Again I’m changing the format a bit since last time. There are now five specific sections, each with a spoiler tag if necessary. Let’s see if this one works.
It’s been a while since I’ve played a game with the kind of puzzles usually found in Tomb Raider games, and The Guardian of Light not only scratched that itch, it also offered challenging enemy fights. Sometimes it felt like an isometric action RPG when the going got tough, but to be fair many of the levels focused mostly on puzzles often based on pushing stone balls or avoiding spear and fire traps. The level design felt very professional and also had a tangible vertical feel to it. It was not uncommon to see several layers of stone bridges below each other, knowing well enough that I would eventually have to go there too.
I only completed the game in single player mode, and as always I only used the keyboard and mouse controls. No doubt the game really wanted a gamepad. I don’t think I’ve played a game that made me reconsider my choice of controls as much as this one, but I made it through so it can certainly be done without. That being said, the isometric nature of the level design often required using two directional keys pressed down while jumping, shooting or rappelling. Death was common – there were set pieces where I died more than five times in a row – but the autosaving was quite fair and I never had to redo much.
Developer: Space Budgie | Released: 2013 | Genre: Adventure, Facile
I just spent the 13 minutes it took completing 9.03m. A blue and slightly blurry tint dominated everything and it was clearly aiming to be cute and artsy. It was also extremely simple. I just had to walk up to black silhouettes of people on a beach, wait for them to fade into a beacon of light on a thing, then rotate the thing to find a small butterfly symbol to click. It then dissolved into a white butterfly that flew away to show the next silhouette. So it was what gamers would normally call a walking simulator. I’m not entirely fond of this description, though. I’ve been using facile adventure instead on GameDeed.
I liked it though. It had a good pace, nice piano music – one of those games that can give you a silly face stare. And the ending, which I will not reveal here, was very touching. I doubt there’s any point in replaying it though – although I didn’t really try it, it didn’t seem to allow much else than find the butterflies. On one spiral stone I even bumped against invisible walls.
Diff / Cht
2013 Space Budgie0h 13m 1
To see a page with all the PC games I have played – along with an explanation of the abbreviations – click here.
I’ll try to change the format a bit starting with this review. There will be a short summary in the beginning followed by two lists of minutia – one safe to read, and another with the usual spoiler-ridden stuff. Everything will also be in past tense. To be honest, I’ve never been comfortable with writing a “real” review and I’m trying to figure out how to put my own personal touch to these gaming posts.
After arriving in a crashed helicopter on a Russian island, this FPS felt a lot like BioShock with movie projectors, big statues, and the same level of dilapidation and dread. It didn’t last long before this feeling crossfaded into solid Half-Life 2 vibes instead. After completing it, that’s what I think the developers really wanted it to be. There was even the athletic girl saving your ass and the old scientist that you visit in his own laboratory. Add to this time travel, weird weapons with unique powers, a blatant copy of the gravity gun from said game, enemy soldiers mixed with zombie-style monsters, and self-opening shop lockers. In the first half, I often found myself completely out of ammo for my starter gun. But the good thing about the game was the way it added new powers and weapons a good once in a while, thereby often changing the way I played it. In the last half of the game, I had no problems defending myself anymore.
Developer: The Astronauts | Released: 2014 | Genre: Adventure, First Person
This sure was a pretty game. I ran it with everything set to high on my new monster PC and still it ran fluently. Lots of details, high resolution textures, wind in the leafs, although some stuff in the distance far away seemed to be affected by an LOD algorithm in a somewhat aggressive manner. I also had a little bit of mouse lag when turning the view. Still, I quickly acknowledged that this kind of modern adventure game was much more up my sleeve than the previous point-and-click adventure game with its 2D retro graphics and pixelated characters. I’ve been spoiled by modern technology, as was probably inevitable.
The game starts with no difficulty selector and no direct save option other than its own autosaves. And boy, is the autosaving indeed rare. Often I had to go through a lot of exploration and solve a multi-step puzzle before I saw it saving my progress. I sure understand the gamers that are miffed about this. However, you can’t die or be caught up in a way that can’t be escaped, so if your system is stable and you can play relatively uninterrupted, there’s nothing to be afraid of. Except perhaps the open and unrestricted nature of the gameplay. It’s possible to completely bypass a puzzle section and later have to backtrack a long way to solve it, as it turns out that it was actually mandatory to complete the game. This could have been improved with some clever gating. For example, there’s a stone bridge across a dam that could have had an iron gate or something. Solve the local puzzle and the iron gate is suddenly opened up for you. This have worked well in other games with puzzles, so why not here?
