Update and Poll

I have now added to the “Video Games” tab an ongoing list for the current countdown, making it easier to look back for ones you may have missed.

This current list should end in about a month.  Anything in particular you would like to see?  I’m working on my favorite 50 music albums list, and while music is not something I keep up with, or have particularly good taste in, I thought it might be fun to discuss.

I also have about 70 more reviews of PC Adventure games sitting on my desktop ready to go.  One way to post most of them would be to do a worst of list, as a lot of the remaining ones I cannot recommend.  For adventure fans, it could be a good tool to know what to avoid.  For others, it could be fun to read as my reviews get a little more surly as the games get worse.

I also have not done anything on this site regarding movies.  A top 100 movie list could certainly be done, though most of my reviews would be shorter than what you’re used to.  Many movies I’ve seen only once (and sometimes several years ago) so I wouldn’t feel comfortable with in-depth discussion.  I could also do a worst list, but something less unwieldy, like a bottom 20.  I could also discuss favorite scenes, lines, directors, actors.  I’m open to suggestions.

So, if it suits you, take a vote in the poll and comment below if you have any thoughts.

The Longest Journey

Publisher: Funcom
Developer: Funcom
Year: 2000
Platform: Windows

Review: When I played The Longest Journey in 2003 I had not experienced an adventure game since the advent of 3-D rendered graphics, a little turned off by the early efforts. Since I could not find a single person who said they disliked this game, I was giddy diving in. And I remained for the most part dazzled throughout the month or so it took me to finish (a long time by today’s standards). After some time to reflect, I came to realize many of the game’s flaws. But I still love it.

You play April Ryan, an art student in the 23rd century, who is more or less drifting through life, unsure of herself. It will come to no surprise to any seasoned adventurer that some really bizarre things happen and April will get involved in the middle, eventually realizing her important place in the world after solving many a puzzle. What makes the plot compelling is that the learning curve is steady and slow, while April receives only bits of information at a time. At no time during the game does the player know more or less than April.

What holds the plot together are the characters. Near every primary character is thoroughly developed with extensive conversation topics, mannerisms, and diverse personalities. The voice acting is solid, the only problem being the use of the same actors for multiple characters. The primary humans you meet curse, talk about sex and their personal lives, and may go on forever about their own eccentricites. Sometimes they will even bore you, irritate you, or both. In other words, they act like real unenlightened people.

The puzzles cover nearly every conceivable kind, though most are inventory-based. Many are heavily contrived, but nearly as many are fun and intuitive. Regardless, I rarely became stuck for a significant amount of time.

But for a game of this magnitude that seemed to attempt being all things to all things, there are a few glaring faults. For starters, you cannot die, erasing all tension from what are supposed to be some tense moments. There is more than one scene where the music becomes frantic and eerie while April tries to escape her ominous predicament.  However, with no time limit and no threat, the intense situation simply dissolves into an infantile annoyance.

Secondly, the linearity is sickeningly tight. Though I may be wrong, I cannot remember a single puzzle that can be solved in more than one way. April also cannot make her life easier or more difficult by how she interacts with people. Characters will treat you the same no matter how you treat them, and everyone will talk and talk and talk until you’ve exhausted every possible conversation topic. The Longest Journey cannot even create the facade of playing in a real-time environment.

Despite these faults, the stunning production values, combined with the fairly compelling story and characters, created a mesmerizing escape that is at the core of the adventure genre.

Contemporary Rating: Medium. A few obnoxious puzzles (hello, rubber ducky!) and some endless talking would annoy some modern gamers.

Cruelty RatingMerciful. If there was a higher rating, this game would get it.

The Secret of Monkey Island

Publisher: LucasArts
Developer: LucasArts
Year: 1990
Platform: DOS; Windows; Macintosh; Amiga; Atari ST; Sega CD; FM Towns

Review: Knowing that this game is widely considered to be the pinnacle of adventure gamedom, I was worried when I finally played it fourteen years after its release I would be disappointed. I wasn’t.

The concept itself is funny enough. You, as Guybrush Threepwood, want to be a pirate. After venturing to a remote island in the Caribbean, you seek the advice of the locals. The plot thickens (and becomes more sinister) as you progress, and rarely slows down as you battle each puzzle.

