When I received the press release for A Rite from the Stars I have to admit my surprise. The last time I saw the game was during Risin’ Goat’s crowdfunding campaign for the title in 2014, before it disappeared from my radar after the successful completion of the campaign. It’s taken close to four years since the launch of the Kickstarter campaign to play A Rite from the Stars, now published by Phoenix Online Studios. Was it worth the way? Let’s see! Continue reading Review: A Rite from the Stars
Disclaimer: The opinions found of this article are first impressions on a preview demo, which may not represent the final quality of the game.
Cornerstone: The Song of Tyrim is an upcoming action adventure game where you play the eponymous Viking Boy, setting out on a quest to find out what happened to the men of the island. The left a long time ago on their usual rounds of pillaging and scavenging and haven’t made it home, leaving their village and island unprotected and their families fending for themselves with dwindling resources. On hearing from an Oracle that the men are in danger and unwittingly pulled into the role of saviour, Tyrim does the only thing he can, set off on a grand adventure!
I received a preview copy from Katie Hallahan from Phoenix Online Publishing on behalf of the developers, Overflow Studios and spent over an hour playing the demo, which covers the starting island and village and introduces you to the main mechanics, particularly the crafting that will be instantly familiar to Minecraft (and Terraria) players, and the beginnings of Cornerstone’s plot. By the end of the demo, I found a new organisation: mysterious robed sorcerers capable of controlling stone (aka Earthbenders). I found them in a crypt but I no explanation about what they were doing there in the first place, or the purpose of their ritual work. Is it related to what happened to the Island’s warriors? Or are they part of something else? I hate not knowing! Continue reading Preview: Cornerstone: The Song of Tyrim
Over the past couple of years, along with the rise of crowdfunding I’ve seen another trend emerge in gaming, one that will slowly reach the same level of shenanigans: Episoding Gaming. Episodic Games come in seasons, their story split into multiple chapters with their own price tag and of course the usual season pass, and over the course of potentially many years.
It used to be that episodic games were the domain of independent developers, those struggling to make enough money to meet development costs. The episodic nature would let them earn money on small bits of the game while they work on others. It also helps them by splitting the development into defined chunks, something useful I believe when they’re juggling day jobs with the game development responsibilities.
But while that is still somewhat true, there is a growing trend of full-time and highly successful game studios releasing games in the episodic format as well. Some have done it for ages and see no need to change now, as the business models suits them best, knowing how to take advantage of new episode releases to boost sales. Others use “episodic” as an excuse to cover up a delayed development and some just want to milk the trend as much as they can. Then there are the episodic titles released by major publishers, those that have no need for this type of content save for feeding the marketing fires. This last one has another side effect that I hope doesn’t become a common occurrence: releasing full games as episodic, splitting it up haphazardly in “post-production.” Continue reading Episodic Nightmare – The worrying trends of Episodic Gaming
Puzzles are at the core of Adventure gameplay, they provide challenges for you to overcome with brains rather than brawn. For Action Adventures, they offer a break from the hacky-slashy-stabby-shooty element of title.
Every week I’ll bring you a new puzzle, drawn from some of the best and worst adventure or puzzle games I’ve ever played. Every two weeks I’ll even leave you one of my own for you to solve. If you do, I’ll find a way to reward you!
This week’s puzzle isn’t from an old game, but a rather recent one, about a year or two old, Cognition: An Erica Reed Thriller. It’s one of the earliest puzzles in the game, and involves using Erica’s postcognition to figure out the correct way to disable a bomb. You do this by using the power and figuring out the order in which the killer wired the bomb so you can then use the reverse process to defuse it.
It’s not an overly complicated puzzle but I always felt it was very clever. It wasn’t an inventory puzzle but a logic one. Each wire gave you a different vision and you had to deduce the correct order from these jumbled images. The Cognition season has plenty of similar puzzles, but this one in particular has always been my favourite, though the Cordelia/Erica power puzzle in a later episode comes really close. But that’s a subject for another week.
