Showing posts with label Retro. Show all posts
Showing posts with label Retro. Show all posts

Nov 19, 2020

A Wild Book Appears

 

Time flies, and it seems I hadn't updated my dear and undead blog in over two years. So, well, thought I'd drop by, say hi, and let my sole surviving reader know that Virtual Cities has finally been published. You can find all about that atlas and exploration of 45 iconic video game cities, and even purchase your copy, here.  

See you next year! Hopefully.

Mar 8, 2018

The Streets of Beat-'Em-Up


What you see above are four rather classic urban scenes I grabbed from the ever-evolving, and always excellent MobyGames. I've been researching the evolution of urban depictions in games lately, you see, and the side-scrolling beat-'em-up genre isn't something that could be ignored. Oh, and do look at those lovely colours!

Oct 23, 2017

Eye^Game^Candy: Shadow of the Beast II

Age hasn't been kind to Shadow of the Beast II's gameplay, but its aesthetics and visual successes have lost none of their original qualities. Psygnosis' arcade adventure hit remains beautiful and evocative to look at, a highly atmospheric 16-bit offering, and a game with a truly brilliant soundtrack. Actually, it's something that simply shines on YouTube, and is definitely worth checking out on MobyGames.  

Feb 16, 2017

Eye^Game^Candy: Where Time Stood Still


There were but a few games that really took advantage of all the extra RAM the 128k ZX Spectrum provided, and even fewer that attempted to craft beautiful, isometric open worlds populated by rule-based AIs, and the odd Tyrannosaurus Rex. Actually, Where Time Stood Still by Denton Designs (published by Ocean Software), a follow up of sorts to the already groundbreaking The Great Escape, is the only game that managed to really pull off such an impressive feat on the humble Sinclair 8-bit. It is still a beautiful, ambitious, and engrossing survival horror, exploration, RPG-lite action-adventure that has aged remarkably well. Its crisp and fluidly animated black-and-white graphics look as beautiful as ever, and its exotic The Lost World-esque setting remains properly fresh. Interestingly the game also got MS-DOS and Atari ST ports.

Find out more, download a copy, or even play Where Time Stood Still online on World of Spectrum, and then read a bit more about it over at Hardcore Gaming 101

Jul 5, 2016

Eye^Game^Candy: Wonderland

Being one of the most ambitious text adventures ever created, and making a brave attempt at thoroughly modernizing interactive fiction interfaces, Wonderland by Magnetic Scrolls is one of those few games that should be considered important. It also happens to be one I really do love. Somewhere between the fact that I never managed to finish it, the childhood memories of opening its big box with all those 5.25" floppies, the amazing little visual vignettes, and those incredibly appropriate and very whimsical puzzles I absolutely struggled with, I may have created a mental image of Wonderland that might just be too good to be true. I know. And even though I don't want to spoil the memories, I know I'll eventually have to revisit it.

You can play the game online here (albeit not in its full glory; you'll be needing DOSBox for that), and find out more about it on Mobygames and the Magnetic Scrolls Memorial

Oct 28, 2015

Eye^Game^Candy: Life and Death

It may have been released across all major computer gaming formats and may have looked impressive on the Amiga, but it was always the CGA, MS-DOS version of Life and Death I considered the more appropriate. Its garish colours had an uncanny ability to make the subject matter just a little bit more disturbing to turn each operation into an exercise in bloody horror, whereas the PC beeper powered scream was simply unparalleled in its other-worldliness. Oh, yes, and this was actually the version I've always owned and loved complete in its magnificent box with the surgical mask and that brilliantly written The History of Surgery book. 

Find out more about Life and Death on MobyGames and Abandonia.

May 25, 2015

Eye^Game^Candy: Lionheart

Released late in the Amiga years --during the far too recent 1993-- Lionheart by Thalion didn't really receive the recognition it deserved for years, until people finally saw it for the beautiful (stunning even) fantasy epic that it is. So, after marveling at the excellent pixel-art posted above, I suggest you read about Lionheart over at HG101 and IndieRetroNews. You'll probably discover new ways of playing through the thing too. 

