All Activity

This stream auto-updates     

  1. Today
  2. The Big Adventure Playthrough

    Got a little way in then had to stop because I'm stuck! The opening is fantastic, feels just like an Indy movie drawing you in with a bit of action that will led into the main plot. There's a real sense of spectacle too - it immediately runs Indy through a whole series of rooms, gets him into a fight, sends him to New York for a light puzzle then opens up three more worldwide locations. The naturalistic graphics are a little less attractive than Monkey Island 2's, but nice enough. The music is fine and the voice-acting is bearable though it's low-fidelity and sometimes has line readings that don't work with the context. (Indy also sounds a little like Alan Alda!) The puzzles are mostly fine if a little prosaic and sometimes silly (mayonnaise on a totem pole to slide it into position for climbing, and chewing gum from under a desk to put on your shoes so you can climb up a coal chute). The one I'm stuck on right now if one of those frustrating adventure game puzzles where in real life it would take five minutes to sort out and indeed you can often see a bunch of objects in the background or even in your inventory that should do the job just fine. I've got to knock a book out of a hole in the ceiling - there are any number of spears kicking about and I've got a bloody whip, but Indy won't play ball. I threw a piece of coal at it but it "broke into a hundred useless pieces" and now I can't pick up another piece, so I'm slightly worried I've hit a bug, but probably not. I'll come back later and if I can't immediately figure it out I'll resort to a walkthrough or maybe Universal Hint System if that's still around. Anyway, overall it successfully captures the Indy feel of jetsetting and tombraiding, it's well-presented and fun. I'm eager to break it open - it still feels like I'm chipping away at the edges right now...
  3. The Big Adventure Playthrough

    Finished Monkey Island 2! The looping maze solution was a little sneaky - you have to look at the first three words of each line of a verse, ignoring the final body part - but as each door only has three body parts on it, I suppose it's not too tough. Dinky Island is mostly bullshit, honestly. For a start, it's a little deflating that after all that map collecting, all you had to do was climb into a crate heading to LeChuck's fortress then get randomly and coincidentally thrown by an explosion to Dinky Island. Then when you get there it's just a load of random items strewn about the place and some irritating pixel-hunting, 'use bottle on rock to smash it so you can use it to cut open a hanging bag' is a bit of a rough puzzle, plus another 'maze you need a guide for' and another 'animal you need a bunch of snacks for'. Plus, at this point they've completely given up on the Look At responses, just using "nice X" for almost everything. Still, it at least looks nice and doesn't take too long, then we finally come out of the flashback structure, smartly creating a feeling of propulsion going into the endgame. LeChuck is impressively scary - I love his earlier speech about how he's going to turn Guybrush into a screaming chair, but here they pull out all the stops with the visual effects, the horror score and his rants about dimensions of pain. The puzzle is mostly fair, although there's some more pixel-hunting (that coin return slot!) and it's a bit annoying having to wait for LeChuck to show up once you've got a plan. But it's very satisfying when you complete it, and you get some chunky gore as a reward. And then we come to that ending. On the one hand, it's a striking flourish, it works well with the feeling in the first one that you're merely playing at being a pirate, and it cleverly ties a load of earlier stuff into it (that 'employees only' door from all the way back on Melee Island in the first game is put to great use). On the other hand, it's a shame that Elaine doesn't get much to do and that a lot of it is taken over by an Empire Strikes Back. It would probably work better as the ending of a two-part story - instead, they throw a couple of strong hints in that Guybrush is actually under a spell (Chuckie's eyes, the cut back to Elaine) which makes it feel very much like a cliffhanger (and even if we ignore the subsequent games, I believe Ron Gilbert was intending to make a third one or at least wasn't against it). It's a mixed juju bag, and I think that in my head-fan-edit I'll erase those two hints and make 'it's a child's fantasy' canon, relegating all subsequent games to further imaginings by the kid (his parents never call him Guybrush, even in the earlier 'dream' sequence). This can even be used to explain away the more haphazard design in the latter sections of the game - the kid is getting tired and so elements of the real world start to intrude and the logic of his fantasy starts to fall apart. It's a bit of a stretch but it works better if you take the two games as one long piece! Anyway, overall a great game even if it does flag a little towards the end. I think if I had to choose I'd say I prefer the first game, because it stands on its own whereas this feels like a middle section of an unfinished trilogy and it doesn't have any weak sections. But the second game is a lot more gorgeous in its audio and visuals - even in its poster - and has a stronger feeling of depth and immersion while still being funny and inventive. So it's a close-run thing. It's harder to find features on this game than the first, for some reason, but here's the usual MixNMojo retrospective: And now onto Fate Of Atlantis! I'm simultaneously looking forward to this one and dreading it, because I only ever really played it once decades ago, probably with a walkthrough, so it'll be nice to play it basically as new, but also I remember it being incredibly difficult so I may get stuck a lot!
  4. Yesterday
  5. Other podcasts

