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The Random Adventure Game News Thread

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Serrated Scalpel is overrated IMO. You don't do much more than go from place to place and talk to people, with minimal puzzle solving, which tends to be very localized and straightforward (why give us this big open world London if you don't ever ever have to go back and forth between locations to solve stuff?)

I remember being disappointed by how simple it was compared to the other adventure games I was playing those days, despite the attractive presentation.
 

SCO

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Shadorwun: Hong Kong
The A.B.C murders ends by
most of the murders being red herrings for some murder in the middle
Dullsville plot.
 
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SCO

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Wow, thanks for adding nothing to the conversation except for spoiling the ending :(
Sorry, i read all of the Poirot books ~= 5.6 times so it never even registered it's a massive spoiler. (But it really isn't since anything else doesn't make sense for a poirot 'mystery' with a serial killer and random victims ;) )
 

toro

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Have any of you played Martin Mystère: Operation Dorian Gray?

Or The Immortals of Terra: A Perry Rhodan Adventure?

These are the last adventure games I really enjoyed.
 

Jaesun

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That was a really good article. Totally spot on about the whole lack of innovation and 3D. Brilliant. :salute:
 

SCO

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the only interesting thing about the video was being reminded about year walk
 

taxalot

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Yeah.
It probably has nothing to do with games with expensive budgets being developped for the masses and idiots.
"The genre stopped evolving, sorry." is definitely what Lucas Arts had in mind when it started shitting only Star Wars games.
 

Jaesun

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Yeah.
It probably has nothing to do with games with expensive budgets being developped for the masses and idiots.
"The genre stopped evolving, sorry." is definitely what Lucas Arts had in mind when it started shitting only Star Wars games.

And the cash kept flowing and flowing in sadly....
 

Unkillable Cat

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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Wow, thanks for adding nothing to the conversation except for spoiling the ending :(
Sorry, i read all of the Poirot books ~= 5.6 times so it never even registered it's a massive spoiler. (But it really isn't since anything else doesn't make sense for a poirot 'mystery' with a serial killer and random victims ;) )

My mother is a huge Agatha Christie fan, so I kinda grew up with the Poirot stories in various renditions (Peter Ustinov as Poirot cannot be unseen).

All except one: Curtains, the last Poirot story. And despite everything, the ending surprised me.
 

SCO

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Wow, thanks for adding nothing to the conversation except for spoiling the ending :(
Sorry, i read all of the Poirot books ~= 5.6 times so it never even registered it's a massive spoiler. (But it really isn't since anything else doesn't make sense for a poirot 'mystery' with a serial killer and random victims ;) )

My mother is a huge Agatha Christie fan, so I kinda grew up with the Poirot stories in various renditions (Peter Ustinov as Poirot cannot be unseen).

All except one: Curtains, the last Poirot story. And despite everything, the ending surprised me.
Curtains was a bit predictable if you knew how Agatha felt about the character - she considered him a necessary evil of her career. It's like a moral tale, if you're a brit with prejudices, don't try to write a insufferable continental stereotype for the lulz or you may be forced to keep at it for 40 years and 45 books.
 
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Unkillable Cat

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First Fail: 1993 was NOT the year of Doom. While Doom was released in that year, December 10th is FAR TOO LATE of a time period to say that the entire year was overtaken by it. That's 1994, dumbass YouTuber.

Second fail: Spends too much time talking about the evolution of FPS games in a weak attempt to give corellation as to why adventure games died.

Third fail: Thinking that the jump from 2D to 3D was an important factor in the rise and fall of adventure games. Adventure games were gasping for breath at that point already, they were trying EVERYTHING at that point to stay alive...and failed.

First success: In the span of 30 seconds the video shows how adventure games started and how they evolved during the 80s, from pure text to SCUMM.

First real point made: Adventure games haven't evolved since the two cardinal directions of adventure games (1: You are the character. 2: You see the character on-screen and direct him.) reached their apexes during the early 90s, despite the 'addition' of true 3D gaming.

Second real point made: The conclusion of the video. He's not wrong, in general terms. The Adventure Game genre died because it relied on several foundations that were hard to change and even harder to adapt to suit new times and audiences. Grim Fandango (and The Longest Journey, to a point) were the last gasp of the old-school adventure game. But then something happened a few years later. Two entities, acting independentely of one another, tried to bring back the genre. One was Daedalic Entertainment, the other Telltale Games. One went old-school with hindsight, the other tried kicking the old mule into action, then seeing where they could take it.