May 5, 2015

Let's Tell A Story Together

Words can do amazing things. Beautiful things. Ageless things. And though interactive words haven't yet managed to surpass the things static, printed words have accomplished --which is only natural for a particular sort of words that has been around for mere decades-- they have managed to create a more literary, more engaging and, usually, more demanding genre of gaming: interactive fiction. Or text adventures, but let's not argue terminology here.

Jimmy Maher does after all cover terms and definitions brilliantly at the beginning of his 2006 book Let's Tell A Story Together (A History of Interactive Fiction). Actually, Mr. Maher does an impressive job of getting you all excited about interactive words, introducing you to the many charms and idiosyncrasies of the parser, the intricacies of designing text adventures and even a more or less complete history of interactive fiction and its evolution.

From the late seventies and Adventure to Infocom's golden era and contemporary interactive fiction, Maher's book really does save me the trouble of doing anything beyond suggesting you read it. Read it even you've never dabbled with a parser in your life, read it if you have always loved the genre and, by all means, read it if you are an interactive fiction author. 

Let's Tell A Story Together, besides being well written and thoroughly researched, offers unique insights into defining text adventures and a comprehensive approach that covers over 30 years of parser driven gaming. Handily, it's also generously available for free both as an online hypertext and downloadable ebook.

Related @ Gnome's Lair:

Nov 12, 2014

Eye^Game^Candy: Cruise For A Corpse

Though largely forgotten today, Cruise For A Corpse was a stunning, triple-A adventure game back in 1991 that launched on the Amiga, Atari ST and MS-DOS and was probably the first Agatha Christie inspired game I truly loved. Granted, the colourful graphics, unique setting (spoiler: everything happens on a posh boat), stunning backgrounds, interesting plot and rotoscaped animation were all I cared for, as I did resort to using a walkthrough and can't really comment on the quality of its puzzles. As for the good news, well, if you still have the game's files you can properly play through it via ScummVM.

Sep 18, 2014

Game Books From Transylvania to Na Pali

Reading is good for you, you know, and reading about games can be incredibly enjoyable too. Yes, odd, I know, but books about games do not have to be manuals on level or game design. Nor do they have to be about programming. They can be everything from wonderful strolls through alien worlds to exhaustive write-ups on classic series.

They can be just like HardcoreGaming 101 Presents: Castlevania or Escape to Na Pali. Two vastly different books I have really enjoyed reading and have somehow intrigued me enough to replay a game I had mostly forgotten and, well, properly give the Castlevania games a try.

The first of them two books, the first to be released that is, Escape to Na Pali: A Journey to the Unreal was written by Alan Williamson and Kaitlin Tremblay and is a 110 pages long exploration of the first cinematic FPS. It also is a very well written journey through Unreal's planet, history and culture, complete with essays on whimsical architecture, world building and even narrative design. Oh, and some interesting ideas on the fusion of fantasy and sci-fi elements.

Interestingly, I'm fairly certain that Escape to Na Pali can be enjoyed by people who have never heard of Unreal. I've even used it to convince a friend who hasn't played any games in over a decade, that some interesting things can and do happen in our interactive medium.

Surely, the same friend wouldn't be too interested in the book about Castlevania, but, being a huge fan of the detailed articles over at HardcoreGaming 101, I must admit I absolutely loved their Castlevania offering.

Yes, it's aimed at the gaming connoisseur, but it's brilliant, brilliant specialist stuff. It's complete, thoroughly research, exhaustive, lavishly illustrated and up to the usual lovely writing standard of HG101. And it does really cover everything there is to be written about Konami's genre defining classic, including more than a few installments I had never heard of.

Also, I'm out of words and very sleepy.


