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Posts tagged “infocom”

Feature: Games where the language is the puzzle

IF Only: Games of linguistic experimentation

Interactive fiction, especially parser interactive fiction, has a tradition of wordplay games: pieces where you manipulate spellings, untangle anagrams, and solve puzzles using common proverbs and idioms. Infocom's Nord and Bert Couldn't Make Head or Tail of It went to town with these concepts, with different game sections devoted to different types of pun and spoonerism. In Simon Christiansen's PataNoir, you resolve all the puzzles…

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Feature: >ACCUSE

IF Only: What Will You, The Detective, Do Next?

The first piece of interactive fiction I ever played was Infocom's locked-room murder mystery Deadline. With a plot that turned on embezzlement and unfaithfulness, not to mention a fiendishly unforgiving set of scheduling puzzles, this is not the game I myself would recommend for a six-year-old. But I suppose my parents figured it wouldn't do me any harm, and it left me with a long-term…

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The Infocom Cabinet: Explore Text Adventure History

If you enjoy digging through video game history, documents, and artefacts, you'll want to have a poke around the archives of Steve Meretzky. Back in the '80s he worked at Infocom, the interactive fiction specialists behind dozens of classics and curious including Zork, The Hitchhiker's Guide to the Galaxy, and Leather Goddesses of Phobos. Meretzky sure collected an awful lot of stuff over the years.…

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Feature: From The Archive

Fantastic Cartography: Why Videogame Maps Matter

Every Sunday, we reach deep into Rock, Paper, Shotgun's 141-year history to pull out one of the best moments from the archive. This week, Adam's celebration of videogame cartography, from cloth maps to digital records of procedural worlds. This article was first published in 2011. Some of my earliest memories of gaming are not of the games themselves but of the things that came bundled…

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Feature: On Exactitude In Fiction

Fantastic Cartography: Memories And Maps

Some of my earliest memories of gaming are not of the games themselves but of the things that came bundled in the box with them. Whether it was a hefty manual, full of lore and encyclopaedic listings, or a little extra something. Most of my games don't even come in boxes anymore, although sites such as Steam Covers can help to keep the physical alive.…

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Milliways: The Lost Infocom Game

As it happens, I've recently been playing some Infocom text adventures. Guess what: Infocom were really rather good. Guess what else: there was one rather significant game they never released. And you can play some of it. In a remarkable find by waxy.org (linked via the magics of QT3), amongst a complete archive of Infocom's work is the game Milliways: The Restaurant at the End…

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