I got myself a new monster PC two days ago. My previous PC was 6 years old and still running the same Windows Vista that it came with. Although it actually didn’t start rusting apart just yet, I still felt that it was time to upgrade. The hard disk probably wouldn’t keep on working for much longer, and I also wanted to try new technology. Especially a Solid-State Drive, as I had heard a lot of good things about it.
I bought a PC online at a Danish web shop called MM Vision and got it delivered, assembled and ready to go. The old days of assembling my own PC was not something I wanted to bother with again, as long as I could just select the components on a list. So I ended up with the following…
Developer: The Dreamers Guild | Released: 1995 | Genre: Adventure, Point & Click
I Have No Mouth, and I Must Scream is a point-and-click adventure game based upon Harlan Ellison’s short story of the same title, developed by The Dreamers Guild, co-designed by Ellison and published by Cyberdreams in 1995. The game’s story is set in a world where an evil computer named AM has destroyed all of humanity except for five people, whom he has been keeping alive and torturing for the past 109 years. Each survivor has a fatal flaw in its character, and in an attempt to crush their spirits, AM has constructed a metaphorical adventure for each that preys upon their weaknesses. To succeed in the game, the player must make choices to prove that humans are better than machines, because they have the ability to redeem themselves. Woven into the fabric of the story are ethical dilemmas dealing with issues such as insanity, rape, paranoia and genocide.Wikipedia
I started this game after a recommendation on Extra Credits. I have completed my fair share of adventure games and are quite picky about them these days (I thought the new Broken Sword 5 was downright boring) but I must confess that this classic has some quite interesting adult themes to spice things up. The dialog is well written and it doesn’t hold back from putting you through dark and disturbing issues. There are lots of tasks that are optional or branch out into two or more solutions, and they are of course often based on a moral choice. But even though the game has wonderfully bizarre backgrounds and quite logical puzzles, it still bored me a little in the end. This is very much an adventure game of its time, in spite of the adult theme and the interesting dialog. It’s very possible to get into the dreaded trial-and-error loop where you try inventory items on everything and scrutinize the screen for overlooked hotspots.
After about 4 years of hiatus I’ve decided to try blogging again. This is my second attempt at it since 2011, and just like the last time I have developed my own WordPress theme to go along with it. I have even included most of the posts and comments from the half year of blogging I did in 2011, the ones that may still be interesting to read. There are topics about TV shows, my ventures into various MMORPG, as well as a few other gems. They can all be found before this first post of 2015.
I’ve made a nice crossfading experiment in jQuery just for fun.
A while ago, while I was exploring the new zone Enedwaith in LOTRO, I decided to stand still on a hilltop and gaze into the distance for quite a while, taking a screenshot as the day grew brighter. This gave me three screenshots ranging from night to day.
A little later I combined the three screenshots and saved it as this GIF animation:
Spoiler: GIF animation
But then earlier this week I had this thought that perhaps the transition could be made really neat by crossfading the images using jQuery. Yesterday I threw the idea together and you can now see the result by clicking the DEMO link below.
Note: If you use the slider for a faster speed and the current crossfade animation is slow, you have to wait a bit for the current stage to finish before the new speed is actually applied.
If you wish, you can download the lot (468 KB) and replace the three “stage” images with your own. Perhaps there’s another computer game you’d like to see a dawn effect from? You’re also welcome to adapt and post it on your own web site.
With my past as a composer on the Commodore 64, naturally I was interested in all games with unique music back in the day. One of these was Task III from 1987 with great SID music by Frank Endler. Especially the high score tune had a special “mashing” style that I really liked:
It may be a little odd to begin with, but hang in there. There are a few cute changes here and there, especially at 0:41 and 1:00.
In 2001, I completed Omikron: The Nomad Soul on the PC. The game was actually released in 1999 on PC and was a bold attempt at creating a hybrid of third person adventure, fighting, as well as first person shooter. It was quite atmospheric and even had in-game music by David Bowie.