    I recommend video gamerTV UK Podcast. Very funny group of guys who just talk about the latest games and news revolving around it every Wednesday. I look forward to it every week it's about the only podcast (professional podcast production) that has kept my interest lately.
  6. Yes, that's the one! My fan trailers all live on my YouTube channel in this playlist: Though if you want to get to the REALLY early stuff it's in this post I wrote
  7. The Matrix Resurrections & Interview w/ Phil Daccord Phil Daccord is the legendary trailer editor of The Matrix Trilogy (amongst many many more!) and in this episode we talk about his start as an assistant searching for frames of film in literal bins all the way through being senior editor at Giaronomo Productions and now Creative Director at Ignition Creative. Derek and Ric also discuss the website and trailer for The Matrix Resurrections! Trailers Discussed: The Matrix Resurrections Trailer 1, The Matrix Teaser, The Matrix Trailer, The Matrix Reloaded Teaser, The Matrix Reloaded Trailer, The Matrix Revolutions International Trailer, The Matrix Revolutions Enter the Matrix Trailer, The Matrix Revolutions Trailer, Alice Through the Looking Glass Trailer #2. Links:, Giaronomo Productions, Ignition Creative. If you have questions or comments please send them to Listen on the Episode Page Listen on Soundcloud Listen in iTunes
  8. Empire Earth

    Hello guys, i am new here and just wanted to talk about Empire Earth, an old RTS game from 2002 that i played in old times and even now i do with the online community. We recently started a youtube channel making empire earth tournaments and i would like people to come on have a look, we want to revive the EE community and for that need your help. For anyone curious its very similar to age of empires but in my opinion alot better with more history involved as in the game contains 14 different epochs you can go through and you have a variety of units almost all of them very well balanced against each other. Old but gold! i will leave the channel link and also our discord where we are gathering all current active EE players and also some of the veterans are there. You can join us even if you aren't interested in playing the game just to watch and possibly take interest and join our community in the future
  9. Last week
  10. Free Music / SFX Resource - Over 2000 Tracks

    Greetings Fellow Creatives! This week’s new free music tracks are on my brand new Jazz / Big Band page: BIG BAND SWINGIN’ MELLOW MIND Both tracks are available as looping and non-looping. This is going to be a fun page to build! In the meantime, please don’t forget about my Ogg music packs and tracks. They’re a great way to support my efforts. Enjoy and please stay healthy.
  11. Three Moves Ahead 538: Hell Let Loose

    I'd be interested in a comparison between HLL and what seems to be another game with extremely similar goals, Post Scriptum. I keep meaning to try one of them out, but then I get lost in trying to figure out which one to try and end up not trying either.
  12. There's a term "comfort food games"! Someone mentioned Android version and sadly there's only Conquest of Elysium 3.
  13. Building a Free Library of Images for Everyone

    What's up everyone? I just uploaded some new free texture images for your projects. They are on these pages on my website: BARK (Artistic) BRICK (Artistic) Access the from here: OTHER NEWS If you happen to need some free Funny/Quirky/Weird music, higher-quality Ogg tracks are now available on my Funny pages 1-3 (as well as Funny 7 and 8.) I'm working to make them available on all of my Funny pages. In the meantime, if you think my free assets are helpful, please consider making a small donation on my site to help support my efforts. Thanks in advance!
  14. Comics Extravaganza - Pow Bang Smash!

    I've decided to get through my comics backlog before I read any more books, and I prioritised Sandman because not only is it probably the one I've had for the longest, it's also got a new telly adaptation coming up (as well as a radio adaptation that came out recently and I believe starred one of our forumites pabosher!). I'm over halfway through, and after a slightly more traditionally DC Comicsy start, it has spread out into something absolutely wonderful. It's so diverse in its subject matter, settings and storytelling modes, and the art is gorgeous. I love how experimental it gets without ever disappearing up its own arse, and all the little touches like how Dream's visual abstraction varies without mention - sometimes he looks like a goth icon, sometimes like a portrait of Neil Gaiman, sometimes like a Jim Henson creation. I just have no idea how they're going to adapt this for telly!
  15. The Big Adventure Playthrough

