What I'm Doing Here

Because I enjoy adventure games, I decided to start this blog and record my fun and frustrations as I play various adventures and some RPGs. I try not to spoil the games, so you can read and play, or play and read. I'm also reviewing some games, as I used to do in the past for Four Fat Chicks. I hope I'll spark your interest in playing, or at least entertain you with my musings. Please note that my musings are only speculations. You, or the game designer, may disagree with my opinions. At the end of each entry is a link to the next entry about that game, and you'll find a list of beginning links to the right, just under my cat's photo. Feel free to comment and play along! Enjoy!

Tuesday, September 9, 2014

The 7th Guest: Everything Old is New Again


I got this on GOG for cheap, even though I still have my old copy that would run on my classic blueberry iMac. It runs pretty well, although for whatever reason today it decided it didn't want to go full screen. No matter, it was easy to play in a window.

This was one of the first full-motion video games. Came out in 1995 and was right at the top of the bestsellers along with Myst. However, the acting in 7th Guest was perhaps the worst ever in video games (except for one character in The Watchmaker), and that's saying something. Makes the Myst brothers seem competent.


Random ghosts appear all over. This one is in the maze.

Still, it isn't the story or the acting that we care about here. No, it's the devious puzzles. This is entirely a puzzle game and some of them are really clever. I've never made it though without a WT, but I have learned some things about a few of them that might help me in the future. Having finished the game, I can access any puzzle and do it again as often as I wish. A nice feature.

Have just been doing the puzzles when I needed a break and a little brain teaser. Many I was able to do. I'm most proud of the knights puzzle, which I did all on my own with nary any hints, but I confess that I did get hints on lots of stuff. The queens puzzle is the first one I had trouble with--but before that I was doing pretty well. I managed the telescope and bedspread puzzles with ease. The cans in the kitchen have always stumped me. I dunno how anybody could have figured that thing out. 

The maze is kinda notorious, but there's a map of the thing on one of the bedroom floors:


The maze. Take notes.

As we complete puzzles (each room has one) we unlock other doors and puzzles. Some of them are so devious you really need help. However, I got lucky with the Stauf portrait. I found out that it's randomized, so I reloaded until I got a good starting point and actually solved it in about four moves. Some of the starting points, I think, might be impossible, but if you know how it works you ought to be able to get it. That puzzle is hard to find. It's in the "art room" which isn't connected to any other room. You have to look at the stairs and click on the action icon (chomping teeth), and you get swept down into the room. To get out, click on the picture of the piano.

Sadly, when we finish puzzles we often get the awful videos. Really, there is not one even decent amateur actor in the game. I think they must have been the office workers on the project. They used to do that a lot with games. Thankfully, now everyone hires pros (well, except for Jonathan Boakes and Mikael Nyqvist, but they do a far better job with their friends than these poor folks, forever embarrassed by their "performances" in this classic game). 

The awful "actors" meet in the library

In the version I have the infamous microscope puzzle, which really is a game and is optional in all versions, and the piano puzzle weren't included. And, except for the awful acting and the "game in a box" full-screen, this holds up pretty well. The puzzles really are what the game is all about, and they are still very much good enough to captivate anyone today. So, a 20-year old game proves that imagination lasts.

Had fun! 

Thursday, September 4, 2014

Moebius 3: Dungeon Crawl of a Different Kind


I could have used glowsticks in the dark dark dark Chapter 7 of the game.

So I finished! At the last save point I had gathered up 636 out of 679 points available. No doubt I got lots more points after that--but that the was last available save point. 

So it was a solid example of a Jane Jensen game, with her standard gameplay and operating system. The puzzles were quite typical of her stuff.

A few times there are some puzzles that you have to figure out precisely correctly--normally involving a series of actions in exactly the right order--or we get killed. The screen comes up with a menu, restore, and retry button. You can retry as often as you wish. These segments can be annoying but quite satisfying once you get it. I made it though all of these nicely, although I had to do some more than several times.

Finally the endgame: we're sent to a medieval fortress in the Middle East, but we don't get into the fortress. Instead, once we find a way underground, we spend nearly the entire time in tunnels. First one character, then the other. Getting them to meet up seems like a terrible challenge, but actually this maze isn't as tough as it first seems.  There are clues. There's a big dipper symbol whenever we have a real choice to make. At first, when we're confronted with three exits as we make our way through the tunnels and find no big dipper, one of the exits will turn out to be a dead end. So really, it's fairly easy to navigate. I did get turned around once and had to backtrack, but I found my way back to the correct node and went on from there.

Once we hit the real endgame we can no longer save. That is annoying and I didn't like it. One puzzle, not a good puzzle although the graphics are wonderful, makes us choose pictures of the fortress, without really knowing which are correct. However, when we get one right it sticks. I confess that I got lost in that for far too long, so I quit and looked it up in the WT. I just wasn't in the darned mood to fight it.

That's really the last major puzzle, however. After that we have some suspense and some nice cutscenes. 

