Jul 10, 2010

The War on Terror: The Auctions

The War on Terror Boardgame

I'll be honest and say I've never played The War on Terror board-game and haven't really been following TerrorBull Games. Apparently that's been quite a mistake of mine as a) The War on Terror seems like a truly great and impressively illustrated satirical game, and b) as TerrorBull definitely has a taste for the weird, the humorous, the political and the downright odd. In a nutshell? Well, I'll have to do my research or most probably grab a new board game and let you know what the fuss is all about.

After all, the second edition of The War on Terror will soon be released. And -according to its publishers- it will be great. Spectacularly so. Oh, and yes, you can also get your cute little faces on the game's money via one, two, three, four, five, six outrageous auctions. It's all part of the aptly (let alone, cunningly) named Get Your Face on Money craze funded by the ever-popular World Bank of Capitalism. Or -of course- not.

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Jul 9, 2010

Senscape unveils the Asylum

Asylum concept art

Finally, the time has come for the burden of a terrible secret to be lifted... Senscape, the new company where Agustin Cordes of Scratches fame is being all creative, has officially unveiled its forthcoming horror game and I can speak freely. I can even mention its name (hint: it's Asylum). As for you, dear and fearless readers, well, you should visit the brand new official site of Asylum, where you can happily get scared away or -at least- download the trailer, enjoy the concept art, meet most of the characters that inhabit the Asylum and find out more about the project. Possibly even understand what those weird videos I'd been posting were all about.

The Asylum itself will be a horror adventure set in a creepy and well-researched mental institution, and -judging from what I've seen and inquisitively found out- will sport the most impressive graphics engine ever developed for an adventure. It'll be the same engine that will allow players to fully explore the huge mental institute, while frightening them silly. The game will be out sometime in 2011, and you can meanwhile entertain yourselves by watching the trailer posted below and by either visiting the game's or Senscape's site (or both).


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Jul 8, 2010

Gentlemen, upgrade your Planescape Torment

Having only played a bit of Planescape Torment ages ago and having finally grabbed the DVD re-release of the game, I've decided to properly play through the whole thing and let myself enjoy the delights of this apparently delightful game. Cunningly, I also decided to be all modern and contemporary about it and mod, patch and update the thing to perfection. Or as close to perfection as possible.

At the very least I did manage to improve the game's visuals from this:

Planescape Torment

... to this (click the images to see how impressive the differences are):

Planescape torment widescreen

But, first thing first. You'll have to start by downloading and installing the final official patch found here. Then download and install the Widescreen Mod you can find here, which will allow Planescape to run in any resolution you care to mention, even if said resolution is not widescreen. The next step is to eradicate the graphical glitches and interface problems that arise from said high-res graphics via this mod and you'll be ready to enjoy Planescape Torment in all its glory.

Further enhancements can come in the form of this brilliant fix-pack or the extra quests of the Unfinished Business mod and the Candlestick Quest mod. Oh, yes, and you can always try the latest Tweak Pack too.

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Jul 5, 2010

The Sierra Chest Interview


Having already mentioned the excellent online museum that is
The Sierra Chest, I thought retro gamers, adventure lovers and fans of Sierra would care to find out more about this particular corner of the web. Here's Rudy Marchant, the curator and collector of all things Sierra, to enlighten us all on said legendary company, collecting games, classic adventures and the Chest itslef.



1. Let's start with a bit on you. Uhm, what can you tell our readers about yourself?

My name is Rudy Marchant, a Belgian in his mid-thirties. I live in a small village in Slovenia (that tiny country on the sunny side of the Alps) and basically have 2 very different occupations: 1) independent trader on the US stock market and 2) my little obsession: Sierra On-Line. I know... weird combination...


2. And how did you get into gaming; adventure gaming in particular?

When I was about 7 years old, around 1983, I spent a night at my cousin's house. It was the first time I saw and played with a console. I remember playing Pacman and Space Invaders until the early hours. I was hooked immediately. It would however take several more years before I would play a game again, but I never forgot the thrill of playing those arcades. Then one day in 1988, my father brought a copy of King's Quest IV home from work. It was rather exceptional since my parents considered computer games to be a waste of time. I didn't care which company developed the game, or that it weren't the original floppies. It was the first game i played in many years, and my first adventure game. Then in the early nineties, since I still couldn't afford to buy games myself, I started getting copies of games from class mates in high school. The games were from different styles and publishers: Indiana Jones and the Last Crusade, Dune 2, Wolfenstein, Street Fighter 2, among others. Halfway the nineties I started making some money with small student jobs, and of course that went all into computer games.


