I think the iOS platform is helping the revival of adventure games. Just the ones I've personally played on the iPhone over the last couple of years: - Monkey Island 1 & 2 Special Edition (remastered graphics) - Broken Sword special edition - Hector: Badge of Carnage: EXCELLENT original game (if somewhat short) - Flight of the Amazon Queen - Beneath the Steel Sky - Gobliins I'm sure I'm missing something... There's a…
The Death of Adventure Games
61–70 of 90 posts
Re: The Death of Adventure Games
#62Before I clicked, I thought it meant text adventures. Clearly they're deader than corduroy if graphical ones are now 'old'.
The graphic ones took all the depth out of the text adventures, but offered eye candy. So the trend goes...
Re: The Death of Adventure Games
#63The article's over ten years old, and since then there's been a sorta revival of the genre. There are all the Telltale games, the Monkey Island remakes, and more recently the brilliant Machinarium. Digital distribution services like Steam have helped, of course.
Re: The Death of Adventure Games
#64Re: The Death of Adventure Games
#65Re: The Death of Adventure Games
#66Oh, wow. OMM, talk about memories (the linked article is from 2000.) Among other things Chet and Erik were famous for the Time To Crate system of reviewing games by how long it took from starting the game until you saw a crate. Since this was the late 90s/early 2ks, it was generally zero seconds. This was in comparison to real life, where I frequently go years at a time without seeing a single crate, but then again,…
Chet and Eric got jobs at Valve, where they helped design a game that has an inanimate crate as one of its most memorable characters.
Re: The Death of Adventure Games
#67The article's over ten years old, and since then there's been a sorta revival of the genre. There are all the Telltale games, the Monkey Island remakes, and more recently the brilliant Machinarium. Digital distribution services like Steam have helped, of course.
I enjoyed Machinarium, but I have a hard time calling an adventure game without dialog brilliant. It's pretty and whimsical, and fun at times, but I just don't see what's so great about it. It's very much like those flash "room games" with high production values, and those aren't very good most of the time.
Re: The Death of Adventure Games
#68Before I clicked, I thought it meant text adventures. Clearly they're deader than corduroy if graphical ones are now 'old'.
The graphic ones took all the depth out of the text adventures, but offered eye candy. So the trend goes...
Depth in graphic adventures may be tough, but it's doable.
Re: The Death of Adventure Games
#69Oh, wow. OMM, talk about memories (the linked article is from 2000.) Among other things Chet and Erik were famous for the Time To Crate system of reviewing games by how long it took from starting the game until you saw a crate. Since this was the late 90s/early 2ks, it was generally zero seconds. This was in comparison to real life, where I frequently go years at a time without seeing a single crate, but then again,…
http://www.rockpapershotgun.com/2011/03/02/old-man-murray-de...
I have no dog in the fight, Wikipedia arguments are dizzyingly pedantic, but I found the conversation interesting.
Re: The Death of Adventure Games
#70I wouldn't know about Gabriel Knight III because I didn't bother to play it, or other Sierra games, after getting burnt by their earlier CD-ROM era games.