Tag Archives: PC Adventure Games

Gabriel Knight: Sins of the Fathers

Publisher:Sierra
Developer: Sierra
Year: 1993
Platform: DOS; Windows; Macintosh

Review: Near the height of Sierra’s peak in the gaming industry they were releasing copious amounts of sequels to the games that made them famous. But in 1993, Jane Jensen began a new series, and in this author’s opinion, created the best game Sierra developed.

You play Gabriel Knight, a New Orleans writer and owner of a failing bookstore. “Employing” a young post-grad, Grace Nakamura, to run the shop while you grimace with writer’s block, there is little to look forward to in life except philandering. The headlines are barraged with stories regarding the “Voodoo Murders,” a series of mutilations that appear to be a part of a ritualistic cult. Your friend Detective Mosely lets you in on parts of the case to help you write your new book about Voodoo, and even reluctantly turns a blind eye to your own personal investigation of the murders the NOPD cannot solve.

While the game includes a comic book prelude to the plot, it gives away very little of the gaming experience. The pacing is brilliant, with a believable timeline and healthy doses of tension and humor. Gabriel’s relationships with his family and friends are genuine and deep, even though he has difficulty coping with his emotions. The story itself is fascinating, with several plot twists (mostly acceptable), and rich in detail and culture. I practically wanted to visit New Orleans after completing the game.

Sins Of The Fathers executes Sierra’s best implementation of the point’n’click system. Rather than four icons at Gabriel’s disposal, you now have eight, all with distinct and purposeful functions. The game differentiates between merely talking to a person and interrogating them about certain topics. Thankfully, you don’t have to take notes as the game saves all conversations for you. Unfortunately, the interrogation process can be painful; you are given a list of topics you can speak to each character about, and as you learn more in the game, more topics become available.  What this leads to is revisiting the same places dozens of times to see if a topic subject has appeared on the approved list.

What makes this whole process tolerable is the excellent voice acting by the game’s many characters. Tim Curry plays Gabriel. At first, I was turned off by his cocky drawl, but the longer I played the game, the more I became addicted to the personality Curry gives Gabriel. Michael Dorn also does a fine job as a Voodoo store clerk, and Mark Hamill gives a believable performance as Detective Mosely.

The game’s puzzles can be contrived at times, but usually fit seamlessly into the plot anyway. A few are also pointlessly difficult. What, if anything, holds this game back is the precise order you must complete all of your tasks in.  While the game employs Sierra’s time advance system, cutting things nicely into several days of action, it rarely allows the player to differentiate from the predetermined path. This creates stagnancy when the player is stuck on one minor puzzle, which a game should never do if the focus is on story and atmosphere.

To wrap up, the graphics and sound are brilliant, and the series of events that lead to the end of the game are superbly written and pack a wallop of intensity. Any serious fan of adventure games must play Sins Of The Fathers.

Contemporary Rating: Medium. The constant revisiting of the same places annoyed me, so I’m sure it would annoy modern gamers.

Cruelty Rating: Polite. Yeah, a Sierra game that isn’t cruel!  The few times you can die, it should be pretty obvious to save before hand.

Star Trek: Judgment Rites

Publisher: Interplay
Developer: Interplay
Year: 1993
Platform: DOS

Review: If it ain’t broke, don’t fix it.

Interplay obviously took this to heart when creating the sequel to 25th Anniversary. They changed virtually nothing about the setup, and once again were able to get all of the actors from the show to reprise their roles.

However, Judgment Rites elevates to legendary status with a few key additions. First, while the fighting interface remains difficult, it is now optional, a sigh of relief for those who dislike action or mediocre controls. Second, while the story begins a little slow, the plot has been tightened and leads to one truly satisfying end game. It is difficult to find a flaw in this adventure.

Sidebar: Doesn’t Majel Barrett have space’s most beautiful voice? She provides the voice of the Enterprise computer and I searched extensively for every computer entry just to hear her. As a bonus, the computer references plot points from the prequel and from the original television show.