Two features make this quest so revered. The writing is ridiculously good (Ron Gilbert, David Grossman, and naturally, Tim Schafer); I laughed out loud dozens of times at the puns, fourth-wall breaking, anachronisms, in-jokes, and graphical wackiness. The second feature is the gameplay innovation introduced by LucasArts in Maniac Mansion and perfected here. Interacting with characters and using inventory is very intuitive, and pixel-hunting is quite rare. The game can’t be made unwinnable and there is little to frustrate the average (or even the novice) gamer.

As a bonus, some of the puzzles are devilishly clever, and most of the ones that are easy are also entertaining by virtue of their wackiness. Learning how to swordfight is one of my favorite puzzles of all-time. I was turned off a bit during the last third of the game, as the puzzles become more arcane, and a lot of back-and-forth fetching is required. Still, this section is better than most games, as it is often saved by the brazen humour right up to the zany end.

While there may be the occasional adventurer that won’t share the writers’ sense of humour, I encourage anyone to play The Secret of Monkey Island. If you’re not laughing within the first ten minutes you can safely skip it, but that scenario is unlikely.  Best part is, you don’t even have to tangle with DOS or SCUMM.  TellTale games has released a modern port of the game, available for download at a low price.

Contemporary RatingHigh. Everything still holds up today.

Cruelty RatingPolite.  There is one way to die, but you’re given several warnings and essentially would have to be unconscious to let it happen.

King’s Quest IV: The Perils of Rosella

Publisher: Sierra
Developer: Sierra
Year: 1988
Platform: DOS; Amiga; Apple II; Atari ST

Review: 1988 and 1989 were Sierra’s truly great years, and it all began with The Perils of Rosella. With the series’ fourth installment, Sierra revolutionized the gaming industry with professionally composed music, their new SCI game engine, the best parser they ever created, and an adventure worthy of the moniker.

King Graham is planning on passing his adventurer’s hat to the next of kin, but before Alexander and Rosella can fight over the rights to star in the next sequel, Graham lets everyone down and has a heart attack. While Graham is on his deathbed, Rosella runs out of the room in emotional anguish, only to have the magic mirror come to the rescue once more. Genessa, a good fairy from a faraway land, informs the hopeful Rosella that a magical fruit within her realm can save her father much like drinking water from the Holy Grail. Rosella says “Okay.” Genessa informs Rosella that because the producers needed to flesh out the game, she has been struck ill and does not have enough magic power remaining for a round trip; rather, there’s just enough left for a one stop shop. Rosella says, “Screw that!” Genessa informs Rosella that the evil fairy Lollotte has stolen her talisman, and if Rosella would be so kind enough to destroy the evil Lollotte and bring back her talisman, she just may continue to live, and would thus be able to send Rosella back home. Rosella says nothing. Genessa reminds Rosella of the incredible guilt she’d feel if she didn’t at least try. Rosella says, “Bloody hell!  I’m in!”

Okay, so maybe the introduction isn’t quite like that. I make light of it because Roberta Williams must let the player know the entire plot before the first chapter even begins, as she did in nearly every game she ever made.  At least it’s the only significant mistake she made here. In fact, the plot does veer slightly at various junctures. Rosella ends up needing to complete more quests than the one already outlined during the introduction. While the various plot lines are not connected very well, they do stand up on their own merits, and because the ride is fun you can forgive everything else. The characters (human and otherwise) you meet have good development considering you rarely interact with any of them for more than a couple minutes. The game has humor; I fondly remember reading all of the epitaphs in the cemetery. There are multiple endings, and creative ways you can die. To top it off, halfway through the game day turns into night, fleshing out more characters and allowing for more exploration, not to mention adding a few spooks.

Like the last game, time is a factor, as you must retrieve the talisman within 24 game hours. While that may seem like a short time, the game can be won much quicker than that if you know what to do. There’s a chance you may have to restart if you do enough aimless wandering, but if you make good use of the “save” and “restore” commands you shouldn’t have to worry too much. Some puzzles are difficult without being unfair. Mythology is used quite heavily but knowledge of the stories is neither required nor all that useful. There is one terrifyingly awful puzzle involving a whale’s tongue(!). Thankfully, it is not terribly difficult, although it’s a mite frustrating. At least Sierra was able to poke fun at this very puzzle in Leisure Suit Larry 3.

