It’s been at least 15 years since I last picked up Jane Jensen’s point-and-click adventure classic Gabriel Knight: Sins of the Father. Some revere the title as the best Sierra game of all time, which is quite a bold claim, and although I can’t say I appreciate it that much there’s no doubt it’s a special game. Now, nearly 20 years after the game’s 1993 release an updated 20th Anniversary version is upon us complete with new graphics, a new voice cast, and even some tweaking to the more obtuse gameplay mechanics and puzzles. We got a chance to check out a demo that contains a handful of days and around 90 minutes of gameplay (roughly 10-20 percent of the game) to check out these updates.
Right when you boot up Gabriel Knight: Sins of the Father 20th Anniversary (Gabriel Knight from now on) it’s like journeying back to the first time you played it - and first timers, fear not, it mostly holds to contemporary standards for an adventure title. Initially I didn’t think much had been done to the game. The opening seemed the same, the credits definitely were (which gave thanks to the original voice cast for some reason), and although the opening seemed tweaked I thought it was pretty much the same. Upon booting the original (available on gog.com for modern machines) boy was I reminded how thick nostalgia goggles can be, it’s a complete overhaul.
Gabriel’s world has been re-imagined in that fantastical but realistic style I see represented heavily in title like The Sims, where there’s a bit of a cartoon twist but also grounded in reality. This is important because although Gabriel Knight sprinkles in some amusing moments and laughable dialogue, it is a story about voodoo murders and has plenty of violence to and dark situations to match. Granted this new title is being built in the Unity Engine, which is why you will see it on both PCs and mobile, but I’m really liking what that engine can do to breathe new life into 2D based games with 3D graphics. Each scene has been given the same care and attention to detail that made the original so special from the graphics to the thematic music and most notable with the voice acting. Many may disagree, but I never cared for Tim Curry’s voice work in the original, it seemed wrong for a creole accent and like he was mocking the character with each line. I was unable to get his exact name, but the new voice actor for Gabriel seems much more fitting. He brings that snarky pedigree with a somewhat smooth accent that I’ve come to attribute to the character proper (although keep in mind that back in the 90s I would frequently switch from having the sound on and off thanks to text of all speech). From the early parts I saw the other voices are great at emulating the originals as well, especially the narrator, but they more assisted in tricking me into thinking I was playing the original rather than improve like with Gabriel’s character. Some of the functions like how to interact with items and select the multiple options you have with each have been greatly improved, especially because it seems optimized for mobile, so you no longer have to scroll between functions and instead just click on something and all available options are displayed. This streamlines the “try anything with anything” nature of a point-and-click adventure and I feel is essential for those of us who have either never played the game or can’t remember almost any of the puzzles. While it seems like the puzzles haven’t changed - my demo was, in terms of content, identical to the original game - perhaps the full release will feature new content or puzzles. Even if that’s not the case, it’s still a brilliant game that I will have no problem returning to upon full release, perhaps even on that dreaded mobile platform I try to consistently ignore. All in all it does prove that a fresh coat of paint, a few audible tweaks, and streamlining the guess-and-check nature of this classic does do it good. Purists of the genre need not worry, there is still some challenge here and none of the puzzles have been made much easier by the new streamlined feature, it merely doesn’t display the ability to do the many things that would get you that “I can’t do that” voice prompt. Gabriel Knight is back and fans of the original or those that haven’t experienced it may want to take notice when the game launches on October 15.
Gabriel Knight: Sins of the Father 20th Anniversary will be available October 15 on PC, Android, and iOS for $19.99. It can be pre-ordered at this time for a discount on the Pheonix Online site (store.poststudios.com) as well as gog.com and Steam (store.steampowered.com ). This demo was provided for preview purposes by the publisher.
Frozenbyte has announced that Trine 3: Artifacts of Power, the puzzled filled platform game, is now available for Windows machines on GOG, Humble, and Steam. It will set you back $21.99 but you can get a 10% discount during launch week. Check out their 3D world in this trailer:
The Walking Dead Season 2 – Episode 2 “A House Divided”
After a slow moving, character driven first episode. Telltale's The Walking Dead returns with a bang in its second episode of the video game series. The patient set-up that we witnessed previously pays off when we watch the relationships forged break down from the offset.
We continue to follow Clementine as she falls down the rabbit hole towards a bleak outlook towards life. However, the episode itself leans more towards revealing one hell of a menacing villain in the form of Carver (voiced by the excellent Michael Madsen). I immediately felt a vibe from Carver that was reminiscent with the television's Governor, and the comic books excellent character, Negan.