Have you made progress with my little puzzle from last week? Next week is the solution to it and a new one, so make sure you come back!
Gabriel Knight: Sins of the Fathers 20th Anniversary Edition is the 2014 remake by Phoenix Online Studios and Pinkerton Road Studio of the 1993 Sierra hit. It follows the eponymous Gabriel Knight as he investigates a series of gruesome voodoo murders that tie in to his personal life in ways he really doesn’t see coming.
- The world of Gabriel Knight in full glorious HD
- The Star Journal
- Remastered soundtrack
- Altered puzzles
- Schloss Ritter
- Visual glitches
- Command wheel takes away some of the difficulty
- Too many achievements
Gabriel Knight is a struggling novelist and owns a rundown antique bookstore. He’s seen better days and he’s desperate for a good story to turn into a novel. Thankfully, for him, his best friend is New Orleans Police Detective and he’s brought Gabriel into the voodoo murders case because of Knight’s promises to include a character based on him in the novel he’s working on. Gabriel also suffers from regular nightmares relating to these murders, which he discusses with his very unpaid assistant Grace Nakimura.
As the days go by (ten of them in total) and Gabriel gets deeper into the underground voodoo world, his life and that of the people closest to him, including distant relatives he never knew of, are put in jeopardy. The investigation also brings him closer to fulfilling his destiny, one that runs inextricably close to the people he’s investigating.
This is not a new game; it’s a 20-year-old one that received a major spruce-up, to help bring it to a whole new generation. Someone once asked me “Do we need this remake?” and beyond a fan saying yes because it’s one of their favourite series, I do feel that with Dosbox classics getting more and more unstable with new operating systems, a remake like this one does this series a lot of good, bringing it to a completely new generation. That being said, it’s difficult to review a game when it’s a remake of another, because if you take away the things that it has in common with the original, there isn’t much for the game to stand on by itself. But that is the nature of remakes, I suppose. So as much as I want to judge the game by itself, I can’t but draw parallels to its predecessor during my review.
Gameplay in the remake has changed in meaningful ways, some good and some mixed. The good are the journal, written in Gabe’s dad’s sketchbook, keeping track of the current events. It helps players know where they’re going in the story and provide subtle hints on what they should do next. The journal also gives you access to what I call the “Star Journal,” containing interesting facts about the original game and the work done for the remake. There are even some interviews with the original staff, conducted by Jane Jensen herself, and plenty of concept art and storyboards. The only downside is the “Star” content is location-specific, so you can’t just scroll through the entire thing. Once you cleared the game, it should’ve unlocked in the main menu at least, because many times I was focusing on solving puzzles and didn’t pay attention to it.
This version also allows you to skip ahead to the map instead of having to navigate through the environment to the exit, which you can still do of course and which I did plenty of times before I got used to the map button. It’s one of the game’s best new features, especially for veteran Gabriel Knight players.
Finally, interaction is through a Command Wheel. When you click a hotspot, the wheel displays all actions possible for that hotspot. In the original, you had a series of action icons you had to scroll through to find the appropriate one for a given spot, and I feel the Command Wheel lowers the difficulty of the game by immediately discarding all invalid actions for you. You no longer have to think, “Hmmm, what might be the correct action?” because that part is done for you. It’s a staple of modern adventure game design that I hoped wouldn’t make it to this game.
Player Score is back, tallying every important action or puzzle solved. You know your score’s increased every time you hear the now very familiar jingle. I missed two or three things while rushing to clear the game for this review and got 359/362 points, earning me a “Novice Schattenjäger” achievement. I might return for my full score achievement later on.
Speaking of achievements, at least on the Steam version, they went overboard and now you get one achievement for every single little puzzle you solve. At first it seemed like a novelty but it started to feel almost patronizing, “There you go, you’re such a smart boy!” Some achievements, like overly complimenting Grandma Knight, are fine as they require you to go through entire conversation trees for funny effect, but Puzzle-specific achievements are too much.