Contemporary Rating: High. While the battle system would annoy modern gamers, it’s entirely skippable, and there’s nothing in the rest of the game that isn’t awesome.

Cruelty Rating: Polite.

Indiana Jones and the Fate of Atlantis

Publisher: LucasArts
Developer: LucasArts
Year: 1992
Platform: DOS; Windows; Amiga; FMTowns; Macintosh

Review: One of the first adventure games to utilize the concept of plot branches, this Indy title presents an intriguing story while staying true to the canon’s charm and style. With the help of professor Sophia Hapgood, you take Indiana Jones on an adventure through Africa and Europe to locate the mythical sub-aquatic city.

The introduction is absolutely stunning, as you guide Indy through some silly hijinx at the university while opening credits roll.  You really do feel like this could be a movie were it on the big screen. But what really grabbed me was the voice acting (on the CD version, which is a must have). Doug Lee, who plays Indy, does a marvelous job at capturing his quiet, yet cocky bravado. He doesn’t quite sound like Harrison Ford, but one couldn’t ask for a better job here. And Jane Jacobs, who plays Sophia, is also fabulous, eliciting a sexy and smart personality from her pixelated heroine.

Gameplay is fairly standard for a LucasArts game, intuitive with moderate difficulty. What raises the bar is the branch at the halfway mark, where you can decide upon three different paths to reach the ending (with two of them having Indy ditch Sophia!). And like the Last Crusade, aggression is an option for those truly wanting the game to match the intensity of the movies. The separate paths cross often, though puzzles are modified to fit the circumstances, and the endgame is the same no matter what. Still, when the gameplay is this engrossing, it takes few excuses to get me play it again, which I have done once already and hope to do so again.

While a couple sections drag on for a spell, I can really find nothing negative to say about Indiana Jones and the Fate of Atlantis. Sadly, it appears to be the last true adventure for this beloved character. But what a way to go.

Contemporary Rating: High. None of the frustrations of the prequel.

Cruelty Rating: Polite.

Police Quest: In Pursuit of the Death Angel

Publisher: Sierra
Developer: Sierra
Year: 1987
Platform: DOS; Amiga; Apple II; Atari ST; Macintosh

Score: 8

Review: My passion for adventure games–no doubt buoyed by playing alongside my dad–began with an AGI figure named Sonny Bonds. A traffic cop from Lytton, California, Sonny has aspirations of moving up in the police force, a goal roughly equal to his pursuit of beautiful women. Sonny begins the story performing his regular duties: briefings, pulling over unlawful drivers, and taking coffee breaks at Carol’s Caffeine Castle. Successfully navigating these basics of being a patrol officer will eventually help you earn a promotion to the narcotics division in order to pursue local drug lord Jesse Bains, the “Death Angel” mentioned in the title.

I love games that take place on Earth with real-world situations, because I can relate to the characters better and put myself in their shoes. Police Quest was created by police officer Jim Walls while on leave related to an on-the-job injury. The game’s depiction of accurate police procedure is so thorough that some precincts used it as a training tool to highlight the importance of following protocol. Yet the emphasis on correct police procedure is ridiculously high considering this is a regular ol’ adventure game. The most obnoxious example leads to a game over if you fail to check your squad car for flat tires. If you do a walk around, the tires will be fine; but if you ignore this protocol, the tire will magically end your career. And you must do the slow walk around EVERY SINGLE TIME you leave the police station (but not when you leave any other location!).

Thankfully, failure to do things correctly (such as correctly filing items into evidence) will often result in merely losing points rather than becoming stuck. And some procedures (like remembering the proper way to cuff a suspect) are a perfect example of how following the police manual is not only important but also enjoyable to learn and execute. While at times it can become mundane, driving Sonny around town and looking for suspicious vehicles gives the game a suspenseful, realistic feel. That is, until you run a red light or crash into a curb and hope you’ve saved your game recently.