A sequel definitely looks forthcoming, as Malachi and his new sidekick David finally manage to bond as friends. 

I liked the David character best, and indeed, Malachi did mellow in the end, mostly in his growing appreciation for David. 

The voice acting, as always in a Jane Jensen game, is absolutely top rate. All the main characters were just superb, and that added a great deal to the game.

The puzzles were challenging, with a few just not my cuppa tea, but mostly there were spot on in difficulty. The artwork, except for the cartoon characters, was quite nice indeed. 

Malachi has a vision

It took me 13 hours altogether (Steam keeps track). It was an excellent distraction, but I really do need to do some work, starting tomorrow. Gotta jam it.

However, I'm very glad I took the time to play this! It's a Jane Jensen game, and she ( along with Jonathan Boakes, who makes very different games) is the best!

Great fun, for me at least.

Keep it up, Jane!


Moebius 2: Original Versions Keep On Keepin' On


The plot develops in Moebius. Lucky for me there's lots of history (yay!). For those who don't like history, it's OK, you'll be spending almost all the time in the modern world. But we're trying to find out (this isn't much of a spoiler), if modern people might be similar to historical figures. 

While I continue to believe the game would have worked wonderfully in full-motion video, the cartoon characters look pretty good, except for the main character, who really does look just pretty bad. He doesn't look like a human. His sidekick, once we meet him, looks just fine, and the other characters are OK. But to have our main man looking so weird, well, it's weird.

Still, the gameplay is really fun, to me at least! It's Jane Jensen's normal mode: earn points by finding clues. Go into close-ups and hit a big "Exit" button to return to the regular screen. While her puzzles will madden many they are doable and you feel good when you crack one. As usual, you won't need a WT if you click on every possible hotspot in every possible screen. Eventually you'll hit the right one, so use that spacebar (or the target icon in the upper left corner) to find them all. 

The scenery is really pretty nice. Here, for example, is a shot from Malachi's balcony in New York at night:

New York View

I'll admit that the coffee puzzle in Paris had me ready to go to a WT. Hint: you have to put the coffee down in a special place to do what you need to do with it. Look for coffee places, maybe?

So here's a daytime scene from Paris, or, well, close to Paris:

A nice hotel

Frequently you'll have to go back to other scenes to get inventory items, and as I said in the last post, I think that's good. It adds complexity and it's more realistic than, say, picking up a ladder and carrying it around for an hour until you need it, as is usual in so many adventure games. I like it. Most reviewers didn't. They are wrong.

The music! Of course it's done by Robert Holmes, Jane Jensen's husband. I only noticed on my second day of playing that the incidental music in the background is either exactly the same or remarkably similar to the original Gabriel Knight game. I like that too!

In this game I think Jane has gone much further in character development than she's done before. Our main character, Malachi, isn't really a very nice guy at all. None of Jane's characters are perfect, but they were at least likable. This guy almost isn't. He's consciously superior and makes snide comments about the decor wherever he goes. He sneers. He's really not very nice. Yet, he's brilliant and he's our hero, so it'll be interesting to see if he has any character development in the end. I'm rather enjoying that these characters, especially Malachi, are closer to real humans than you ever encounter in games. Adds depth.

I almost missed one of the most important, and lengthy, cutscenes in the game by solving a puzzle when I inadvertently had the sound off on my computer. Had to not look until it was done, then quit and get back into the game and re-solve the puzzle. Pretty easy puzzle this time, fortunately.

I will admit that the coding puzzle in Reichart's office defeated me. I went to the WT. I just wasn't in the mood to trudge through that at the time. But I did manage the puzzle box!

I did run into what I thought was a glitch that was going to stop the game. I've made it to Chapter 6 (fortunately there are seven chapters this time so I've got lots of gameplay left). I was in the Senator's office talking about an email and I got into a loop that kept repeating. There did not appear to be a way out of it. I thought my game was corrupted. I went to the walkthrough on Gameboomers, read the relevant section and that gave me enough information that I got out of the loop. Whew! But the game has hiccuped on several occasions. All this might be a problem on Steam, of course.

So I still ought to have lots of fun to come. This is good, because it's distracting me from some other problems. I need this game right now. Probably I'll finish tomorrow, and then get back to my Kirkus job, but I'm so glad to find this real adventure to play right at this time!


Monday, September 1, 2014

Moebius 1: Great Puzzles but Cartoon Characters


Still having a sort of vacant day, I decided finally to start Jane Jensen's newest. It's been out for several months and I first bought it on GOG, but I couldn't get it to install even with GOG's customer support, so they refunded my money and I found it on Steam for the same price. And Steam has achievements!

A very typical Jane Jensen game, Plenty of complexity, including in the gameplay. She for some reason uses the most layered of systems, always has. Yes, it's point and click, but you have to go through plenty of steps due to the options she gives you. You can look, take, operate, or use something on the various hot spots. These are always available with either a spacebar or by clicking on a target area in her abbreviated in-game menu.