Related @ Gnome's Lair:

Reminder: I could really use your support via Patreon in order to survive long enough to make more indie gaming (and gaming in general) words and things. Thanks! 

Jul 3, 2014

BITBITJam and the Classic Hardware Freebie Indies

Jams are a lovely thing. A varied thing also and even the one jam I never expected to see happen, well, happened. It's the BITBITJam and it tasked developers with creating games for actual, vintage machines. Not retro-inspired games, that is, but games that would run on your very real, rather old, most probably dusty ZX Spectrums and Sega MegaDrives.

And lo, 10 brand new freeware games for the ZX Spectrum, Amstrad CPC, Sega MegaDrive, Nintendo Game Boy and MSX have been released! Download them all here.

The Speccy is a bit over-represented, which is always a good thing, and has gotten itself five offerings, followed by the MegaDrive with two, while the other platforms got one (lovable) game each. As for me, I only tried a few of said offerings, really loved Conspiralove and Leovigildo's Murcian Conspiracy and am aiming to play through the rest of said entries as soon as possible.
Mind you, in order to play everything, you will probably need several of these handy emulator thingies: WinApe (Amstrad CPC), ZX Spin (ZX Spectrum), BGB (GameBoy), blueMSX (MSX) and Kega Fusion (MegaDrive).

Reminder: I could really use your support via Patreon in order to survive long enough to make more indie gaming (and gaming in general) words and things. Thanks! 

Oct 10, 2013

Lawless Legends and the 8-bit Spaghetti RPG

Not all cowboy films are spaghetti westerns, but we all know that those were the best. And I do really want to imagine Lawless Legends as a fantastic RPG set in the Wild West that will nostalgically remind me of both The Wild Bunch and those roleplaying games I used to love as a young little person whose imagination had not been tainted by photorealistic graphics. It will, after all, be an 8-bit offering, meaning its graphics will by definition put the old brain to work.

As for what it will be all about, here is how the devs put it:

"The year is 1856, you have just arrived at Fort Miller, near Mariposa California. The gold rush has now past it's peak and the region is slowly being over run with cutthroats, thieves, murderers and the like. It seems like drifters from the wilderness are gravitating back into the nearest town they can find. The only other thing keeping the peace in these parts, besides lawmen, are the saloons with their fill of booze, gambling and loose women. To make things worse, there are rumors circulating about mysterious, unnatural things taking place behind the curtain of mountains beyond the local ridges, spreading like wildfire. It’s getting to the point where most folks are too nervous to venture far from town...even for gold."

What's more, Lawless Legends is an open source project and is ready to accept all the coding and designing help you can offer it, while simultaneously considering all the ideas you have to throw its way. You can keep an eye on it via this handy facebook page and have a look at the code, editor and assets over here.

Lawless Legends will be released for Apple II and Commodore 64, with a slight chance of also making it to modern PCs and Macs. Sadly, no word on the ZX Spectrum version yet...

Related @ Gnome's Lair:

Sep 9, 2013

It's Behind You: The Making of ZX Spectrum R-Type

Coding on the ZX Spectrum was tough. As was creating decent art and making sure everything moved along at a respectable pace, and that's why a mere glimpse of R-Type running on Sinclair's humble 8-bit was more than enough to drop jaws all around Europe. The thing felt arcade perfect and quite frankly unbelievable, and that's why said conversion is considered one of the machine's finest, while casually finding itself in all sorts of best-of-all-time Speccy lists. 

Finally, you are about to find out how (then) bedroom coder Bob Pape managed to pull it off by reading his just released ebook It's Behind You: The Making of a Computer Game. The 138 pages long book is surprisingly well written, filled with all sorts of information, artwork, ads, bits of code, designs and, well, the complete lowdown on R-Type. Interestingly, you'll also find quite a few words on the Rampage conversion and the whole Spectrum era in there too.

A brilliant and most enlightening read indeed and a freeware PDF you simply have to download! Oh, and do not forget to check out those lovely book extras too.

