah, it was horrifically buggy, but eventually beatable with enough saving, reloading and trial and error. The story was pretty good, if I remember though, especially with the Lovecraft nods. I like how each game represented a different fantasy world (1 was generic wizards/hobbits, 2 was Arabian Nights, 3 was Africa, 4 was Dracula/Lovecraft, 5 was ?).

But why would you start with #4, anyway? They had the same basic mechanics since the QFG1 remake, and you'd want to experience the whole series in order for story reasons, as you take the same characters (with loading previous games' save files!) through each title. I had saves for each class and took them all through part four.

Nhex, Sunday, 30 November 2008 06:35 (seventeen years ago)

Agreed on all counts, really - I just noted 4 being upped somewhere upthread and wanted to forestall any broken hearts.

I really do think the first one is the best, with #2 a close second (would win if not for the gratuitous "town is a maze" stuff and all the wandering around in the desert). The original is just a really tightly worked out game - there's a WHOLE lot to do but the world feels very contained and well-developed, compared to all the empty space in the later ones.

Doctor Casino, Monday, 1 December 2008 04:32 (seventeen years ago)

eight months pass...

Kudos to Zombie Cow, they got the two Ben and Dan games up on Steam, and only $5:
http://store.steampowered.com/app/37400/

I really liked the first one, and it's still free. Totally worth playing if you liked the old Lucasarts/Sierra games. I've got a lot on my game queue right now but I'm definitely gonna get this when some space clears.

Nhex, Tuesday, 25 August 2009 20:52 (sixteen years ago)

one month passes...

http://www.indiegames.com/blog/2009/09/the_shivah_free_to_download_fo.html

Nhex, Sunday, 27 September 2009 12:03 (sixteen years ago)

(fwiw I have finished Varicella since I started this thread!)

Gravel Puzzleworth, Sunday, 27 September 2009 12:10 (sixteen years ago)

good looking out, just got shivah.

ice cube treyz (forksclovetofu), Sunday, 27 September 2009 19:28 (sixteen years ago)

one month passes...

Really dug this game ten years ago, just came out on GOG:

http://www.gog.com/en/gamecard/sanitarium

Nhex, Tuesday, 10 November 2009 19:02 (sixteen years ago)

Sanitarium was an amazing game.

Mordy, Wednesday, 18 November 2009 06:48 (sixteen years ago)

looks great; wish i had a whole other life to play games.

fifteen minutes of iguana time famous (forksclovetofu), Wednesday, 18 November 2009 22:24 (sixteen years ago)

I have bought around 10 adventure games from GOG and have played only 2 of them (the Simons).

abanana, Thursday, 19 November 2009 08:17 (sixteen years ago)

two years pass...

Did anyone actually play Jane Jenson's Grey Matter? It's on sale at Amazon for a mere $5. In my days of old (err, last year) I would've immediately picked it up but my backlog guilt is eating at me. (Also I haven't booted into Windows in months)

http://www.amazon.com/Viva-Media-40588Gray-Matter3-Download/dp/B004NNVE8M/

Nhex, Monday, 21 May 2012 22:18 (thirteen years ago)

four years pass...

Came across the article about The Way on HG101:
http://www.hardcoregaming101.net/theway/theway.htm
Sounds like a really interesting if flawed homage to Another World and Flashback. Anyone played this?

Nhex, Sunday, 7 August 2016 12:49 (nine years ago)

I haven't even played Flashback :/

shooting down a small animal from a tree so that a carnivorous plant eats it instead of you is a cool puzzle at first but if you have to do it a dozen times, always waiting until the animal aligns itself just right, it stops being fun.

This is a direct steal from another world though, except you don't have to do it a dozen times to get it right. Plenty of other puzzles in AW you do though - that's just how games were in them there days, short, so hard. If this has twelve hours of gameplay there's no excuse.

chad valley of the shadow of death (ledge), Sunday, 7 August 2016 15:05 (nine years ago)


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