Driving is fairly intuitive, which entails simply using the arrow keys and a keyboard shortcut to turn on your siren. The process for loading, aiming, and shooting your firearm is also slick; while you can use the parser, keyboard shortcuts make it less tedious while retaining the tension involved in the process. Even the copyright protection puzzles in the manual aren’t too annoying, as they are simply things that your average cop may need to look at a manual for anyway.

The typing parser is excellent for its time, understanding most obvious commands. The graphics are generally detailed, with impressive animations for handling your weapon and suspects. And while the sound effects are blips and bloops from the internal speaker, there are several scenes that are greatly enhanced by simple yet suspenseful background music. Even today, when Sonny approaches a suspect in a dangerous situation, the music gives me chills.

While I have played this game many times, I can find few faults. There is one ridiculous way to lock yourself out of a part of the game, but it only prevents you from completing that optional section. And if you choose to restore, it will only set you back about ten minutes or so. One annoying part is a poker game you must join.  If you lose, you have to restore the game, and considering how much luck is involved, it can become irritating.  There are also a few times where figuring out what to do next becomes tedious guesswork, visiting locations you’ve been, hoping it will advance the game.

While I am in the prime target audience for Police Quest, it really does have a lot that most adventure gamers appreciate. Every character has their own personality, even if they get little screen time. Captain Whipplestick becomes the victim of multiple pranks that you will take part in. There’s a sub-plot involving a colleague that tugs at the heartstrings. And your love interest Marie Wilkans (who was apparently Sonny’s high school sweetheart and is now unequivocally portrayed a sex worker) adds some much needed heart into this otherwise serious story. Add to that the realistic tension and intriguing arc of Sonny’s career, and you have yourself an all-around engaging gaming experience.

Death Gate

Publisher: Legend
Developer: Legend
Year: 1994
Platform: DOS

Review: The first Legend game to eschew typing and implement strictly the point’n’click interface, Death Gate succeeds admirably in creating a captivating and moderately difficult fantasy adventure that almost anyone can enjoy. Based on the Death Gate Cycle short stories by Margaret Weis and Tracy Hickman, the game designers managed to take many elements from those stories and use them to create a foundation for their adventure. Never does the game feel like a translation, and you certainly do not need to read the stories to enjoy the game. Following is the summary from Moby Games:

Two thousand years ago, the Sartan split the world into five realms. The mensch races – the humans, dwarves, and elves – were split between four of those worlds named for the four elements, and your race, the Patryn, was banished to the deadly Labrynth. After those two thousand years, some of the Patryn have found their way through the Labrynth’s exit. It is your job to sail through the Death Gate into each of the other worlds to find each world’s seal piece, so that your race may reconstruct the planet and have revenge on the Sartan.

The story is one of revenge and reunification and there are many plot twists (though mostly obvious) along the way. Magic is used extensively and often in very clever fashions never seen before in adventure gaming. Most puzzles range from easy to fairly challenging, though none are unfair and are usually interesting in their own right, and fit within the context. Rarely do puzzles feel contrived or pointless. While no puzzles have multiple solutions, you are often given appropriate feedback as to why your solution is not the correct one, with a pat on the back from the designers for your thoughtful try. I never felt insulted by the game’s interface, which is very easy to use but often requires critical thinking. One puzzle near the end of the game that involves conquering your own double had me absolutely giddy when I solved it, and is one of my favorites of all-time.

The graphics are mostly well-drawn still frames, though there are some decent movies. The voice acting is superb; however, the dialogue gets stale in many places and sometimes goes on forever. Despite the simple writing, the story behind it is consistently engaging, more than making up for its faults. The ending is a little weak, but on the spectrum of adventure game endings, is not all that bad.

You do not need to be a fan of fantasy novels to enjoy Death Gate, and any adventure game connoisseur should have this one in their library.

You get to play as a dog, too!

Contemporary Rating: High. The game tries really hard to be accommodating to all players.  It was obviously beta-tested really well.