Jul 5, 2013

Silent Hill: Genesis finds its scary, visual novel self on Sega's 16-bit console (!)


In an era when 3D graphics scared artists left and right and console storytelling was in its early infancy, Silent Hill managed something utterly impressive: it was interesting and atmospheric. It felt right and more than a bit scary, and promptly went on to become such a commercial and critical success as to be nowadays considered a classic.

I, having only played three hours into the thing, am sadly in no position to seriously discuss such a lofty status, though I can happily inform you that you can now play Silent Hill: Genesis on your Sega Genesis/Megadrive (something that would probably involve a lot of technical trickery) or your Sega 16-bit emulator of choice. For that I would suggest you grab the incredibly handy Gens.


As for Silent Hill: Genesis, it is a most interesting, freeware and properly indie adaptation of obscure GBA visual novel Silent Hill: Play Novel using story and graphical assets from the original Silent Hill. Yes, it's pretty weird and definitely not a gameplay extravaganza, but it also is an obvious labour of love and way more enjoyable than I expected it to be.

You can grab it from this lovely place, though do keep in mind it's still in beta. Haven't run into any problems myself, but we all know how finicky betas can be, don't we?

Related @ Gnome's Lair:

May 21, 2013

Forget that Norton guy; it's The Laffer Utilities Ver. 4.01!

Nowadays nobody seems to remember neither them PC Tools nor those over-priced Norton Utilities we  all used to install in order to have our PCs actually come close to doing stuff, and I frankly do not particularly miss this part of the era. On the other hand, you can't really complain when you are 14, even if the only Sierra product you can afford are the obscure Laffer Utilities. The Laffer Utilities Version 4.01 to be precise; a set of wacky little programs promising to make themselves handy "for everything you do at the office that has nothing to do with work".

Of course being 14 I couldn't really appreciate this kind of humour nor find any particular use for fax covers. An office sounded, well, it sounded implausible at best and, admittedly, Mr. Lowe's jokes aren't always what I'm looking for, but, still... Hey, I actually managed to have fun with the Laffer Utilities.


I printed silly signs filled with the bits The Office writers chose to cut, tried to entertain my parents with semi-randomly generated tabloid-esque headlines, gawked at the brilliantly drawn and incredibly vivid low-res 16-colour graphics and even fooled around with the rudimentary parser-driven AI that answered all questions with a selection of five catch-all phrases. In a desperate effort to squeeze even more fun from said piece of counter-productivity software (it really, really, wasn't suited for my age) I even tried to organize my friends' phone numbers into Larry's database, all the while wondering what on earth a betting pool is.

Ah, yes, good times.

Somewhat surprisingly, I quite enjoyed myself for far too many hours with the thing and Larry's non-gaming offering is something I still remember fondly. I regularly re-open its filled-to-the-brim box and browse the manual to this day. What's more, the complete set of the Laffer Utilities has been made available by Al Lowe himself and you can download it for free over at his radically updated site.

Related @ Gnome's Lair:

Mar 18, 2013

Creating the best Monkey Island games possible

Ask anyone with a passing interest in gaming and at least a modicum of taste and they will immediately let you know that both The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge are perfect games. Interestingly though, their recent deluxe versions are pretty good too and, despite a few interface hick-ups and some not always spot-on visuals, they also sport some truly excellent voice-overs.

Which leads us to the question: what are the best possible versions of the first two Monkey Island games? How should you enjoy Ron Gilbert's masterpieces?

Simple! By playing the original games with the original point-and-click interface in the talkie versions that never existed; the talkie versions using the voice-overs of the deluxe editions. All you'll be needing are the original games, their recent deluxe versions, ScummVM and the brand new, freeware, legal and utterly fantastic Monkey Island Ultimate Talkie Edition Builders.

You are most welcome! No, really, 't was a pleasure!

