Tag Archives: Games

Sinister Reviews #13: Indiana Jones and the Last Crusade – The Graphic Adventure

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Genre: Point-and-Click Adventure
Platform: PC (version tested), Amiga, Atari ST, Mac
Release Date: July 1989
Developer: Lucasfilm Games
Publisher: Lucasfilm Games

Way back at the beginning of January, I made a promise to ‘Play More Point-and-Click Adventure Games (at least one per month) and Blog About Them.‘ As such, I felt that it was appropriate for my first adventure game, er, adventure to delve into the depths of time and unearth a relic that’s almost as I am and, as such, has long-since been forgotten by all but adventure game connoisseurs. With that in mind, for January’s point-and-click odyssey, I decided to dust off LucasArts’ Indiana Jones and the Last Crusade tie-in adventure, plunder its nostalgic treasures, and see what comes out in the wash.

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IJLCTGA finds LucasArts (then still known under ‘LucasFilm Games’) still very early in its adventure game career and it most certainly shows; not only graphically, but also in terms of writing, puzzle design and overall vision. That’s not to say that it’s a complete Neanderthal – indeed, IJLCTGA marked the introduction of the now-classic ‘Look’ and ‘Talk’ verbs to the LucasArts canon of adventure games – but, in comparison to the later SCUMM-engine classics of Day of the Tentacle and Sam and Max Hit the Road, it’s almost neolithic. Individual scenes and areas are sparse with objects to interact with, little in the way of deep conversation with NPCs, and experimentation with items isn’t rewarded with witty asides or funny dialogue in the same way that later games took so much pleasure in delivering. Despite the fabulous basis provided by John Williams’ superb score for the Last Crusade movie, music isn’t the IJLCTGA‘s strong point either (you’ll go forever without hearing a note, then some scenes have sound) but at least the primitive pixellised graphics show some solidity; even if Indy tends to stand out from the pretty backgrounds kind of like the cartoon archaeologist that he is in the movies.

That being said, the skeleton of the classic adventure game system is alive and well, and the constant back-and-forth of trailing between areas, picking up items and hulking them around in Indy’s TARDIS-like pockets will be immediately familiar to anyone who’s played an adventure game. As such, it’s easy to get going straight away and plough right into the adventuring; which is good, because you’re thrown in pretty much immediately without an introduction or prologue, save for a brief ‘third wall’-breaking message from Indy: “Hi, I’m Indiana Jones. Welcome to my game.”

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Not that you really need an introduction, given that the game accurately (if rather broadly) follows the major events of the third Indiana Jones movie. Although this breeds familiarity and instantly lets you dive into the main game, this seems to come at the expense of a proper, three-dimensional story and character development; neither of which can be found here. The story can be subjective, though, depending on certain actions: in some playthroughs (depending on what you do at various times) you’ll visit particular scenes and areas from the movie; in others, you might skip them entirely. There’s also a comedy of inconsistencies: for example, you’ll solve a Führer-based puzzle in Berlin by replicating the movie exactly; but in the Grail Temple, reaching for the obvious wooden cup isn’t necessarily the correct choice.

In fact, the movie’s pivotal point is warped beyond recognition, such that is literally random as to which is ‘true’ Holy Grail; unless you happened to stumbled on the entirely missable clues from way earlier in the game and unintuitively piece them together to work out the solution. If not, then you’ll have to keep re-playing the whole of the Grail Temple until you magically stumble across the correct Grail; which, as you can imagine, is a whole barrel of laughs if you choose poorly and have to replay the same three puzzles through up to ten times). It’s just another inconsistency in a game that often feels like a patchwork of ideas, crudely glued-together and shoved out of the door without the addition of any sort of depth or bolstering of either the gameplay itself, the overarching story or the playability of certain sections. A victim of its obligation to coincide with the release of the Indiana Jones and the Last Crusade movie? Perhaps.
Yes, because that's the rational thing to do when you've just crashed a biplane into the side of a house.

Yes, because that’s the rational solution when you’ve just crashed a biplane into the side of a house.

