Posts Tagged ‘adventure’

Wot I Think: Moebius

By John Walker on April 15th, 2014.

One of the higher profile Kickstarters in the Great Wave of 2012 was Gabriel Knight creator Jane Jensen’s half-million pot for her new Pinkerton Road Studio. The first project to emerge from this, in collaboration with Phoenix Online, is Moebius: Empire Rising. A brand new adventure game featuring a genius antiques dealer and a worldwide, history-spanning mystery. Is it any good? Spoiler: No, it’s astonishingly terrible. Here’s wot I think:

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Finish Funding Dead Synchronicity Or Puppies Start Dying

By John Walker on April 10th, 2014.

Right, I’m calling in a favour. I really want to play Dead Synchronicity. This is in a large part due to my having played the first half hour or so, and its being properly good. It would be awfully kind if people could get the game funded so I can eventually carry on. And you too.

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Impressions: Ether One

By John Walker on April 3rd, 2014.

First-person adventure Ether One aims to explore a difficult subject – dementia – through storytelling and puzzles. The debut game from indie team White Paper Games is out now, and I’ve had a play. And a struggle. You can read my thoughts below.

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Raising The Bar: Dead Synchronicity

By Adam Smith on March 25th, 2014.

John has already written about Dead Synchronicity: Tomorrow Comes Today. It’s a promising point and click adventures so, try as we might, it was impossible to prevent him from singing the praises it was due when the project arrived on Kickstarter. With 18 days left on the clock and $30,000 to raise, the Kickstarter is still a good distance from the finish line in both senses. Updates have been regular though and the latest combines my two greatest loves – artistic creation and a barman. Both tend to the spirits.

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Just In Time – Dead Synchronicity: Tomorrow Comes Today

By John Walker on March 13th, 2014.

There are times when I wonder if I’ve had enough of point and click adventure games. They were the most important games of my youth, and represent many spots in my top ten, but perhaps I’m after something new these days? Except, then I play a good one and I realise it’s just because there’s so much dross. From a place of no expectations at all, I found that “Oh yeah,” reaction being elicited by the (horribly named) Dead Synchronicity: Tomorrow Comes Today – it’s a properly interesting, traditional point-n-click, and that the advanced build I played is only the first half hour has made me really rather disposed to want to carry on. Which means I should probably contribute to the just-launched Kickstarter.

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The Blackwell Epiphany Will Be The Last In The Series

By John Walker on February 13th, 2014.

Wadjet Eye Games, the studio I would credit with being the forerunners of the current adventure resurgence, has announced the final Blackwell game. The Blackwell Epiphany will be the final outing for Rosa Blackwell and Joey Mallone, the intrepid alive-n-dead pair who have been guiding lost souls to the afterlife since 2006′s The Blackwell Legacy. This time out, the soul they’re trying to save is Joey’s own.

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Geeks And Groundhogs: Randal’s Monday

By Adam Smith on January 31st, 2014.

Randal’s Monday is a point and click adventure starring a man doomed to repeat the same dreadful Monday over and over again. John first spotted it in December 2012 and I theorise that development has been stuck in a loop similar to the fictional one in the game’s plot since then. Now, a press release informs me that Daedalic have picked the game up for distribution and it’ll be out in the third quarter of this year. Packed with game, TV and movie references, Randal’s Monday is a “homage to geek culture”. However, I reckon it grabbed the attention of the Deponia developers by including a main character who is described as “a kleptomaniac with sociopathic tendencies who above all is a terrible friend”. Rufus and Randal need some kind of support group.

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Impressions: Serena

By John Walker on January 29th, 2014.

Serena is perhaps the most peculiar tribute anyone could pay to a person. A dark, gruesome adventure game, portraying loss and misery, named for someone who went through tough times at the hands of a prize jerk. I mean, flowers work too.

It’s also free, designed to show off Senscape’s Dagon engine built for their Kickstarter success, Asylum. Senscape being the new company headed by Agustin Cordes, he of notorious horror adventure, Scratches. And Serena being a game made by him, with contributions from a whole bunch of other indie adventure developers, including Space Quest’s Scott Murphy and John Mandel.

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Sadface: Sadwick To Return In The Whispered World 2

By John Walker on January 15th, 2014.

Remember when we told you about The Whispered World 2, and you were all like, “Yeah, it was quite good, but Sadwick was so bloody annoying.” And we were like, “No, but look! This seems to be about a brother and sister who aren’t Sadwick.” And you were like, “Well, okay, we’ll see, but that seems good news.” Well, we’ve seen. For reasons we cannot fathom, Daedalic seem to think it’s a good idea to send out press releases boasting that Sadwick will be playable in the new game.

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Hands On: Broken Age

By John Walker on January 14th, 2014.

It’s finally here. Well, if you were a backer. After almost two years since Tim Schafer kickstarted Kickstarter as one of the primary tools for funding independent videogame development, the Double Fine Adventure, Broken Age, is in players’ hands. With $3.3m raised, from 90,000 backers, and a year and a half more development than they planned, the first point and click adventure Schafer has made in twenty years will be out proper on the 28th, but the “beta” is with the backers today. Double Fine have asked both backers and press to hold off talking about most of the game until that latter release date, and it’ll be interesting to see how that goes. But for the moment, here are some early impressions of the first stages of the game.

Edit: Splendid news. Double Fine have lifted the embargo, and we’ll be able to bring you our review very soon.

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A Vague Impression: Alum Demo Available Now

By John Walker on January 13th, 2014.

Alum is a posterchild for how not to do post-Kickstarter. Having squeaked past its $10,000 target, suddenly everything went silent. Everything. For three months there were no updates to the Kickstarter page, the game’s Facebook page, the Twitter account… It looked pretty concerning. It turned out developer Micah Orsie was just being a twit, rather than anything malicious. Despite ignoring our enquiry as to what was going on, spookily moments after we sent it he suddenly reappeared to assure backers that the game was still in development. And now there’s proof of that too, with a demo. Oh, and it’s pretty good.

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