3. Why Sierra?

One of the first games I bought was Sierra's 15th anniversary King's Quest Collection. Obviously because I had played King's Quest IV to death, I was curious to play the other titles as well and loved every bit of them. The King's Quest collection came with a Sierra games catalog, so that's how I became familiar with all the Sierra titles of those days. Imagine discovering Space Quest, Police Quest, Leisure Suit Larry, Gabriel Knight, Phantasmagoria and more in just a couple of minutes by leafing through that little booklet! At the same time these titles were released as Sierra Originals (budget re-releases), so with my tiny budget I started buying the Sierra Originals which seemed most appealing to me. First the most appealing by the cover: Larry 6, lol. Then followed Gabriel Knight 2, Phantasmagoria, and so on, usually one new title per month. It went on like that for years and a small Sierra collection was born.


4. When did you decide to start collecting Sierra games?

The real collecting started not so long ago actually. Around 2003 I joined the official Sierra forums and learned the most about Sierra On-Line and their massive game range. All I knew thus far were the games they released since halfway the nineties. With exception of the Quest series, I hadn't even heard of the other classics, such as Laura Bow, the Conquests games, Manhunter, the Hi-Res Adventures and so on. That's also when I found out the horrible truth that Sierra On-Line as independent designer and publisher in fact didn't exist any more since the CUC fraud and 1999's Chainsaw Monday. In addition to playing Sierra's games, I got intrigued by the corporation itself and its people. The Sierra forums and its members, many of which I am still in contact with to this day, were a rich source of information. I began digging all over the internet for any information I could find, over the years gathering extensive knowledge on Sierra's corporate history, every single game they released, every company they worked with, and more. I guess that's when the obsession knocked in. Then I opened an eBay account and started gradually acquiring all these games from 1980 on.


5. And why not just the Sierra developed games?

That is actually a tricky question, because what is a Sierra developed game? Some would consider it only those games published by the Oakhurst studio, but even some of the old Sierra games were outsourced to other external developers, such as the Manhunter games (by Evryware) and Thexder games (by GameArts). Other people would also include the games of Sierra's acquired companies such as Impressions, Papyrus, Coktel Vision and Dynamix, companies which continued existing several more years after the Oakhurst studio was closed. By the time I knew Sierra's history, my collection already contained many games of which development was fully outsourced, published by Vivendi Games with just the Sierra logo printed on it. In addition, since I had become a moderator on the Sierra forums, I needed to stay up to date with the latest Sierra/Vivendi releases to help out the gaming community with technical and gameplay issues. Besides, there are many Vivendi/Sierra games, which I thoroughly enjoy, so I figured I might as well collect everything from 1980 to 2008. 2008, the year that Activision and Vivendi Games merged, is where the collection ends.


6. So, how many titles have you got?

I currently have around 330 different boxes, Sierra only, and the collection expands by about five boxes per month. Still a long way to go. As for the number of titles, I have no idea. Some titles I have multiple times in different releases and some boxes contain multiple titles.


7. What would you say are your three most prized possessions?

3) Ultima I: The Original. This is the 1983 release under the SierraVenture logo of the legendary RPG, made by Lord British. Not extremely hard to find, but hard to get. It occurs once or twice per year on eBay but is highly sought by collectors and bids run quite high every time.

2) Hi-Res Adventure #4: Ulysses and the Golden Fleece, the 1982 SierraVenture re-release in large folder. Not only hard to find but also still shrink-wrapped.

1) Hi-Res Adventure #1: Mystery House, the On-Line Systems release. It's the first game ever made by Sierra On-Line (back in 1980 still named "On-Line Systems") and the first computer game ever with graphics. My 7-year search for it finally ended last month. In addition, Ken and Roberta Williams (founders of Sierra On-Line and makers of the game) have kindly agreed to autograph it. So yes, this one has a definite first place.


8. Tell us a bit about the amazing Sierra Chest website.

I was planning to make a website about Sierra On-Line years before the Chest was created, but didn't do it due to my lack of programming skills. When it was announced on the former Sierra forums that, following the Activision-Blizzard merger, the Sierra forums were going to be taken down, that triggered me to launch the Sierra Chest in October 2008. Some other forum members also started their own Sierra fansite at that time and these individual independent sites are connected through a portal, known as the Sierra Gateway, of which the Sierra Chest is also a member.

I hired a programmer to create the basic design of the Chest: the layout, the underlying databases and the programming code. Then it was just a matter of filling up the databases with texts, images, videos and more. All this content is inserted by me. The site is a long-term project and will eventually contain every game developed and/or published by Sierra On-Line from 1980 to 2008, so also the Vivendi Games released under the Sierra logo. Each inserted game is covered in detail, with video and text walkthroughs, making-of sections, tech support, credits, strategies, music, demos, wall papers, you name it. In addition there will be a detailed corporate history, tons of biographies, printed publications (catalogs, InterAction magazines,...) and lots more. It's a lot of work, but it's all gradually happening.