Mar 27, 2012

Sherlock Holmes Consulting Detective

It was either 1991 or 1992 when I got my first CD-ROM. It came bundled in one of those Multimedia PC (anyone else remember the MPC standard?) kits Creative Labs used to put together, and was accompanied by a Soundblaster Pro and some CDs. Needless to say, I was blown away. Never thought a humble 286 PC could pull off such amazing feats. Besides, ignoring the dull edutainment and encyclopedic software on offer, the thing came with a pretty impressive game: Sherlock Holmes: Consulting Detective.

It was a game designed and developed by adventure maestros and brave innovators Icom; the same team responsible for some of the earliest and definitely more ground-breaking attempts at a point-and-click interface. But where Deja Vu and Shadowgate innovated by evolving text-adventures, Sherlock Holmes was both a technological marvel and an altogether new way at enjoying narrative heavy gaming. It also was the very first FMV offering I had ever played and it simply amazed me. It even fooled my young self in believing that games with video in them were the future.

Then again and to my defense, Sherlock Holmes, despite its 256-colours limitations and ancient compression technology, sported real actors, solid writing and proper-looking sets. Come to think of it, it was probably among those select five FMV games mankind doesn't have to be ashamed of. What's more, it played excellently and quite a bit like a board game. It even featured three unique cases to solve; all of them fondly remembered.

Now, to the news. The good news! Well the good news is that zojoi, a team headed by Dave Marsh of Icom fame, is attempting to actually bring back the entire Sherlock Holmes series (all nine episodes of it) complete with remastered videos, new interfaces and -if things go really well- even new footage. It will be bringing them back to the PC and Mac, but also on mobile platforms, provided of course we all help out a bit with its Sherlockian Kickstarter. Here's the pitch video to get you all excited and sleuth-y:


Related @ Gnome's Lair:

Mar 1, 2012

The Steve Ince Interview

From Beneath a Steel Sky, Broken Sword and Revolution Software to So Blonde, The Whispered World and Juniper Games, Steve Ince has been there to help adventure games evolve and show everyone else just how crucial the role of a games-writer can be. Without further ado then, here's the gnomic interview with the writer, artist and game designer responsible for more than a few (adventure and non-adventure) classics:

I understand you started working on games as an artist on Beneath A Steel Sky. Is this actually true? 

Yes, although there were better artists and animators already working there.  The image below is one of my paintings.  I also animated a number of other sprite anims, including the steam in the power room.


But what drew you to it? Was it the apparent quality of the game? The genre? The medium itself?

I was based in Hull at the time and Revolution had its offices there.  Someone I knew told me that Revolution was looking for an artist and I got an interview.  After some test pieces and a meeting with Dave Gibbons I got the job.

I didn’t actually know any specifics about the project or even that Revolution were based in Hull, so it was a really fortunate set of circumstances.


You've also had a rich history in the Broken Sword series all the way from producing and drawing concept art for the original, to doing almost everything for Sleeping Dragon and managing the remake. Any thoughts on the series? Any particularly interesting anecdotes perhaps? Any, uhm, news?

Firstly, I didn’t do “almost everything for Sleeping Dragon”.  While I had a hand in a number of areas, the vast majority of the work was done by a team of talented people, as is the case with all the Revolution games.  It’s always a pleasure working with such people.

The best thing about the Broken Sword series is the way that it’s still vibrant after all this time, which reflects the care and attention that the team put into making it.  It’s also been a great experience for me in my growth as a game developer/designer/writer – so much of my career has been involved in the series it’s hard to imagine I’d be the person I am without my involvement with these games.

I have no news to tell you at this time.


Could you briefly describe the design and production process of Broken Sword III? What were the key choices that had to be made? Were you happy with its reception? Any regrets? Any particularly proud moments?

Like most adventure games, it started with the germ of an idea, which was then built upon through a number of iterations that developed the structure of the story and gameplay in parallel.  Once the high level structure, plot and gameplay objectives were in place we were able to detail up the various sections through a further iterative process.