Naturally for a movie blockbuster, the original source material piles action on thick-and-fast and, so, it’s not surprising that this bleeds into the tie-in game. Where later LucasArts games held a strict rule that death was unattainable, the final third of the IJLCTGA descends into a mess of mandatory arcade sequences and scruffy 2D melee and aerial combat where you’ll see your fair share of ‘Game Over’ screens: take a wrong step, and you’ll be sent back to the title screen to re-load your latest game save. I’m led to believe that the combat sequences around Castle Brunwald and the escape from Germany can be avoided (with suitable dialogue choices within some of the sprawling conversation trees that develop when you cross a Nazi guard), but I rarely had such luck even when re-loading and repeating interactions to find each guard’s weak spot. Each time, you’re thrown out of the immersion and into a deep pond of frustration; the onset of each combat sequence inevitably leading to the ‘Game Over’ screen  and the loss of yet more patience.

The primary problem (aside from often-ridiculous difficulty spikes and sometimes-incomprehensible juxtaposition in context of the rest of the game) with mandatory arcade sequences in adventure games is that they tend to detract from the main thrust of the game; story-based point-and-click adventuring. I have to admit that I was forced to resort to the (lifesaving) Universal Hint System on more than a handful of occasions in order to circumnavigate the game’s second half of crippling, frustrating action segments. Whilst I relied on a complex web of savegames around Castle Brunwald and only sparingly leant on FAQs, the soul-crushing escape from Germany – and string of unskippable guard interactions – was enough to force me to throw trial-and-error out of the window and rely on a helpful walkthrough merely to save me (or my PC) from violent injury. The end result is that you end up feeling somewhat ‘robbed’ of an adventure game; so forceful is the game’s abandonment of traditional point-and-click action halfway through in exchange for sub-par arcade-style progression.

You'll see your fair share of these

You’ll see your fair share of ‘Game Over’ screens: don’t say I didn’t warn you.

Of course, it’s easy to criticise IJLCTGA with the benefit of twenty years of progress in video game design. I guess the problem is you can’t judge a twenty-four year-old game by today’s standards; no matter how you look at it, it just won’t add up. Considering IJLCTGA in the context of PC gaming (and, in parallel, the entire point-and-click genre) largely still in its infancy, it’s easy to see the influence it’s had in setting some of the key themes for the entire genre and, those pesky arcade sequences aside, there’s a solid adventure game buried amongst the archaelogical rubble.

As I hinted at in my opening sentences, Indiana Jones and the Last Crusade has somewhat been eroded by the ravages of time and, much like Dr. Jones in his most recent movie outing, Indiana Jones and the Last Crusade defiantly shows it age. However, like any archaeological artefact, look hard enough and you’ll find some gold beneath the grime, and there’s a sprinkling of (albeit somewhat primitive) charm to be found among the frustrations. The arcade sequences will always feel like a punch to the stomach, but there’s some fun to be had when you’re let loose to point-and-click to your heart’s content. Remember: it’s not the years, honey, it’s the mileage.

[Zinar7]

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That’s No Moon

I need to lose some weight. I’m not saying I’m like some kind of Small Moon or anything like that, but the PhD lifestyle (sitting at desk all day, eating all day to keep alertness levels up, not getting time for exercise) has hardly been kind to my figure. This will not do.

So, I’m starting a new regime which consists of the following details:

1. Stop Putting So Much Stuff in my Face ~ Yes, I eat far too much. It’s not necessarily what I put in my face (being a vegetarian, I eat a fair amount of fruit and vegetables so it’s easy to tick off my Five a Day), but just the sheer quantity. For a start, being located in the exact same spot for nine hours a day means that there’s an obvious temptation to eat whatever food you’ve brought in for snacking (mainly fruit), and the proximity of a chocolate bar vending machine is hardly helpful. Even out of my office hours, I often find I snack even when not hugely hungry; perhaps there’s something psychological going on there. Either way, cutting down on the quantity I eat is a necessity, because I sure as hell don’t use up all the energy I consume (nor need to consume to replace expended energy) and I could get away with eating a lot less.

2. Be Better About What I Put in my Face ~ Despite the above, I do still have treats and snacks of fatty stuffs a bit too often for my liking. I’ve got a hella sweet tooth and often crave chocolate-y things, and will pick sweet stuff over savoury every time. Also, when I’m left to my own devices and have to fend for myself and find food, I generally go for the easy option of heating up some bread and spreading something on top, or just eating something out of a packet. If I ate more ‘proper’ food, then I’d be filled up for longer and not continually snack on small (and maybe sweet) things.