    Whewf, finally got through the Four Map Pieces section of the game, which really feels huge. The puzzles are inventive, varied and mostly fair, although you have to intuit more stuff on your own than in most later Lucasarts adventures. For example, you're told that one of the map pieces belonged to Rapp Scallion, who died in his Weenie Hut on Scabb Island. The hut is locked. You then have to infer that he must be buried in the Scabb Island graveyard somewhere, notice that his name isn't on any of the graves there but there's a locked crypt with Stan's branding on it, so you should steal the key from him, get into the crypt and work out which of the coffins is Scallion's by reading the quotes on them then finding a compendium of Pirate Quotes amongst the dozens of individual books in the library's catalogue system. None of it is exactly unfair or illogical, especially when you're dealing with a finite number of locations etc, but I don't know how easy I'd be finding this now if I were playing it for the first time. And the density of detail I mentioned previously does serve to make it a little tougher, I suspect intentionally. Of course, there are some actually unfair puzzles like the notorious 'monkey wrench' one which, even if you are aware of the term, is Discworld levels of abstrusity. Overall, though , it's structured really nicely, with the one major goal - get the map - dividing into smaller goals - get the four pieces of the map, aided by a brief summary of who last had them - which then divide down again and again. Some of these form little linear sequences of single-step puzzles as well, like when you chase one piece of the map around the island as it gets thrown out of windows and snatched by birds. It's a little daunting at first when you're dumped into a huge collection of locations with little to go on but as you make your way around, slowly figuring out your list of obstacles and theoretical solutions and whittling them down, it's really satisfying when you solve them all and move into a narrow section of interactive storytelling and then the much more contained space of LeChuck's fortress. It feels a bit like surviving one of Far Cry's 'action bubbles' and getting to walk down a jungle pathway for a bit! I wrapped up my play session just before getting into one of Lucasarts' beloved 'looping maze which you need a guide - preferably disguised as dance moves - to solve' as seen in Last Crusade and twice in Monkey Island 1!
  16. Earlier
  17. I think the word I would use to describe games where each playthrough is self-contained and not onerously long as 'sessionable' the same way lower-alcohol beers tend to be described.
  18. Note 1: This Discord server isn't meant to replace this forum; it only aims to be a strategy game Discord community. Note 2: If this kind of advertising isn't allowed, please tell me and don't punish me. Do you like to play strategy games? Do you want to participate in activities such as games, and so much more? Then you have found the server: Strategic Game Force! We have many things to offer in this server! We have: 🎖️ State of the art level-up system! Doing certain things will give you bonuses, and will be recognized! 🎮 Game mods, help, and so much more! Feel free to show your skills! 🗽 We aren't strict! In other words, we're very nice. Don't worry, our staff will keep you safe! 💸 Enjoy all the bots we have, and if you want more, then tell us! 🆒 And more content here you can't wait to enjoy! What are you waiting for? Join the Force! 😄
  19. Three Moves Ahead 539: Conquest of Elysium 5 Jon and Ian Boudreau talk Conquest of Elysium 5, a lo-fi fantasy tactics game with Dwarf Fortress-like procedural world generation. Lead armies of moose, visit other planes of existence that are doing their own thing while you're not looking, and try to make it as a Senator in an era with no Senate. Do you like to control archers with your numpad? We know you do! Conquest of Elysium 5 Listen on the Episode Page Listen on Soundcloud Listen in iTunes
  20. Designer Notes 59: Andy Schatz - Part 1 In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss how he tried to live out Ultima’s virtues, why no one was ever able to rip-off The Sims, and why we both hate click-the-stick. Games discussed: Ultima series, Minecraft, Halo, X-COM, Star Trek: Hidden Evil, Whacked!, The Sims, GoldenEye: Rogue Agent, Wildlife Tycoon: Venture Africa, Wildlife Tycoon: Venture Arctic, Monaco, Geometry Wars Listen on the Episode Page Listen on Soundcloud Listen in iTunes
  21. Free Music / SFX Resource - Over 2000 Tracks

    Wow, I can't believe we're half way through September already. After a long summer, I'm really looking forward to some cooler weather. So let's see... More progress with my new Rock page. We have: "HOMETOWN NOSTALGIA" "SASSY COUNTRY GIRLS" And higher quality Ogg versions of my tracks are now available on my Funny 2 page. As always, my music is 100% free to use with attribution. Enjoy...stay safe...and please share my site! :-)
  22. Hi, I'm new to android game development and I have several ideas to develop games. However after watching several videos about unity, I could see different tile sizes (in tiles sets). So what is the standard tiles size to create a nice HD game ? I guess it's better to create nice and high defined tile as it is easier to reduce camera view and tile size, than increase in the game tile size. I saw 32*32, 64*64, 128*128 pixels tiles. So I was wondering if there is a document / standard where I can find the best practices for tile size and tiles set ? thx
  23. This is such a jam packed episode with audio diaries, match commentaries, and interviews both in and around the stadium—sometimes Every Game feels more like a documentary than a discussion podcast. Speaking of documentary, we actually have video of that moment when Shang Lun, Alex, Yang Jing, and Peter enter the stadium and see Dota for the first time! For announcements and extras check out the Every Game twitter account!
  24. Building a Free Library of Images for Everyone