On the upside, the remake changes a few puzzles and item locations, mixing things up for players of the original, and while there aren’t enough of these changes to make the experience a completely fresh one, they are quite capable of stumping you, even if only for a few seconds/minutes. I still remember how the relocation of the magnifying glass and tweezers threw me off my game, and that’s just at the start. Later on I assumed a “nothing is as it was” mentality and fared much better, finding instead that a lot is as it was. The puzzles themselves are still pretty damn good, especially when put against today’s standards. They are all logic-based, and there are plenty of hints in conversations and the environment to give your brain the jumpstart it needs to finish them. Sound logic, picking everything up like a kleptomaniac and talking to everyone you can will often yield all the results you need.
The plot is one of the best in adventure games, drawing from real cultural and historical sources, mixing reality and fantasy seamlessly to create a believable story. Even the supernatural elements are so well grounded in religious history that you could almost believe them. In fact, for newcomers this will be your first glimpse of Jensen’s trademark, mixing history and fantasy together brilliantly. Characterization is top notch and you care deeply for the characters, though it would’ve been nice if the game gave you more time to care about Wolfgang, especially considering his role in Gabriel’s character growth. Malia and Gabe’s romance could’ve used a bit more screen time as well, to at least disguise how obviously plot-related it is. Having said so, the romantic tension between Gabe and Grace is still fantastic.
Speaking of plot, the remake includes the Gabriel Knight graphic novel, which I urge new players not to read until they’ve cleared the game, as it reveals a bit too much about the game’s plot. As for veterans, go ahead, you’ll love it.
The true stars of this remake, however, are the visuals and sound. Robert Holmes has recomposed the entire soundtrack, adding more instruments and a lot more strength to an already powerful score and this is the game that will etch the melody for “When The Saints Go Marching In” into your brain for the rest of your days, much like its original did so many years ago. Voice acting is generally strong, though I still lament the loss of Mosely’s thick accent. The new GK actor certainly isn’t Tim Curry but he does a good job with the role and sounds appropriately sleazy, though on latter parts of the game his performance loses a bit of strength, especially when Gabriel is screaming in grief or rage. Same thing happens to Malia’s performance near the end, when she’s pleading with a certain ancestor spirit, there isn’t enough strength in the performance to be truly convincing. Having said so, her and Grace’s performances are the best in the game.
The updated visuals say goodbye to any of the pixel-hunting present in the original graphics, not that there was much of it to begin with. Locations have all received major overhauls and look absolutely fantastic, though my favourite, hands down, has to be Schloss Ritter, in which the developers married the castle’s looks from the original game and its sequel The Beast Within. It was a pleasure seeing the castle portrayed so beautifully.
However, there are a variety of visual glitches in the game that made me groan, such as clothing collision issues with shirts poking through coats, Gabriel being able to walk through people in the square, the game telling you the panel in front of the Gedde Tomb is closed when you can clearly see it uses the “open” model. I often experienced Gabriel walking to a hotspot and then take small steps back and forth, over and over again, as if adjusting his positions, but getting stuck until I pressed the ESC key to cancel the animation, which didn’t work every time. None of the glitches are major or game-breaking though, just annoyances.
For some close-up examination hotspots, such as Gabriel’s bookcase, the visuals are so good they look like photographs instead of 3D animation, and for all I know they could be. They are also presented to you in pop-up windows instead of using the main screen (via your typical black-screen-fade loading), allowing you to examine them and leave the close-up view seamlessly, without interrupting the rest of the gameplay, something I found myself loving and wishing more games did it as well.
Plenty of sequences that used to be in the game’s engine and made you have to wait while the animations completed are now (skippable) cutscenes. A perfect example is early in the game in Lake Pontchartrain, the sequence where the police took the body away. In the 20th Anniversary Edition they’ve rolled that sequence into the Malia meeting cutscene, making it all happen quicker. In fact, some of the creepier parts of the game look even better with the new cutscenes.