3. Get Up and Do Stuff More ~ I’m pretty lazy. There’s plenty of opportunity to go do fitness-type things, but somehow I never bother; it’s easier to sit around the house eating toast and watching Top Gear. I should just go out of the door and sodding do something. The only regular exercise is the 20-minute walk to and from work each day.  I certainly haven’t done as much inline as I’d’ve liked this year – I should just bloody well grab my mp3 player, stick my protective gear on and jump on my skates for a blat around the Common or somewhere inline-safe. Why the hell not?

4. Never Take the Easy Option ~ I’m guilty of a number of things which reflect my general laziness: Taking the lift when I have only a handful of flights of steps to climb. Driving into work on the weekend when I could walk like I do the rest of the week. Eating easy, unhealthy food when I could construct a healthy meal with some home-cookery if I’d only input a modicum of effort. Of course, it’s going to take some thinking to get me into new routines, but it won’t take long to adapt to new ways of doing things.

5. Sweeten the Pot ~ Of course, the idea of being fitter and leaner and sexier is enough of a motivation to get in shape, but sometimes I’m forgetful and need extra bonuses to get me to do things. So the question is how to reward me when I’m doing things which are good for me: the problem is finding rewards which aren’t counterproductive (e.g. ice cream, chocolate, chips). Coming up with Rewards is going to be a tough battle, but targeting what appeals to me is pretty key to its success: fr’instance, I recently got back up to speed with JRPGs on the DS by buying a second-hand copy of Pokemon SoulSilver complete with the Pokewalker accessory. So now, in an effort to gain both gaming and real-life EXP, I’m making conscious effort to walk everywhere with a Tentacruel in my pocket. It doesn’t make me feel any more like a grown-up, but at least it massages my necessity to turn everything in normal life into some sort of game.

6. Remove the Misery of Exercise ~ One of the main problems I find with organised exercise is that it’s so damned boring. I can’t think of anything less appealing than going to a busy, grey-walled room full of ungodly machines of torture and sweaty, boring fitness freaks. I’d much rather get my kicks from the great outdoors where I can look at the scenery or laugh at the general public, or perhaps some sort of home-gym set up where I have aforementioned ungodly machines of torture positioned in front of a TV, games console and I can level-grind my way through Xenoblade Chronicles or watch The Rock while I pedal away on a cycle machine for a while.

I guess my main reason in defining things is that, now I’ve said all these words, I’m now committed to doing something about it. This is by no means a guarantee that I will do something about it, but it certainly means that I can’t go the other way and get fatter, lazier and an even more close resemblance to Jabba the Hutt. If I start now, then that gives me a head start on New Year’s resolutions, and might mean that I’m in good stead by the 1st January to actually maintain the regime for the whole of 2013. We shall see.  Wish me luck.

[Zinar7]

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Sinister Reviews #11: The Last Story

 

 

Genre: JRPG. Third-Person Adventure
Platform: Wii
Release Date: March 2012
Developer: Mistwalker Studios
Publisher: Nintendo
The Last Story is a conundrum: brilliant in places; tragic in others. Pushing the graphical bar right to the top, Mistwalker’s latest JRPG  arrives just as the curtain’s beginning to drop for the Wii: while in the main it succeeds in the face of adversity, a few unforgiving niggles ultimately prevent it from achieving true greatness.

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Sinister Future

Currently, it’s looking like my review of Destroy All Humans! might be my last, at least for a while. Time is quite precious to me at the moment and, as it turns out, playing games is a lot more fun than writing about them. It’s always been my intention to ‘up’ my use of this blog, and that I should update more regularly – but less formally – than what I’m doing currently. My first few reviews for No More Heroes and LEGO Harry Potter Years 1-4 pretty much wrote themselves: Indeed, I knocked those out during short breaks at work. Of late, however (starting with Epic Mickey, which took about six months before I actually posted it) I’ve found significantly higher barriers from me getting them done; partially because I’ve been so darned busy at work that I’ve no motivation to pseudo-‘work’ in my free time by writing reviews, and also partially because the backlog of EVERYTHING I currently have. I’d much rather this be a freeform blog in which I’m free to talk about whatever I want in a relaxed way and when I have something I want to say, rather than expending all my creative juices on formal reviews and having little time for more jolly fare. I’m hoping I can keep up reviews of new stuff (i.e. new music/videogame releases), such that my opinions will be useful to others who’re considering picking up the same release, but my experiences with other stuff may be documented in a more relaxed manner.