The key choice that defined how we approached the design and implementation was that of going with direct control 3D, which came about after the direct control version of BS1 worked so well on the GBA.
The game received a number of award nominations and was given best PC game by The Independent (UK newspaper) so I’m more than pleased with the reception it received.

No real regrets, but in hindsight we perhaps should have taken a different approach to the crate puzzles.  Although, considering the small percentage of the overall gameplay they constituted, I do think some people made more of their significance than was really the case.


What about In Cold Blood? It was quite a departure. Do you feel its innovations were succesful?

Yes and no.  I think that overall it was a strong game with a good story.  But I do think that the difficulty ramped up too quickly at the beginning and the artwork and camera angles didn’t always make it clear what was taking place.  Some people loved it while others were less enamoured.


What do you enjoy the most when designing games? What are the major challenges of such an endeavor?

I love the interactions between characters and working out how to make that work in the best way as gameplay.  Adventures, of course, are one of the best types of game in which to maximise this.  The biggest challenge is not letting the characters run away with things – it must always be driven by the actions of the player.


Do you have a certain way of designing games?

I like to work from a broad view in order to get a grasp of the game’s vision and then work up the details from there.  Usually, this is a very collaborative process, which is a huge benefit because everyone involved gives perspective on other people’s ideas and helps to refine initial ideas into more complete puzzles and gameplay.


How about the challenges of writing for games? Or working on dialog and English translations as you did for The Witcher 2 and The Whispered World?

Game writing is an evolving aspect of developing for games.  It’s part of what I enjoy about game development – there’s no time to sit back and take it easy.  The way we view the role of dialogue is changing along with the development of character and voice acting.  We’re doing things now we could only dream of back in the 90s.  The chance to think in terms of character story arcs, sub-plots, sub-text, etc. just wasn’t an option back then.

When I work on games like The Witcher and Whispered World, I’m asked to give a little polish and life to the translation.  The translations are often very good but they can be a little dry and lack the necessary character voice to give the actors something to get their teeth into.  The biggest frustration is being unable to change the number of lines in a conversation.  What works fine in another language in three lines will often work better in two lines in English, say.  This means I have to be creative about how I tweak the three lines to work best.

Sometimes it’s about adapting the lines in a way that the flow of the scene is more natural or better paced.  Sometimes I have to almost look through the translation to the sense of the original scene.


Care to share a few words on your book about writers in video games? 

Writing for Video Games was published in 2006, which seems quite a time ago, now.  I was approached by the publisher who read an article of mine online and liked my style, which is always very flattering.  The book covers a broad, high-level look at writing for games and tries to place the writer in the context of game development for those who are unsure how this works.  It is not about teaching people how to write but how writers can look at their own skills and adapt them to the games industry.  For writers already in the industry some of the book will be stuff they already know and have experience with.


And did you draw upon your writing experience when working on And Then There Were None? It was a grossly underrated I believe and one adventure I sincerely loved.

I had a very minor role on this game.  I was simply asked to do some minor script editing to ensure the British feel of the English used.


You've also worked on So Blonde. The only one of your games I haven't played. Well, should I?

Everyone should play So Blonde.

I’m pleased with the story, characters and dialogue on this game and the Wii/DS version.  The main character goes through a genuine development arc and although she starts out as a whiny spoilt teenager she quickly grows into someone much more self-sufficient.


You've been walking down the independent route via Juniper Games for quite some time now, but what exactly is Juniper Games? And why did you decide to go for it?

Juniper Games is really just a label under which to develop some personal projects, not all of which have come to fruition yet.  It’s not a company or a studio (yet) but it enables me to compartmentalise my projects somewhat.  It’s a way of separating my freelance writing and design work from self-developed projects.


Mr Smoozles Goes Nutso was the first Juniper game and a pretty brilliant arcade adventure too. Are you happy with it (and I do mean both from a creative and a commercial point of view)?