If you only play one game in the King’s Quest series, and you are not allergic to typing, make it The Perils of Rosella.

Contemporary RatingLow. The pointless time limit and some cheap falling deaths were annoying twenty years ago.

Cruelty RatingCruel. Not as cruel as other Sierra titles, but there is one way to lock yourself out of the good ending without realizing it. You might realize you did something wrong, but the game gives little indication.

Leisure Suit Larry 7: Love For Sail!

Publisher: Sierra
Developer: Sierra
Year: 1996
Platform: DOS; Windows; Macintosh

Review: Al Lowe redeemed himself with his final installment in the series, taking everything good about previous two games in the series (see: not much), and extrapolated it into a massive game that manages to score in several areas.

The premise behind the game is familiar. Larry is left by the girl he wooed in the previous game (count that five times out of six) but manages to get tickets to a cruise, where there are quite a few luscious babes to be had. Of course, Larry can get every girl he desires just like any normal person would do–bring them an obscure item. All of this practice will allow him to bring the super item to the ship’s captain who will ensure Larry has the ride of his life.

Victorian Principles

I jest a bit.  There are quite a few puzzles in this game and they are not all of the lock-and-key variety. Some are fun and logical, some are fun and stupid, and some are just stupid. But since the last couple of games did not list “brain” under the requirements section, all puzzles are welcome.

The cartoon graphics actually work well, in that they don’t completely clash with the game environment. Gameplay is fairly intuitive and there were few times I felt myself annoyed at the production values.

On a positive note, there are a few features that were unique to the adventure game world. Before starting the game, the player can read lines for a character that will show up during play, save them in the directory, and hear your horrible acting in one scene. Also, as you score with each girl, your desktop wallpaper changes to the image of your latest conquest. Not groundbreaking, just unique.

One of the best features is the reintroduction of the keyboard into a Sierra game. Several puzzles require you type in the verb you want to use after you point-and-click the screen to death. Some of them are a little unfair, but it’s refreshing all the same.

Most importantly, I found Love For Sail genuinely funny.  “Where’s Dildo!” is a giant help, as you search the ship for 32 red and white dildos. The easter eggs are some of the best in PC history, and they are numerous. The narrator is hilarious. And the game goes a long way for stupid, elaborate puns. Despite the plot and a few nagging faults, I thoroughly enjoy playing this adventure every time.

Contemporary RatingHigh. Only a couple of pixel-hunting issues, and this is the type of game one feels okay going to a walkthrough if necessary.

Cruelty RatingNasty.  Oh, Al.  There is one way to make the game unwinnable. Most people will probably figure they screwed up, though it’s unclear how badly at the time, as you can still complete most of the game if you ignore the gaffe.

Black Dahlia

Publisher: Interplay
Developer: Take-Two Interactive
Year: 1998
Platform: Windows

Review: In the mid 1930’s, the Torso Murderer ravaged Cleveland, Ohio by slicing up seven people and leaving Eliot Ness a puzzling case that even he could not solve. In 1947, Elizabeth Short (nicknamed the Black Dahlia), an aspiring Hollywood actress, was brutally murdered in much the same fashion of those in Cleveland a decade earlier. That case wasn’t solved either.

Take 2 Interactive takes their shot at solving the case, creating a mystical black gem (sought by the Nazis, naturally), known by the name of Black Dahlia. The gem gives its owner power to rule the world, quite typical for Nazi relics. The crusade for this gem by various groups is masked by all of the aforementioned murders, and one agent of the CIS is bound and determined to solve the case and stop the world takeover. You play Jim Pearson, a fictional agent of the non-fictional CIS (later the OSS, and still later the CIA). You must interview agents, criminals, and face the murderer himself in order to solve the case, while dealing with interference from the local police, Eliot Ness and the FBI, as well as, of course, Nazis.

Take 2 does so many things right with this adventure that it’s hard to know where to begin. One of the last games (until the rise of indie adventure games in the 2010s) to use extensive FMV sequences, it avoids the pitfalls present in most games of this nature. For starters, the game plays in first-person perspective. You never see Jim unless you’re watching a movie, so the continuity of his clothing and emotional state never come into play. And while some of the script is hokey, there are no noticeably horrible acting performances. The worst performance, surprisingly, is given by Dennis Hopper as an ex-CIS agent who’s been committed to a psych ward. Complementing the movies is the soundtrack, which is nearly flawless. Tense moments are subtly treated as such, without cheapening the mood with overblown scare tactics.