In the "Journalistic Drama" thread over in General Gaming, I touched on this because Retro Gamer did a piece on "point-and-click-gaming' and seemed to miss the point a bit. Because WHERE these two entities took adventure games makes a BIG DIFFERENCE. Telltale pursued their model until it stopped making them money, then they changed it until it made them money, even past the point one could call them 'adventure games'. Compare how Sam & Max Season 1 plays, compared to Walking Dead Season 1. WORLD OF DIFFERENCE.

Now look at Daedalic. They've mostly kept to the tried and tested adventure game formula, but their approach to change and evolution is more subtle. The best example of this is the Deponia trilogy. I've said this several times before, but I think it deserves mention: Deponia KILLED some of the tropes of adventure games by having its main protagonist, Rufus, the way he is. People HATE him with a passion, and for good reason. He is the counterpoint to adventure game legends like Guybrush Threepwood, Larry Laffer, Roger Wilco and even Ben the biker and Bernard the nerd. Rufus single-handedly LIBERATED adventure games from having a protagonist cast into a specific mold, which immediately limiited the ways in which an adventure game can tell its story. By destroying one of the 'molds' of adventure gaming, Daedalic Entertainment advances the adventure game genre, and yet manages to keep it in a recognizable format.

In summary, this video goes a ways towards what happened to adventure games in general, but it doesn't go deep enough, it doesn't look at it from all angles. It starts with a catchy approach, but the substance itself is somewhat lacking.
 

LESS T_T

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Codex 2014





Following a discussion (in french) on the forums of Planète Aventure, Icehouse Member Simon Says Play! and our Friends Atelier Sentô are proud to announce an exceptional cooperation with the development of their next indie game project The Choral Cube, a revolutionary project of J-RPG born of their very different worlds, mixing both The Black Cube series (ASA, Catyph) and The Coral Cave game. We’re excited to reveal the first exclusive screenshot and artworks.

The Choral Cube will be developed in Japan by Ts1 Lirpa Studios with the well-known RPG Maker engine, and will be fully funded thanks to the incredibly high sales of ASA: Remastered Edition.

“The Choral Cube tells the story of Mizuka, the little girl created by Atelier Sentô. While she walks in her village, she discovers a black cube in the sand. This cube has a mysterious power and sings an unknown song from another world.

Overhead the albatross hangs motionless upon the air
And deep beneath the rolling waves
In labyrinths of coral caves
The echo of a distant tide
Comes willowing across the sand
And everything is green and submarine

Mizuka will have to understand the meaning of these words, which will open a path for her only. She will then travel through the Cube and through Space, and reach an unbelievable place made of starfishes and pink planet-candies.“​

Atelier Sentô will draw and animate the 5 hours of cutscenes, in a new and expressive manga style. They have already started working on this new graphic style and are training themselves very hard thanks to this wonderful blog.

We are also very happy to announce that Simon Mesnard will give his own voice to the Cube, and will record a special remastered version of Pink Floyd - Echoes, especially for the game.

We can’t wait to reveal more about this crazy project, and we will let you know as soon as possible! Stay tuned on TheIcehouse.fr!

http://www.theicehouse.fr/post/115199372811/following-a-discussion-in-french-on-the-forums
 

Jackalope

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I'd play that.

:desu:
 
Self-Ejected

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Daedalic's Fire is out now. It's pretty good for a relatively simple $8.99 Goblins-style puzzle game, and the visual design is top notch. The biggest negative I've noticed up to now is the needlessly time wasting checkpoint save system and the inability to skip repeating cutscenes when you revisit an area to 100% it.
 

ghostdog

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Crappy game. Don't bother.


So, since The Vanishing of Ethan Carter can be loosely called an adventure game, here is my mini-review :

Gameplay: :2/5:
It's basically a walking simulator with some light investigation/puzzle mechanics. At some point using those became interesting but unfortunately the game severely underused them. Pretty small length, about 4-5 hours.

Story:
:2/5: +1/2
The game sets a nice mood with scarce, but decently written bits and pieces of story. Unfortunately the ending is lame both plot-wise and in execution and reduces a lot the initial positive reaction.

Presentation: :5/5:
The graphics are superb. It has one of the best looking forest/mountain areas that have appeared in video-gaming. Fantastic foliage, very good textures and excellent art-direction. The soundtrack is great and adds a lot to the atmosphere.

Overall: :3/5:
I'm generous due the the excellent atmosphere and visuals. I have a thing for scenic forest/mountain areas. The actual game is too short, you basically spend 99% of the time walking and the ending is a letdown. Priced at 20$ it's at the limit of what you should pay for such a short game.

screens:
lZxr0Zv.jpg


pQQxg0e.jpg


zrEV562.jpg
 

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