Thank you.

Creatively, I’m happy with it, commercially, not so much.  It got a lot of great reviews and was even Game of the Month at Game Tunnel, but people just didn’t buy it in the numbers I’d hoped they would.
I’ve been toying with the idea of creating an iPad version with voices but so far the tools aren’t available for me to convert it easily.


And now you are working on some games aimed at children, right? 

I’m developing ideas for Star Sweet and Honey Heart, which is going slowly because I need to get a number of things working right before I can push on in earnest.  However, the videos got some great response from people and kids loved them, so I’m really encouraged by this and may well be able to release a demo of sorts in the next few months.


Whatever happened to The Sapphire Claw: Serpent Eyes? 

It’s currently on hold.  I want to return to it at some point but I don’t know when that will be.


Any thoughts on adventure gaming and its current state?

If you look at the broader spectrum of adventure games – casual adventures, new platforms, etc. – the adventure genre is in a great state.  I think that the trick for developers is to create new games with a wide spread of platforms in mind.  Revolution has proved that the touch-screen devices are perfect for adventures.  Double Fine has proved that there are plenty of people willing to crowd-fund the development of quality adventures.


What about the future of gaming. Could we expect something artistically interesting? 

I hope so.  I have ideas of my own but when I’d get the chance to take them further I don’t know.  I’d like to do something that utilises my recent experiments in digital painting.


Do you believe that games could matter they way other mediums do in politics, culture etc? The new intro to Broken Sword was, after all, deeply political.

I don’t see why not.  We might need punchier, shorter games to have the impact that a hard-hitting film would have, but there’s no reason why this shouldn’t be done.  The trick is in making the game fun at the same time as delivering a deep message.

Related @ Gnome's Lair:

Jan 11, 2012

Eye^Game^Candy: Little Computer People

It might have inspired The Sims and that happily forgotten Tamagotchi craze, but David Crane's Little Computer People was far from a commercial success back in 1985. Surely the atrocious cover art couldn't have helped much... The game itself though remains fresh, unique, innovative, pretty brilliant and beautiful in a way only those chunky Commodore 64 games can be. And did you know that its complete title is Little Computer People Discovery Kit and that it was also known as House-on-a-Disk? Oh, I see...

Jan 10, 2012

Quest in Space with Space Quest

Sierra is no more. Mark Crowe and Scott Murphy, the venerable Two Guys from Andromeda, haven't designed an adventure game since the previous millenium, yet Space Quest oddly refuses to simply lie down and die. It has instead gotten itself numerous fan contributions, maintains a healthy community, has gotten an almost decent re-release, lives happily on gog.com and, well, generally keeps on being loved and cared for.

Why? Simple really. Space Quest remains the funniest, most historically important and best designed comedy sci-fi adventure series ever. A series that helped evolve the genre, while featuring some of the weirdest characters, puzzles and settings imaginable. A series sporting the best known janitor in the history of science fiction: Roger Wilco.

Said Roger has happily embarked on two brand new adventures, or, to be precise, a new and a revamped old one. This being a most old fashioned blog though, I guess we'd better start with the old one first, shall we reader? Of course we shall, for I am indeed referring to the shiny, new and very freeware remake of Space Quest II: Vohaul's Revenge by Infamous Adventures. It's a more or less straightforward remake of the original classic, but with a brand new point-and-click interface, shiny SVGA graphics, a full voice-over and a few other tiny but welcome changes. The puzzles remain as fiendish as ever and the story is faithful to the 1987 release, meaning it once again involves those nefarious, cloned insurance salesmen.


The other goodie of the day is Space Quest: Vohaul Strikes Back. It is a fan sequel of sorts and the first full-length Space Quest adventure in over a decade. It's also free to grab and, from what I've seen so far and besides the excellent visuals, plays really great. Here's the trailer:




Related @ Gnome's Lair: