I don’t post about Kickstarters too often on here, just because of the extreme volume of retro revivals and similar projects. But this one is pretty special. New York-based digital art group Rhizome is attempting to preserve three CD-ROM games by developer Theresa Duncan – Chop Suey, Smarty, and Zero Zero – that were designed for girls ages 7 to 12. These games were released for Windows 95 and 98, a dark age for compatibility and emulation, and Rhizome wants to curate them for modern audiences. This combines two of my favorite things: Windows 9x CD-ROMs and diversity in gaming.
This is a really terrific cause, and it’s a great example of why obscure games matter. I had never heard of any of these games prior to this Kickstarter, and it excites me so much to know that they made a difference for young girls back in the day. We should be celebrating more of these creative, out-of-the-way games tailored to audiences that are usually overlooked by the industry at-large. They’re special, and they make the world of gaming a little bit brighter. More people should know about them! (Plus, CD-ROMs are super great.)
If you want to learn more about Theresa Duncan and her work, check out Jenn Frank’s article In a Field of ’90s Barbieland Wreckage, Chop Suey Got Gaming for Girls Totally Right.
Please consider kicking in a few dollars!
(Thanks to Eli Abbott for alerting me about this!)
If you want to see the two diametrically opposed directions of games in 90s, look at The Dig and Doom. One is an adventure game with gorgeous visuals that fleshes out its narrative with character interactions and exploration. The other is a largely plotless first-person shooter that focuses on extreme speed and three-dimensional carnage. Both games succeed on their own terms, but their styles weren’t exactly compatible. At the time, many adventure games used pre-rendered scenery to convey detailed, elaborate settings and stories that were not otherwise possible, and they were, by necessity, a little clumsy. Games that don’t demand intense action can get away with this, but Doom needed to be slicker, quicker, and simpler.
Lunicus, the debut game from experimental developer Cyberflix, attempts to bridge these two worlds. Though primarily a first-person shooter, Lunicus borrows liberally from adventure games, using pre-rendered graphics, cinematic vignettes, and extensive narrative sections. Melding these once-opposed genres is a huge creative gamble, and unfortunately, it doesn’t quite work. But it’s at least an intriguing failure worth a post-mortem. Read more »
The most surprising quality of Win Elvis-n-Space is how relatively normal it is. If you replaced all the Elvis elements, you’d have a competent-but-messy miniature space exploration game in the style of Weird Worlds: Return to Infinite Space. But it’s not. This is a game about a mission to rescue Elvis from aliens. Read more »
Loops and pathways have been institutionalized as puzzle mechanics, popping up in everything from classic board games like Tantrix to modern blockbusters such as Bioshock and Warframe. Something in our reptile brains loves connecting lines into bigger and bigger chains. But it’s telling that these puzzles have been relegated to minigames in recent years: they can be monotonous beyond short-term investment. How do you make these linking games fun?
The solution might lie within Troubled Souls, one of the better puzzle game derivatives from the 90s. Beyond its heavily Gothic, body horror-influenced theme, Troubled Souls adds a clever progression system and forgiving mechanics that keep the game lively and constantly moving. And as a bonus, it’s scary. Read more »
In the interim between the sporadic articles I post on here, I’ve been posting screenshots, videos, and other tidbits to the Obscuritory Tumblr page. I use Tumblr as sort of a clearing house for all the content that hasn’t made it onto this site, which often means artistic screengrabs, quick blurbs for games I haven’t written articles about, and updates on weird stuff I’m adding to my collection (like my copy of Iron Helix!) I try to post new content every day, so there’ll always be more obscurities to check out. If you’re on Tumblr, swing by and say hello!
About six years ago, I realized that I wanted to share my love for forgotten games with the rest of the world. A lot has happened since then, both personally and culturally. I have largely left the “core” gaming world and found some much-needed perspective that I would feel negligent not to discuss here. Put simply, the insularity, prejudice, and anger that surrounds video games is horrifying and, if left unchecked, will surely destroy this terrific and expressive medium.