One thing that I did feel was a wasted opportunity was not adding the original game to this release. Monkey Island Special Editions did it (sort of) and last year’s re-release of Flashback added the original game as well, accessible from the menu. As an anniversary edition, it would’ve been great to have the original there with the updated, to see for ourselves the before and after.
Gabriel Knight Sins of the Fathers bring the classic adventure to a whole new generation with updated visuals and music. While it doesn’t change things enough to be a fresh experience for players of the original, they will still find a really fun game. The concept art is enough to give any fan of the series a nostalgia-induced heart attack!
The Mental Attic Score: Worth Buying! I can’t wait for GK4, make it happen!
Gabriel Knight: Sins of the Fathers is one of my favourite adventure games, and my favourite of the Gabriel Knight series. So when the opportunity came along to test out a beta version of the 20th Anniversary Edition remake, I jumped at the chance. I’ve been trying out the two days included in the preview a couple of times, to playtest the game as much as possible. Continue reading Preview: Gabriel Knight: Sins of the Fathers 20th Anniversary Edition
A couple of weeks ago I reviewed Jane Jensen’s new game, Moebius, and if you read the review you can tell I fucking loved it. So, I decided to play through the game again on a Full-score run, trying to get the last 20 points I missed on my first playthrough. I streamed it all on Twitch and I think ONE person saw it; at least that was the number of concurrent viewers according to good old Twitchy.
Below you’ll find my playthroughs of Chapters 1 to 4. For some strange reason my stream of chapters 5 and 6 didn’t save properly on Twtich; and I didn’t stream 7 when it became painfully apparent that while I did make progress, I was still about 10 or 15 points short.
If you know what I missed in episodes 1 to 4 please be kind and tell me!
I’m currently playing and replaying the game, trying to find what I missed. When I get max score, I’ll stream a speedrun of it all. If you want to know what a speedrun is for an adventure game, it’s simple: I’m going to skip everything skippable, from conversations to cutscenes!
Welcome to another issue of Attic Diving, where we interview interesting people to help us jump into their Mental Attics to see what we find!
Today’s guests are once again Phoenix Online Studios, this time about the Gabriel Knight remake, currently in development and due to release later this year.
I want to thank Phoenix Online Studios’ Katie Hallahan, PR Head, for once again taking time to reply to these questions of mine.
How excited were you when you knew you were going to be working on a remake for Gabriel Knight?
Extremely! It’s one of the favorite classic series for a lot of us on the team, we’re all psyched to be working on it. It’s definitely one of those things where we have to pinch ourselves sometimes.
How far along is Gabriel Knight 20thAnniversary Edition?
Still in alpha. The whole game is playable, technically, but there’s plenty more to be added. We’re still adding animations, updating some art, and so forth.
Is it a direct remake or will it have new features? (Story elements, puzzles, etc.)
It is mostly a direct remake, though a few small adjustments or additions have been made here and there. Nothing major, though, the plot and flow of the game are still the same.
Gabriel Knight had a classic interface, with multiple, and very specific cursors. Is that something you’re keeping in GK20?
Some streamlining has happened with the interface.
What about the “Total Score”, will it be in the game? Sins of the Fathers and its sequels had a Scoring system, and getting the high score meant finding everything worth finding and interacting.
Yes! There will still be a scoring system; as some of those puzzles have changed, the total will be different from the original, but you can still shoot for getting a perfect score!
Will you be re-casting all voices for the game or using the originals? If the former, I’d like to vote for Raleigh Holmes as Grace.
Using the same voice cast wasn’t really an option, for a number of reasons, so the roles have all been recast. Who’s playing who hasn’t been announced yet, but the recordings were done with Bay Area Sound, the same studio who did Moebius and does all the Telltale Games, including the Walking Dead. They’re great and have a very talented pool of actors!
Are there any plans to re-make the rest of the series?