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Sinister Reviews #10: Destroy All Humans!

#10: Destroy All Humans! (PS2)
Genre: Action-Adventure, Sandbox
Platform: PS2 (version tested), Xbox
Release Date: June 2005
Developer: Pandemic
Publisher: THQ

If Edward D. Wood Jr. could have made video games, he’d have produced Destroy All Humans!; heck, there’s even a trailer for Plan 9 from Outer Space included in the game’s bonus feautres. An homage to old, Fifties B-movies like Plan 9Day of the Triffids and Invasion of the Body Snatchers, the game focuses on the plight of Orthopox and Cryptosporidium from the planet Furon: two extra-galactic creatures with a lone flying saucer, charged with invading Earth and placing humanity under the iron fist of the Furon Empire. Like its B-movie counterparts, Destroy All Humans! is highly-entertaining with some cheesy action and even cheesier comedy, but ultimately won’t bring home the silverware.

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Sinister Reviews #09: Prince of Persia – The Fallen King

#09: Prince of Persia: The Fallen King (Nintendo DS)
Genre: Platformer, Action
Platform: Nintendo DS
Release Date: December 2008
Developer: Ubisoft Casablanca
Publisher: Ubisoft
Falling within the second reboot of the Prince of Persia franchise in 2008, The Fallen King marks the Prince’s return to the two-dimensional world after the highly-rated Sands of Time trilogy embraced three dimensions and revolutionised the action-adventure genre. Being the first proper Persian outing onto handheld consoles (one turn-based strategy spinoff aside), fans will welcome the opportunity to dodge traps, leap chasms and die frequent jaggy-rock deaths while on the move as well, not just from the comfort of their sofa.

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Sinister Reviews #08: Epic Mickey

#08: Epic Mickey (Nintendo Wii)

Genre: 3D Platform, Adventure
Platform: Nintendo Wii
Release Date: November 2010
Developer: Junction Point Studios
Publisher: Disney Interactive Studios

I started my review of Fable II by first disassembling the nature of ‘karma’ in video games and how an increasing number of titles make you accountable for your in-game actions. In many ways it feels as though I’m delving into the same can of worms with Warren Spector’s latest opus, Epic Mickey as, some nifty action-platforming aside, my latest review is once again a game that revolves around Choices.

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The Humble Bundle Mojam

As some of you may be aware, Mojang‘s 60-hour game-making challenge has been proceeding spectacularly over the course of the weekend, and is almost drawing to a close. And it’s been fascinating. Now, I’m not a game developer, nor have any desire to be, but it’s been so much of a insight into how different people work, and how teams like Mojang are able to drain the constructive juices of its employees so effectively to be able to deliver high-quality and original projects like Catacomb Snatch, the Real-Time Strategy shoot-em-up ancient Egypt steampunk game that’s just over six hours from being completed.

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Sinister Reviews #07: Puzzle Agent 2

#07: Puzzle Agent 2 (Steam)
Genre: Point’n’Click Adventure, Puzzle
Platform: Steam (version tested), iOS, PSN
Release Date: July 2011
Developer: Telltale Games
Publisher: Telltale Games

Puzzle Agent 2 recounts a tale of strange disappearances, creepy forest gnomes known as “The Hidden People” and moon landing conspiracies. However, despite some wonderful set-pieces and addictive adventuring, the first sequel to the sublime Nelson Tethers: Puzzle Agent doesn’t quite make the leap forward that it should.

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Sinister Reviews #06: Triple Town

#06: Triple Town (Facebook)
Genre: Casual, Strategy
Platform: Facebook (version tested), Google+, Kindle
Release Date: October 2011
Developer: Spry Fox
Publisher: Spry Fox

There was meant to be a full-blown review of Disney’s Epic Mickey on the Wii this week, but then Triple Town happened. So, rather than postponing my usual update, I thought I’d do a mini-review of what’s become by far the best game I’ve played on a social networking site so far. Boom.

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