More now than ever, I find it essential to celebrate the weird and out-of-the-way games of yesteryear. Serendipity and discovery are merits on their own, but they also promote a healthier, more fun, more vibrant, and more inclusive culture. I want to reaffirm my commitment to this site and to emphasize the good things that obscurities can bring about. Read more »
It shouldn’t be controversial to suggest that big ideas need great talent to pull off. Richard Garriott nearly single-handedly created Ultima, but he was a designer of immense skill and vision. Not everyone can execute a game of that scale, and if you don’t have a capable team, the results will not match the scope and ambition of its design.
Noctropolis is a notable casualty of an unskilled developer tackling an ambitious idea that it could never see to fruition. In an ideal world, Noctropolis would be a rollicking comic book adventure with high energy, snappy writing, and grand stakes. But that is not this game. Noctropolis is an endless series of failures and mistakes, a parade of terrible acting, nonsensical plotting, and unchecked psychopathy. Flashpoint Productions tried so hard to make the ultimate original adventure franchise, and wow, what a spectacular mess. Read more »
I make no bones about the fact that The Journeyman Project is one of my all-time favorite games. It’s a classic of its time, but apparently not resting on their laurels, Presto Studios released an FMV-tastic remake in 1997. Sadly, it was only released for PowerPC Macs and, bizarrely, the Apple Pippin, leaving it to languish on a shelf of unplayable could-have-beens for nearly two decades.
Seventeen years later, The Journeyman Project: Pegasus Prime has been released for Windows and OS X! This is a big moment for a series that’s seen a tremendous word-of-mouth comeback thanks to fans and availability via GoG.com. I will always have a special place in my heart for the original Journeyman Project, but this redux gives the game a facelift and story overhaul that puts it in sync with the rest of the series. (Above is Agent 3, Michelle Visard, a key character who originally didn’t appear until the second game!) And now that Pegasus Prime is available for anyone with a modern PC or Mac (in contrast to the original, admittedly hard to get running nowadays), there’s no excuse not to play all of them.
As of this writing, Pegasus Prime is only $8.00 on GoG. Please buy a copy! Then buy everyone you know a copy!
GADGET is a nightmare. I don’t mean that in a pejorative sense. It very much has the qualities of a nightmare. The game ambles in repetitive and disorienting directions, chained together by irrational, non-sequitur plot developments. Imagery is bold and surreal, punctuated by out-of-body experiences and blurry detail. It is unsettling.
Developed by Japanese studio Synergy Interactive, GADGET: Invention, Travel, & Adventure lacks much of the mechanical structure we associate with games. There is little meaningful interactivity. But because the experience is so un-game-like, so rigid and suffocating, it evokes genuine confusion, terror, and discomfort. This is not a game that will make you jump, but once you’re deep within GADGET‘s pseudo-Soviet web of intrigue and conspiracy, some gut reaction will tell you that it should not be happening. Read more »
Holy fucking shit. As of yesterday, a copy of Eastern Mind 2 (Chu-Teng) has been found and ripped. I can’t link to it for legal reasons, but suffice to say, if you look for it, it is out there. Moby Dick has been slain.
This is an enormous milestone. I am so proud to have been one of the instigating forces behind the search for this game. Although I was not involved in this particular effort, it is the crowning achievement of a 5-year effort to generate awareness for Eastern Mind. I re-discovered Eastern Mind in fall 2008, and I started The Obscuritory (both the blog and my YouTube channel) in part to show people this specific crazy game. One thing led to another, and after years of evangelizing and a well-placed link from Cracked.com later, Eastern Mind has a second life, and Osamu Sato’s legacy has been completed.
I can’t contain my absolute giddiness about this discovery. My goal with The Obscuritory was to show people weirder, harder-to-find games that were forgotten by time. And goddammit if that has not been accomplished.
(Thanks to everyone who sent this in!)