In addition to the Sierra Chest site, there is also its Facebook profile. About a year ago, i set it up with the intention to market the site a bit more. What I did not expect however was that, pretty soon, Sierra alumni would join up as well. The word spread around pretty fast and now there are nearly 100 Sierra alumni on the Sierra Chest's Facebook profile. It is astonishing how these people, more than 10 years after Sierra's demise, are still connected with their fans and each other, talking about the good old days and sharing their stories. They also often help me out, providing additional information about the games, pictures, concept art, and such. They are very open and helpful and I learn new things from them almost every day.


9. Any particular Sierra (though not necessarily Sierra only) plans for the future?

I assume you mean plans for the Sierra Chest? If I'd have a few million bucks to spare, I'd probably be crazy enough to go knock on Activision's door with particular intentions though, lol.
As for the Chest, yes, aside from inserting game data, which is a continuous job, I'm also expanding the site to a new level. So far the Chest is purely an informative site. I want to make it more interactive, so the Sierra fans can also contribute to the site's content and get more fun from it. This would involve setting up site membership, new forums, some online Flash games, allowing members to upload screenshots, write reviews and so on. The more site members visit and contribute, the more features get unlocked, such as collectibles, new Flash games, Sierra music and so on. In addition it would help me a great deal as the members would lift some work of my own shoulders, speed up the growth of the site, and have fun in the process.


10. What would your advice to starting collectors be?

Each game is a labor of love by its makers and has its own story. Research what you collect. If you research Sierra On-Line and discover its rich history, then the collection gets a far deeper meaning.

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Jul 2, 2010

The evils of Phenomenon 32

I've been meaning to write about Phenomenon 32 for quite some time now, but hurdle after hurdle, combined with the fact that this is an impressively vast game, shamed this very Lair to a belated coverage of the game. Still, better late than ever, eh? After all, the thing is still around, freeware as ever.

So, uhm, let's start with some basic facts first. Phenomenon 32 was developed by Jonas Kyratzes, the immensely (multi) talented, inventive and controversial developer of The Strange and Somewhat Sinister Tale of the House at Desert Bridge and The Museum of Broken Memories, and can briefly be described as a black and white, 2D, exploration, platform game, albeit one with quirky RPG and strategy elements. The game can be downloaded here.

Phenomenon 32, being Kyratzes' most ambitious project so far, is much more than the sum of its parts. Besides the beautiful black and white visuals, its atmospheric soundscape and a deeply depressing and simultaneously surreal game world, Phenomenon 32 is an incredibly immersive experience, designed to be savored slowly and carefully. It is after all a hard and demanding game, that simply cannot be completed in one sitting. It also is a game filled with surprises and little touches of excellence, that go far beyond what you might expect from a free game.

As for the plot, well, it's one of the best I've ever encountered in a video game ever and a key part of Phenomenon 32. Set in an alternate version of the 70s the game is engrossing, deeply political, truly unique and thought-provoking, and is supported by some quality writing and impressive voice-work. You really have to play it. Really.

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Jul 1, 2010

Desert Island Disks

Imagine yourself stranded on a tiny salty island of the Pacific with nobody to talk to, no access to the Internet, no way to communicate with the rest of mankind, no smoked salmon delivery service, no books, no sex toys, nothing but a super-computer-console emulator thingy that could play each and every game ever. Now, imagine you weren’t an anti-social sociopath. Wouldn’t that be dreadful? Of course it would. You’d hate the place.

Anyway. Having established the setting, would you now be so kind and imagine you were foresighted enough to have brought some of your dearest games with you so as to, you know, sort of ease the pain of boredom? Great! What would them games be? Too shy to speak, huh? Well, suit yourself dear reader (better yet leave a comment), but here are my Desert Island Disks (CDs/DVDs too), all selected for their endurance, in a a feature inspired by the excellent Retro Gamer magazine.

Sid Meier’s Civilization IV

Sid Meier’s Civilization IVNot as groundbreaking as its esteemed grandfather, I’ll give you that, but definitely the pinnacle of the ever-evolving Civ series and a game I believe I could play forever. Well, provided I have some mods within reach. Still, trying to beat it at the toughest setting, experimenting with a variety of tactics, playing the tons of available scenarios (random or not), reflecting on human progress, preparing never-to-be-published attacks on its mechanistic understanding of societies and living out megalomaniac fantasies should be both highly enjoyable and appropriately time consuming. Even in solitude and without the multiplayer aspect of the game. Then, should the rescuers really take their time, there’s the excellent editor/modding tools to get creative with.