The plot, which is perhaps the most ambitious and well-crafted in adventure game history, spans many locations, including Cleveland, Germany, and Los Angeles, and about ten years of history as Jim Pearson attempts to track down the Black Dahlia and the killer. The story borrows plenty of historical facts to increase the feeling of realism.  As it is fairly easy to determine what is fact, fiction, and pure mysticism, the player never feels insulted by the storyteller. The game never pretends that it knows the truth behind the killings; it simply takes a fascinating historical account and creates an even more fascinating story around it, much like James Cameron did with Titanic.

What either makes or breaks the game for most players are the puzzles. They are hard. While there are a few inventory puzzles, most are symbolical or mathematical and require extensive note-taking. If you’ve ever done Mensa puzzles, think of the hardest of those. I would encourage all players to have a walkthrough handy, as unless you are a literal genius, you will break your keyboard from pounding your head against it. The designers cannot be faulted for the puzzles themselves, as none of them are contrived and all fit seamlessly with the plot. However, there are far too many of them, especially midway through the game, and at times it feels more like a homework assignment than a game. To be fair, some of them I found to be fascinating and I solved approximately a third of the puzzles without any help to much personal satisfaction.

If you like FMV games and don’t mind using a walkthrough to get through the tough parts, there is little doubt that you will be as enthralled with this adventure as I am and will no doubt follow up your experience by hitting Wikipedia for a history lesson.

Contemporary RatingMedium. It takes a little bit to get used to movement.  Also, swapping eight discs during gameplay is a pain, though there’s not much back-and-forth.

Cruelty RatingPolite.  Death (or a premature game over) is a rare outcome but can happen.  The occasional save is needed.

Star Trek: 25th Anniversary

Publisher: Interplay
Developer: Interplay
Year: 1992
Platform: DOS; Macintosh; Amiga

Review: One of the few true adventure games that Interplay had produced, they struck gold with this license. With characters lifted perfectly from the TV show, the game is a pleasure to watch (let alone play) if you even moderately enjoyed Star Trek.

Interplay did an adequate job of incorporating the four icon system into gameplay. At times you must combine items in your inventory and manipulate them, and the designers came up with some inventive uses for the phaser! The graphics are excellent, and the sound is even better than on the original show. Imagine what 25 years can do for production values.

Deftly incorporating all facets from the show, Kirk and his crew must solve each of seven missions efficiently and in accordance with the prime directive. In other words, don’t mess with the natives! After each mission, an admiral from Starfleet will give you a rating representing how well you accomplished your goals. The higher the rating, the more powerful upgrades you receive for your weapons, shields, and flight control. These resources are key if you want to stand a fighting chance during the battles. Several times you will be confronted by either the Romulans, Klingons, or Elasi pirates, and unless you become a master of the controls, you’ll need all the help you can get!

Part of your rating relies on your demeanor towards native populations and to adversaries. During conversation, you are presented with several choices of how to respond. You can pick the funny, brash, or sarcastic comment, but these will get Kirk in trouble most of the time. Not only do you have to be a good adventurer and fighter, you have to be a good diplomat as well.

A few of the missions are a breeze, but watching the characters interact is such a joy that I am glad the game wasn’t extremely difficult. However, there is one excruciating mathematical puzzle which I could never solve. Several years after pounding my tricorder against a wall, aided by an internet walkthrough, I acquired the answer. I think I could have sat there for decades and never solved it.

Perfect characterizations (aided by the voices of the real-life actors on the CD-ROM version), combined with a fluent story, moderate challenge, and excellent graphics and sound, Star Trek: 25th Anniversary should be played by every adventure game aficionado, regardless of your personal affections (or lack there of) for the source material.

Contemporary RatingMedium. While most of the game is intuitive, the battle system is pretty clunky.  There’s also no way to skip it, which can be a beast for the game’s final battle.  If you haven’t done well on the missions and received the best upgrades, you might as well restart because there’s no way you’re seeing the ending.