Cruelty Rating: Polite.

Bureaucracy

Publisher: Infocom
Developer: Infocom
Year: 1987
Platform: DOS; Amiga; Apple II; Atari ST; Commodore 128; Macintosh

Score: 9

Normally, the descriptions on game boxes are horribly exaggerated and sometimes inaccurate. In this case, Infocom does a better job than I could. Here’s the plot in a nutshell.

Once upon a time, a man moved from one apartment in London to another. He dutifully notified everyone of his new address, including his bank; he went to the bank and filled out a change of address form himself. The man was very happy in his new apartment.

Then, one day, the man tried to use his credit card but couldn’t. He discovered that his bank had invalidated his credit card. Apparently, the bank had sent a new card to his old address.

For weeks, this man tried to get the bank to acknowledge his change of address form. He talked to many bank officials, and filled out new forms, and tried to get a new credit card issued, but nothing worked. The man had no credit, and the bank behaved like, well, a bank.

It’s a sad story, one that gets replayed every day for millions of people worldwide. Of course, sometimes it’s not a bank at fault: sometimes it’s the postal service, or an insurance company, or the telephone company, or an airline, or the Government. But all of us, at one time or another, feel persecuted by a bureaucracy.

You begin in your new house. As per the letter in your package, you will fly to Paris just as soon as you get some money to take you to the airport. That money should be in today’s mail, so you should be off soon… unless, of course, there’s been some problem with the mail.

Oh by the way: The man in our story about the bank was Douglas Adams, the principal author of this game. The bank did finally send him a letter, apologizing for the inconvenience – but they sent it to his old address.

What ensues is comic madness, and unless you are a very good puzzle-solver, it will lean towards madness. As your blood pressure rises while playing the game, so does the character’s! Yes, there’s a blood pressure gauge at the top of the screen that goes up for every mistake you make. Your blood pressure might rise for an understandable reason, like filling out a bank deposit slip incorrectly, but it can also happen if you make a typo in the parser. And yes, you can have a heart attack if it gets too high.

If you can somehow manage to survive the colorful but very paranoid neighbors in your new town, somehow get the money coming to you, and somehow manage to get an airplane ticket to Paris, your journey has only begun in your quest to just have a freakin’ vacation. While the plot turns a bit fantastical, it at least fits the vibe in this bureaucratic nightmare.

I did need a few hints to win this one, but even I was amazed at my persistence with some of the puzzles. My favorite was probably how to get the politically motivated macaw to give up its mail. And if that sentence confused you, then just know that’s one of the more normal situations in the game! And while most puzzle answers require some outside-the-box thinking (and some inside-the-box thinking by using the included game materials), the brazen humor kept me away from the hint book several times. While there are a couple of instances where the game seems unfair, including one walking-dead situation, it’s worth the battle just to experience the writing genius that was Douglas Adams.

For those who don’t know, Infocom games were famous for including “feelies,” sometimes for hints, sometimes for copyright protection, sometimes just for fun.  Below is the best feelie they ever had.  An application for a credit card, in triplicate.  However, the yellow and salmon-colored sheets don’t exactly say the same things as the top page.  Hilarious stuff.  I miss Douglas Adams so much.

Beyond Good & Evil

Publisher: Ubisoft
Developer: Ubisoft
Year: 2003
Platform: Windows; Xbox, Xbox 360, GameCube, Playstation 2, Playstation 3

Review: One of the most engaging, charming games I have ever played, Beyond Good & Evil certainly earns a spot in my hall of fame. 

The labour of love from Michael Ancel, he takes you to a world where citizens are in a war with aliens and must rely on the powerful military to help defend them from brutal attacks. As a young woman named Jade, you are compelled to help in the war effort when your orphanage is attacked by the aliens. Naturally, however, you go it alone with the help of your “uncle” Pey’j (a pig mechanic, no less). While the plot itself is fairly straightforward (with only some minor twists), the story never slows down. And the characters, backed by some excellent voice acting, carry you the whole way through. It is tough not to care about the people you meet here, which goes a long way in providing an entertaining game.

