The company Sierra On-Line was once a titan of the adventure game genre. Though their style of extra-difficult, character-driven, third-person adventure stories eventually fell out of favor to the first-person, contemplative solitude of Myst, they took one shot at that new genre mode with Lighthouse: The Dark Being.
On its surface, Lighthouse reads like notes from a committee meeting that tried to nail down what made Myst successful. You visit a bizarre uncharted world where you solve complicated puzzles in a open-ended locales with complex mythology and lots of journals to read. Almost in spite of that copycat-ery, Lighthouse leaves its own touches on how that sort of game can fill its setting with risk and conflict. Its twisted world delights more than its components suggest.
UPDATE: Lead designer Jon Bock shares some insight into the unusual art direction and story for this self-described “science-fiction folk tale.” » Read more about Lighthouse: The Dark Being
In the criminal justice system, the people are harangued by a single figure: the kangaroo judge who tries and convicts for made-up crimes of his choosing.
This is his story. » Read more about Kangaroo Court
1. Intensely painful.
2. Mentally agonizing; very embarrassing, awkward, or tedious
Ladder Man has an original idea, but it plays so cumbersomely that it is excruciating. » Read more about Ladder Man
The bizarre and the mundane shine inseparably in The Labyrinth of Time, an adventure game by Terra Nova Development. Mainly the design of artist Bradley W. Schenck, the game throws mythology, retrofuturism, and art history together into an odd concoction that, rather than come out as a disparate mess, heightens the ordinary and grounds the imaginative. The titular labyrinth is a setting of enormous creativity bound into maze form. » Read more about The Labyrinth of Time
It’s understandable that Duracell would produce a game based on their mascot character. I don’t understand what Duracell: Run The Bunny was supposed to be, though. It’s barely coherent as a game, as an advertisement, or as anything. Duracell probably didn’t expect this either.
UPDATE: New unsettling information about Run the Bunny, straight from the developer’s mouth. » Read more about Duracell: Run the Bunny
Too many games look at the post-apocalyptic future. What comes after that? The Journeyman Project terrifically answers those bleak predictions with an upbeat one, where goodwill and a shared sense of purpose build past our darkest qualities.
Debuting earlier in the same year as first-person adventure trendsetter Myst, The Journeyman Project offers a more narrative take on the genre. Though it might emphasize inventive puzzles less than its contemporaries, the hopeful thematic strength of its setting helps its delicious sci-fi pulpiness grow into something whole and sublime. » Read more about The Journeyman Project
Rarely does a game’s title explain its entire premise. In Span-It!, there is a board. And you must span it.
Even with the hilariously simple premise, Span-It! contains enough options and tweaks to stretch out its worth and replay value. But they also reveal a few major strategic shortcomings that makes the single-player mode wear thin quickly. » Read more about Span-It!
The Muses in Greek mythology glorified the spirit of the arts and history through poetry and song. None would have predicted that several thousand years later, a grainy adventure game with stilted, public-access-quality live-action production would take up their mantle.
In Wrath of the Gods, developed Joel Skidmore and the small team at Luminaria compellingly attempt to cram the entirety of the Greek myths into a digestible, entertaining, and educational format. In terms of raw effort, it’s hard to top. » Read more about Wrath of the Gods
In the age of Tetris clones, 1989’s Klax stood out with its unique tile-dropping combo gameplay. Like all successful games, copies were inevitable. Enter Tubes.
Despite the upgraded aesthetics, Tubes plays nearly identically to its inspiration. The game of course provides a few tweaks – science theming and special game pieces being the most significant – but little else shakes it from feeling like a knockoff. » Read more about Tubes
Effectively, Robomaze II was the first Robomaze game. It takes place in a massive building called the Tower. Robomaze I was set in the basement, and it never saw release outside a bundle collection. That doesn’t matter too much because this one jumps right in.
In Robomaze II, the player controls a robot under the command of freedom fighters from the Resistance taking down a repressive dictator by battling through his tower, one floor at a time. The setup is ripe for potential for interesting level designs. Each floor is on a single screen, which lends itself to rapid-fire progression as you scale up the Tower, climbing over office furniture as you lay waste to the dictator’s army of killer robots.
This is a very particular game though, and that doesn’t always lend itself well to the high-rise platforming in Robomaze II. » Read more about Robomaze II