Cruelty RatingPolite.  Many ways to die, but no ways to get stuck.  My kind of game.

Back to the Future: The Game

Publisher:  Telltale
Developer: Telltale
Year: 2010
Platform: Windows; Macintosh; Playstation 3

Review: When I discovered this game was a thing, I immediately bought it for the wife and I to play. Like with most Telltale games it was released in agonizingly slow chapters. Each time a new one came, we’d knock it out in a day or two and then wait a couple of months. But as evidenced by my score, it was definitely worth it.

I was a bit hesitant as every single game that has ever been released with this license has made as much sense as a screen door on a battleship (e.g.  killer bees!). But Telltale has yet to screw up a license, or any game for that matter. For starters, Bob Gale was consulted on several story elements. And not only did they get Christopher Lloyd (who was also great in Toonstruck) and Claudia Wells(!) to reprise their roles as Doc Brown and Jennifer, they held a worldwide contest to see who would play Marty. Enter A.J. Locascio, who sounds so much like Marty McFly that if one didn’t know any better, you’d swear it was Michael J. Fox.

Of course, the game has to be more than its voice talent. While some of the chapters are better than others, the overall story is entertaining. It has countless paradoxes and is unendingly silly, but no more so than the second movie. It doesn’t have the dramatic impact of the first or third movies, but it’s funny enough to make up for it. One chapter in particular had us laughing out loud time after time, as the script writers were not afraid to go blue on several jokes.

As for the puzzles, they’re generally straightforward and easy. Only a couple of mindbenders are in the game, and there are unfortunately a few annoying lock & key puzzles that are not obvious.  But one should never get stuck long.

The ending leaves things open for a sequel, though one certainly isn’t necessary. If they do, there is no doubt in my mind the wife and I will drop what we’re doing and play it.

Contemporary RatingHigh.

Cruelty Rating:  Merciful.  There is no way to die, which does take some of the drama out of a few puzzles.

25: Eric the Unready

Publisher: Legend
Developer: Legend
Year: 1993
Platform: DOS

Review: Rated by many the best adventure game of 1993 and it’s pretty obvious to see why. You are the infamous Eric the Unready. You have been assigned to save the princess from her evil stepmother. Unbeknownst to you, you were assigned because you are the most ill-equipped knight in the land.

As with the early Legend games that used a text parser, you can play the game with or without graphics.  The graphics are gorgeous for the time, and being a comedy they do well to serve the humor.  The music is pleasant if too repetitive.

It’s more of a parody than a game. To the skilled adventurer, this should take less than a couple of weeks to win. The puzzles are not all that well-developed, and can even be annoying at times. But it is without a doubt the funniest game I have ever played. Bob Bates spoofs everything from Star Trek to Saturday Night Live to Zork and has a grand ole time with medieval culture. There is something here for everyone.  I haven’t played the game since 2000, however, so it’s possible the jokes have become dated.

Contemporary RatingMedium. Some of the puzzles seemed there just for busy-work.

Cruelty Rating: Tough. Like many text games, you can get rid of objects that you need later, but you never really need to.

Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectorals

Publisher: Sierra
Developer: Sierra
Year: 1989
Platform: DOS; Amiga; Atari ST

Review: How do you take the success of the Looking For Love and turn it into something better?

1)Crank up the laughs. Al Lowe is at his absolute funniest here.
2)Include lots of sex, but use it simply for the comedy material it presents.
3)Change the perspective. Halfway through the game, you get to play as Patti!

Patti

Larry has lost his wife to a lesbian affair and thus his job when nepotism is no longer an option for him. So, Larry is without money, a job, or a place to live (something all too familiar to him), and must regain his sense of purpose in life.

Everything is improved, including the graphics, music, and parser. The puzzles are also more fair, without being ridiculously easy, providing a good pace to the game. And as mentioned already, the game is relentlessly funny.

Contemporary RatingLow. There is one puzzle that is tied into your computer’s memory.  On faster computers, the time needed to beat the puzzle approaches infinity.  Playing the game in DOSBox can help, but it still is touchy.  There is also a puzzle that is copyright protection.

Cruelty Rating: Tough.  Unlike the previous game, you can only go walking dead if you do something obviously dumb.