Elite Plus

Elite PlusElite was huge, brilliant and a smash hit that all but dominated the home computing scene. It sported gazillions of planets to visit and/or exploit, the option to play anything from a space-pirate, to a bounty hunter, to a lawful trader and -importantly- provided with some rare opportunities at daydreaming. Shockingly, this amazing space-sim-opera of a game hasn’t aged a day. Well, ok, one day. Elite Plus cunningly updated the graphics to glorious 16-bit quality, without touching the core game and is thus the marginally better choice. Freeware remake Oolite is also excellent, but I'd rather have boxed copies on my island.

Day of the Tentacle

Day of the TentacleAdventures, my favorite genre, are unfortunately ill-suited for the desert island environment, what with their total lack of replayability. A shame, for Monkey Island would have been so appropriate. Thankfully, though, it’s been over 10 years since I last touched Day of the Tentacle and I’m bound to have forgotten most of the puzzles. Besides, there’s the full version of Maniac Mansion -one of the few Lucasarts games I have never finished- included as a game within a game. Oh, and as far as adventure games go, this is one of the best. Tim Schafer designed it you know.

Championship Manager 97/98

Championship Manager 97/98Unless you have actually played Championship Manager (or Football Manager after them corporate people got it all mixed up) you just can’t understand the sheer brilliance of this coach/manager sim. It’s the only game that, while being as utterly realistic as it is, can keep you up till 6 o’ clock in the morning chain-smoking yourself to the next division. Or the Championship League finals. If you love football, you’ll love CM, and if you love CM you'll love the perfectly balanced 97/98 edition.

Diablo II & expansion pack

Diablo III wouldn’t really call Diablo or its sequel a true CRPG, but I would definitely describe both of them as extremely addictive, time-consuming, fun and oddly atmospheric games. Oh, yes, and as action heavy hack-and-slash offerings set in a dark and horribly clichéd fantasy world featuring many nasty little (and pretty huge) devils too. Then there are them randomly generated levels and the huge variety of enemies, weapons, spells, you name it, that make sure the Diablos last more than roughly a dozen of your average FPSs. Obviously Diablo II is the better game, whereas Lord of Destruction is a typically brilliant Blizzard expansion. On the other hand, I might just go for Ron Gilbert's forthcoming Deathspank.

Heroes of Might & Magic III

Heroes of Might & Magic IIII must have wasted quite a bit of my life on this one already, but nevertheless I’m sure I could waste a bit more. Especially if stranded on a bloody island. Heroes of Might and Magic III, you see, a game I usually spell Heroes of Might and Magick for some peculiar reason, is a superb turn-based strategy affair, that is incredibly simple to get into and incredibly difficult to master. HOMM III is played on three levels (World exploration/strategic - City/resource management - Battlefield/tactical level) and happily excels at each one. Also sports tons of missions to beat. Failing to grab a copy of it (quite impossible as I own at least three), I guess I could settle for the admittedly decent HOMM V, even though I still prefer my 2D graphics. HOMM IV is just despicable, mind you.

Sensible World of Soccer

Sensible World of SocceSimply the best version of the best footie game ever and something you really have to play on an Amiga to truly appreciate. The pace is just right, the game actually feels like playing -not watching- football, the stylized graphics are pure genius and SWOS goes as far as to provide with an expanded team management bit. Probably needs a classic, sturdy digital joystick too, you know, for the complete experience. Infinitely replayable, despite the fact I can easily win the Euro Cup with Malta.

TIE Fighter

TIE FighterWing Commander was great, X-Wing was better and TIE Fighter is simply above anything else. Getting to play the bad guy -with an option for joining the order of the abominably nasty- while flying one of those highly maneuverable though totally shield-less TIE thingies, was a fantasy come true and one I’m eager to relive. Happily, I haven’t played the thing for ages either, so I guess it should last me for a good 50-60 hours, what with its training missions, dozens of historic battles and three (if I remember correctly) pretty hefty campaigns. I could of course go for its Collector's Edition, that comes packed with extra missions and spaceships.

The Lost Treasures of Infocom

The Lost Treasures of InfocomIt's a compilation, I know, but I wouldn't call picking this one cheating. It was after all sold as one hefty old-fashioned box, and comes with enough reading material to make me happy for a week. It also sports 20 of the best, most difficult and most captivating text adventures ever produced, that could last anyone a lifetime, especially if those handy hint guides were misplaced.

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