Tag Archives: adventure

Machinarium

Picture a world where people don’t exist. Okay, they do exist, but they’re not people, they’re robots (so not really people, then, but you know what I mean.). In this world, the peop- er, robots go about their daily lives, doing…robot-y things like, um…okay, you know what, forget the highfaluting introduction. Stop reading this inane drivel and go buy this game.

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The Samorost Games

In light of the recent Machinarium release, it seems only fitting that we pay due attention to the Samorost games, a pair of Flash gems from the same developers. And as cliché as this may sound, that little white-capped gnome and his quirky adventures have pretty much revolutionised the way we view game art and atmosphere.

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Rosemary

There have been many games that would have ended up on the “games that kicked my ass”-pile if I hadn’t taken to keeping a notepad beside my grubby keyboard. After spending a fair number of hours on them, and even aided by walkthroughs, many old point-n-click adventure games and interactive fiction titles would often leave me struggling to remember what to do next after loading up an earlier saved game.

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Heed

Heed is odd. From the moment you start the game up, you get the feeling that it’s definitely not your cookie-cutter point ‘n’ click adventure. Maybe it’s the surreal backgrounds and stylized art, or perhaps it’s the bizarre and moody background music (containing remixed samples from late-19th-century folk music). Either way, Heed feels quite surreal, and it only gets more so as you play.

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Time Gentlemen, Please!

Last week, the editor brought to my attention a neat little adventure game called Ben There, Dan That!which was making its own little waves in the adventure game pool, at no cost at all. I was also directed to the fact that, as a result of adventure gamers going “OMFGWTF THAT WAS AWESOME!”, creators Zombie-Cow decided to follow up the, admittedly mini-, adventure with a full-scale release (read: sequel) – Time Gentlemen, Please!

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Ben There, Dan That!

Are you sick of hearing the now clichéd ‘Adventures games are dead’ whenever fond memories of LucasArts and Sierra classics are shared? Even worse, are you sick of saying it? Because, like all overused maxims, this one also has that shred of truth that led to its conception, but it also led to a whole bunch of developers striving to prove it false.

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Ultimate Quest

This article originally appeared in Dev.Mag Issue 27, released in November 2008.

Ultimate Quest is one of two Game.Dev DreamBuildPlay 2008 entries. It is an expansion of a ASCII-styled text adventure that was originally entered into a Game.Dev competition, polished and completed for Microsoft’s annual competition. The following is a discussion by one of the game’s two creators about the process of creating the game.

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PAA: Episode 2

This article originally appeared in Dev.Mag Issue 28, released in January 2009

When one talks about the development of episodic games, there are normally two distinct advantages that get touted. The first is a steady cash flow. The other is the ability to iteratively improve on the game as each episode comes out and players are able to dictate what they liked and didn’t like. Episode 2 of On the Rain Slick Precipice of Darkness (henceforth referred to as “Episode 2″ to save my fingers from an early death) follows this philosophy to the letter. In fact, this review could be boiled down to four words: “Episode 1, but betrar”. [Does a number count as a word when it's written out as a number? - Ed]

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PAA: Episode 1

This article originally appeared in Dev.Mag Issue 24, released in August 2008.

In most games, the opening cutscene generally consists of hints of a dark secret, a terrible evil that must be vanquished lest it destroy the world. This first episode of the Penny Arcade Adventures series of episodic games is no different. Suggestions of dark plots and nefarious deeds in the shadows of New Arcadia make you question whether this game actually has anything to do with the popular gaming humour webcomic at all. Then your character’s house gets crushed by a giant robotic fruit juicer, and the game’s tone is set firmly to what you’d expect.

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6 Days a Sacrifice review

This article originally appeared in Dev.Mag Issue 21, released in April 2008.

One hundred and ninety six years ago, cat burglar Trilby escaped the horrors of DeFoe Manor, only to discover an even greater danger. One hundred and ninety six years from now, an unwitting starship crew will stumble upon a remnant of his attempts to avert that danger. And now, at the exact midpoint between those two events, a hero will rise. Yea, for Theodore DeCabe, Municipal Inspector extraordinaire, is going to tell the leaders of that fad religion exactly what his employers think of their constructing building extensions without a permit!

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7 Days a Skeptic

This article originally appeared in Dev.Mag Issue 20, released in February 2008.

It’s a quiet day in the Caracus Galaxy. The starship Mephistopheles sullies forth across the sea of stars, its six-person skeleton crew boldly scouting what no six-person skeleton crew has scouted before. Of course (being a horror game and all), trouble is inevitable for the intrepid crew, and it comes their way in the form of a nondescript metal box floating innocently through the void…

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5 Days a Stranger

This article originally appeared in Dev.Mag Issue 20, released in February 2008

5 Days a Stranger is a freeware point-and-click adventure game developed by Ben “Yahtzee” Croshaw. “Yahtzee” has a become a bit of an internet star lately with his weekly video reviews, Zero Punctuation, where he gives a funny and sarcastic view on the game he reviews that week. It is a great surprise to many to find out that he also makes. 5 Days a Stranger is such a game.

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