Not at this time. As Jane’s said recently, the real hope is that this remake will do well and, fingers crossed, pave the way for her to be able to make a new GK game! She has two ideas for what GK4 would be about. I’ve heard and read about both of them, and it really would be fantastic. Here’s hoping!
Will you update Gabriel and New Orleans to the 21st century, or will it remain in the 1990s?
It will still be set in 1993, with all the old, familiar trappings thereof!
(This is for the whole team, if possible) If you could remake any game, which would it be?
We had a variety of responses! For myself, I’d love to remake The Black Cauldron, which was my first Sierra game and first adventure game, but rather than follow the Disney movie’s plot, I’d want to stick to the book series it was based on, The Chronicles of Prydain, by Lloyd Alexander. That game got me into both those books and adventure games, and I would love to see it done justice!
“Tough question! It is hard for me to pick just one game. I am thinking Shadowgate an old point and click adventure on the nes and early PC. Actraiser for the SNES or Ultima 6 The False Prophet.”
“It’s not the most adventure game-studio response I could think of, but my ideal remake project would be Vampire: The Masquerade – Bloodlines. Despite the game’s excellent world building and allowance of a great variety of play styles, it was obviously rushed to retail and suffered from a litany of bugs and half-formed design decisions. Would love to take this thing from the assets up and polish it to an HD, fully realized mirror shine.”
“My personal pick since it’s been floating in my mind is Battletoads. Slick power set, variety of stages, but it was 8-bit and super hard. I’d like the difficulty toned down or at least optionalized so that players can choose. Online multiplayer. Allow all 3 toads to play together. Also keep the sidescrolling aspect intact ala Double Dragon Neon. At least 2.5D, like the latest Street Fighters have done. Actually that way, we can have the giant hand attacks animated closeup with literally high-impact.
“Adventure-game-wise, I’d like to see Loom get remade. It had so much potential in its use of music as spellwork. I can imagine more crafting via composing, more notes and chords, but that may mean more of a sequel or expansion than a straight remake. The simplicity of playing forwards and backwards to achieve opposite effects may be hindered if spells are made too complicated. So any remake of the original should probably keep the spell system simply as-is but pretty up the graphics and sound for the current generation.”
“ It’s a tossup between Dreamweb and Rex Nebular and the Cosmic Gender Bender. Dreamweb had a hypnotic and somber atmosphere, but could be lightly redesigned to allow for all the depth of story and character the the tone is so evocative of.
I also love Rex Nebular, but there’s an entire middle section where I really thought it was going to intelligently subvert gender roles, and do so in an interactive way. The game either sidesteps this issue, or didn’t realize its own potential. Either way, the game still has a wonderful conceit that could be better fleshed out and honed in a remake.”
“Final Fantasy 7.”
I want to once again thank Katie for taking the time to answer yet another set of questions for us. Be sure to keep an eye out on Phoenix Online Studios (twitter @postudios) and Pinkerton Road Studio (Jane Jensen’s twitter: @jensen_jane) for more information on this upcoming remake of a classic.
Note: Review based on pre-release copy. Issues encountered might not be in the retail version.
Moebius is a Point & Click Adventure game by Pinkerton Road Studio in collaboration with Phoenix Online Studios. The Game follows antique appraiser and historian Malachi Rector as he travels around the globe using his analytical skills to uncover a conspiracy threatening to ruin the world. Continue reading Moebius: Empire Rising Review
Welcome to another issue of Attic Diving, where we interview interesting people to help us jump into their Mental Attics to see what we find!
Today’s issue is all about Moebius: Empire Rising, the new game from adventure game legend Jane Jensen’s Pinkerton Road. It’s set to release tomorrow, April 15th, all over the world. You can still preorder it and get a nice 20% discount.
I want to thank Phoenix Online Studios’ Katie Hallahan, PR Head and Assistant Designer for Moebius, for taking time out of her crazily busy schedule to answer these questions and others you will get to read in the coming days.