While there are some adventure elements, this is more or less a strategic action game, accessible to adventure gamers. Enemies are rarely shot at and are mostly avoided by stealth, timing, and distraction. You’ll be doing a lot of crawling, side-stepping, and wall-hugging to avoid detection (and since you are often far outnumbered, it is essential to survival).  What makes this game unique is that most currency (to buy upgrades, health restoration, etc.) is acquired by taking photographs of different species (benign and otherwise) on the planet for archival.  You sometimes have to photograph your enemies before you attack them! 

For those who are comfortable with action games but don’t consider themselves to be experts, there is a reasonable learning curve. Moreover, if you die while on a mission, you will be restored to a predetermined checkpoint (often only one or two minutes back), so even if you are unable to save the game for a while, you don’t lose all of your hard work. My only complaint, and a fairly significant one, is that the PC version does not support game controllers, which is idiotic and unfortunate for those who are not keyboard inclined. I was able to become fairly adept at the controls, but it would have been significantly more comfortable to play with a gamepad.

The game is short, about ten to twelve hours for the average gamer to complete. And while there are secrets to be found, the only significant replay value comes in simply wanting to see the story again. A sequel is in the works (and has been for a decade), though sadly, not for the PC. For those who like the focus of their actions games to be more on story (without endless cut scenes), Beyond Good & Evil will not disappoint.

Contemporary Rating: High.

Cruelty Rating: Merciful. Only reason to save is if you’re a completionist.

Beneath a Steel Sky

Publisher: Virgin Interactive
Developer: Revolution Software
Year: 1994
Platform: DOS; Windows; Amiga; Macintosh; iPhone

Review: Considered by many to be the best computer game of 1994, Revolution Software’s second game is a highly atmospheric, campy steampunk adventure that would appeal to fans of just about any genre. You take control over Robert Foster in a future Australia, where the cities reach to the heavens and corruption is the norm. Robert has lived his entire life in the Outback among the poor tribes that eschew the city life. One day, big guns from the big city come to take Robert away, for reasons unclear. However, before they can land, their copter crashes and Robert escapes into the buildings and walkways that dominate the steel sky. With his pet robot Joey (that he programmed himself), Robert must figure out who’s behind his kidnapping and get the hell outta Dodge.

Gameplay consists of standard point’n’click solutions with some added variety. Some NPCs move about on their own volition (though, they too have patterns), and you must use Joey in a few cases to solve certain puzzles. Joey’s circuit board can be placed in several different machines throughout the game, his skill level and voice changing based on the confines of his shell. Unfortunately, only one shell is available at any given time, but it’s fun to relearn Joey every time you need to transport him.

The game is none too difficult, and I finished it in a mere seven hours (but called in “sick” to work to do it!). However, it is highly enjoyable for all the reasons that adventure games are played.  The characters are likeable and often funny. With the Hitchhiker references throughout the game, it is likely Joey is modeled after Marvin. While Joey is not quite as depressed as that robot, he is very cynical and condescending, responsible for most of the laughs throughout. He’s even prone to cursing, a daring move for a game released in 1994. The plot develops at a steady and realistic pace, eliciting feelings of tension and excitement along the way. And the ending is solid, if a little predictable. With above average sound, graphics, and voice acting, there is very little not to like about this game.

The best part about Beneath A Steel Sky is that it’s freeware! In 2003, Revolution allowed the designers of ScummVM to have the source code and release the game (including the CD-ROM version) free to the public. If you’d rather play the remastered version (with more cut-scenes!) on your iPhone, it’s only $2.99.  Highly recommended to everyone.

Contemporary Rating: High.

Cruelty Rating: Polite.  Several ways to die, so keep that save button handy.

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 Rating: Merciful. 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 Rating: High. Everything still holds up today.

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