    Greetings Fellow Creatives, Brand new seamless images are ready on these pages on my site: STONE (Artistic) WOOD (Artistic) You can access them from here: Enjoy and please share my site!
  25. The Big Adventure Playthrough

    Well, this is a hefty step up - it's fun to imagine a player back in the day who had played the EGA version of MI, then upgraded and a year later got their hair blown back by this. The introduction of continuous background music along with the iMuse system that segues seamlessly between themes as you move from area to area is a godsend, for one. The graphics are much more tangible and detailed, even compared to the first game's VGA graphics - I know Peter Chan wasn't happy with how pixelated the backgrounds ended up after the scanning process, but I really like the effect - it reminds me of Van Gogh's Starry Night paintings or even Seurat's pointillism, and at worst it's a sort of randomised dithering. (It's certainly better than the sanitised crap of the special edition.) For me, it lends the art more griminess, an analogue density. The whole game is strikingly dense in comparison to its predecessor, in fact - not just because of the beefed up audio-visuals, but in the storytelling too. Guybrush comes with a built-in backstory now, plus he's had a fall in fortune between games and he now has a specific goal (Big Whoop) and specific obstacles to that goal which don't feel as contrived as the three trials; the first playable screen you get to is a small hub packed with five separate areas, some with off-shoot rooms; dialogue trees go much deeper, and object descriptions are more numerous (where before you would look at a shelf of bottles and get "I don't see anything special about them", now you get a description and riff on each individual vial). One could even say that it's a little overwhelming, especially coming off the back of the clean design of the first game, but really this is good sequelising - altering the tone to the point where it avoids redundancy but still feels of a piece with previous entries. It's Life Of Brian to the first game's Holy Grail.
  26. The Big Adventure Playthrough

    Finished Monkey 1! This is great. Looks lovely (I'm on the PC CD version - I think this is pretty much the last time I'll need to worry about what version I'm playing, they're all pretty uniform going forward), genuinely funny, and the puzzles are mostly fair and satisfying. There are only a few little niggles: the occasional dodgy puzzle or hotspot (maybe I missed a hint, but how should I know the yellow flowers will drug the dogs? And that fort is very easy to miss, though Herman does mention its existence at one point); slightly too much walking back and forth on Monkey Island which easily could have been skipped once access is gained; the graphics still have some rough edges and the audio is still a little bare in places (though the music is fantastic - the MI theme and LeChuck theme still kick today). Finally, one could criticise the story for being so slender as to be almost non-existent - 'you want to be a pirate for no reason, so here's some stuff to do; oh no, the woman you met for ten seconds got kidnapped, go rescue her'. But I think that, similarly to the popular Raiders Of The Lost Ark fan theory/criticism (which I don't really agree with n that case, but that's a topic for another time), this is the point. If Guybrush hadn't shown up, not much would have happened differently - Elaine would have got kidnapped, rescued herself and defeated LeChuck; this, along with his lack of motivation, underlines the fact that he's just playing at being pirate, something which builds in significance come the sequel. Also, on a practical level, the comedy plays better if there's not too much storifying getting in the way. Besides, the game still has some depth even if the narrative is slight - the motley Monkey Island residents' long history of fractious co-existence as told through the piles of passive-aggressive notes strewn about the place, for example, or the easily missed detail that Melee Island's employ of a blind lookout is part of LeChuck's schemes. MnM retrospective: Making of vid: (I really should read On Stranger Tides one day...) Now onto the sequel, The Secret Of Monkey Island 2: LeChuck's Revenge!
  27. I find it really interesting, it makes you want to play it. TweakBox Tutuapp
  28. NEW: Of Bird and Cage - a music and story driven game

    it looks really cool as a game, good luck!
  29. Every Game in This City 202: On the Surface of Boiled Underwear Water From our local police station to Mercedes-Benz Stadium, we finally watch our first match together at the International Dota 2 Championships...and it's a doozy! After unpacking the hour-long contest between Vici Gaming and TNC Predator, Alex, Shang Lun, Peter, and Yang Jing teach us a little about what they learned on Day 1 before before we take a deep dive into the Dota 2 ecosystem with our first special guest: CEO of Chaos Esports Club, Greg Laird! Listen on the Episode Page Listen on Soundcloud Listen on iTunes Listen on Spotify
  1. Load more activity