And of course the puzzles come in nice layers. You have to find an object here before you can get a result over there. The only way to do it is to be absolutely sure you've clicked on all hotspots in every possible scene. Sometimes you have to have completed an action before you get the chance to take or operate something. Example: we find motor oil in a street in Cairo. First, our guy says he doesn't need any motor oil. Later we find a use for it, so we'd better remember that it's there. Only after we find the need for it can we pick it up. Actually, that makes more sense than most adventures, where you pick up objects and carry them around for no apparent reason, then later you find out why. (Carol Reed does that constantly.)  Plus, it adds more complexity to the game, and that's good.


Malachi investigates a murder

This time we play a high-end antiques dealer who tends to get into dangerous situations. I've just finished the first two chapters. We've got a murder mystery in Chapter 1 and the plot thickens in Chapter 2. I'm finding it quite fun. 

Much of the gameplay involves analyzing various people and objects. In the easier puzzles, we just look at hot spots on a figure and guess which of the multiple choice answers are correct. It's fairly obvious, and Jane tends to throw in some ridiculous choices to narrow the guess factor. 

But this game has a focus on history (yay!) and we get quite a lot of reading matter on various objects and figures from history. Which historical character matches the modern one, for example. Don't know where this is tending, but I suspect some time travel will be involved.

We don't yet know how the Moebius infinity strip works in the game, but I think that's going to be a major object of play. It's only been mentioned once so far.

Golly, I hope this game isn't short. I've already reached the beginning of Chapter 3, and usually her games have only six chapters.  I had to look at a WT in Chapter 1, but I figured out Chapter 2 all by my little self. Just a matter of getting used to the gameplay, really.

I'm having fun! 

One caveat: the 3-D cartoon characters just look dumb. She did the best ever full-motion video game in GK2. The tech is better now. Why not bring it back? (Probably too expensive. Sierra had the $$$, but she's operating independently now.) Anyway, full motion video would fit with this game perfectly. Most games screwed it up back in the 90s. Now they could do it very well indeed. Sure hope somebody tries, and with a decent game.

So, on to Chapter 3!

Next entry


Gone Home: It's the Thought that Counts



So I finished the month's Kirkus books, and my sister, who has been here helping me recover from surgery (which turned out not to have been necessary after all), is out for the night and will come back tomorrow.

Perfect time to play one of those few-hours-long exploration games that have been becoming more popular these days. And why not? They're rather like short stories. You get a real gaming experience without having to commit weeks of time. Nicely memorable too.

Gone Home fit that purpose quite well. You play as the daughter (sorry, males) of a family on the night that you return home from an extended trip to Europe--at least a year it seems. You arrive, but nobody's home. Eventually you learn where your mom and dad went, and you learn a bit about their struggles. But it's your little sister Samantha, or Sam, who takes center stage--even though she's not there.

Lots of reviews have called this a scary game. I didn't think so until the end. I was pretty well scared to walk up that ladder amid those red Christmas lights. But we're in an empty house. We spend the entire game wandering around it, opening doors and drawers and cupboards and finding objects and notes and letters that tell a story, along with voiceovers from the absent Sam in journal form. 

Anything could jump out at us at any time.

Sam has abruptly left the house, and the game's goal is to find out why.

As we wander from room to room, finding a few maps noting secret passages, more of the house becomes available to us. There are no actual puzzles aside from three combination locks that need to be opened. We have to search for the combinations. We find several secret compartments as well. Once we happen upon those they're added to the in-game map, always available, that really becomes essential to navigation through the house.

The result is the slow unweaving of a love story, with an ending. We just have to find all the letters to tell us the story, slowly, piecemeal, but easy enough for any player to follow.

Following, however, requires use of the keyboard and mouse. I hated the controls. At first I didn't think I was going to be able to play the game at all. You use WASD to move around, but to look around you have to use the mouse. My Apple mouse spun the rooms far too fast, and there seems to be no way to slow that down in the settings/options of the game. Fortunately, I have a Lexmark mouse that was marginally slower. That enabled me to play, although the controls still are far too touchy. My control got easier as I got used to the game, but I found the whole setup awkward. A nice point and click would have been far easier.

That quibble aside, I enjoyed the game very much. The atmosphere remains fairly creepy throughout. There's a loud storm with lightening outside, and that no doubt is meant to contribute tension. And of course, you're wandering into dark rooms, always needing to find the light switch. The map is always available, along with an inventory (you'll use whatever you need automatically, it's just there to show you what you've got), and the collection of Sam's journal voiceovers, with accompanying text. And whoa, we really do need that map! Once we get into the basement, it's almost maze like.

But nervous players might start seeing things in shadows. Sam likes ghost chasing, and has been trying to find ghosts in the house. She's known as the girl from the "psycho house." Are we going to encounter ghosts and/or psychos? Was foul murder done? Any skeletons jumping out of all those closets?

I'm not telling.

But it was a truly enjoyable game, and an entertaining way to spend a few hours.