Madsen manages to portray a subtle, yet terrifying presence throughout the episode that sets up what can only be a harsh, bleak future for Clementine and her group. The added addition of the majority of the group already having had a run in with Carver heightens the tensions and action.
I truly hope that this also sets up Carvers downfall and we can witness some violent revenge from either Clementine or another group member.
Back to Clementine, and Telltale have shifted the overall feel of the character. In episode one, we were forced to feel uncomfortable with the decisions thrust upon Clementine. The killing of the dog springs to mind as an example. In episode two though we're reminded that no matter what we have Clementine do, there's always somebody else that's worse than you. In this case, it's Carver.
Episode two's explosive third act really hits home that Clementine has had to make some major decisions concerning the future of the group, mainly forced by Carvers actions. We see Clementine either cementing her trust in certain characters, or damaging relationships for the greater good.
I felt that this final 30 minute action pact third act really changed Clementine dramatically, and it certainly was the first major change since teaming up with Lee in Season 1. The stress and urgency of each scenario really hits home the moral dilemmas poor Clementine has to deal with.
The scope of episode two was quite impressive. A lot of ground is covered during the two and a half hour game play with the majority of game changing decisions embedded within some gripping conversation.
Depending on your actions and choices, you may have a wildly different experience with each decision than the next person. It all boils down to where you take Clementine over the 5 day time period that episode two is set around.
The action sequences themselves are by far the best that Telltale have created and I truly was on the edge of my seat frantically trying to find various items to take out zombies whilst saving a character on a bridge. The tension and slow build up we witnessed previously is really paying off and heightens these explosive sequences to its maximum.
Overall, Telltale have really pulled out all the stops with episode two. It's constantly full of fantastic, and gripping dialogue; ever lasting consequences (good or bad); and brilliant action scenes that really get the player involved with the narrative. Clementine's character arc remains to be the most impressive section of season 2 as we watch her wander a dark and brutal path.
Now that the next generation video game consoles, the PlayStation 4 and the Xbox One, have launched, maybe you would be interested to know about another medium to play your favorite video games. Did you know there are laptops designed especially for playing video games? Of the many gaming laptops available, one that caught my eye was the Razer Blade. Recently, while browsing in an electronics store, the Razer Blade gaming laptop caused me to take a second look. In additon to the, in my opinion, eye-catching display, the claim that it was the world's thinnest gaming laptop pixed my interest.
I took the opportunity to actually use and navigate sites on the Razer Blade gaming laptop to get a feel of using this technology. In addition to being ultra-thin and light-weight, the Razer Blade gaming laptop was, in my opinion relatively expensive, bordering on a $2,000.00 price tag, $1,999.99 to be exact as of this printing. During my on-hands inspection of this gaming laptop, I looked on the sides of the laptop, searching for the familiar CD rom where discs for PC games and other types CDs/DVDs are inserted -- but there was none. After talking to the saleperson, I found out that even though this particular gaming laptop did not have a CD rom per se, there really was no need for it, since most of the games that would be played on the laptop would probably be downloaded from the internet. He informed me there were other gaming laptops that had a place for discs. We walked to the other side of the store, where more laptops were located. There, he pointed out to me an Asus gaming laptop that had a CD rom slot. I immediately noticed how much heavier and bulkier this gaming laptop seemed to be when compared to the Razer Blade. The Asus laptop was almost half the price of the Razer Blade and I could instinctly tell the Razer Blade gaming laptop appeared to be of a higher quality. The salesperson confirmed my instincts by stating that the Razer Blade gaming laptop was a much better gaming system than the Asus.
Razer Blade Gaming Laptop
When I asked the salesperson what was the difference between the Asus gaming laptop and the Razer Blade, his answer was the Razer Blade displayed better gaming graphics and had a "solid state" configuration. I researched further and found out the Razer Blade is designed especially and primarily for gaming. It weighs a mere 4.1 lbs and has a 14.0 display with an LED backlight. Regarding its thinness -- this laptop's depth is usually compared to the size of a dime -- to give you a visual of just how thin this laptop is. According to the Razer Blade gaming laptop's website, it has an all aluminum chasis, that is seamlessly integrated with gaming grade peripherals that take gaming to a whole new level.
Razer Blade Gaming Laptop keyboard
You may say that this is all well and good -- but at the end of the day -- a gaming laptop is just that -- a gaming laptop. Some may also question why the seemingly exhorbitant price tag for this laptop. There are some people who would disagree with the statement that gaming laptops are similar to PCs. For starters, gaming laptops are distinguishable from other PCs in that they contain high-end hardware, capable of handling the latest graphics and process intensive computer games. Additionally, it's been said that gaming laptops can do what a regular PC does; however, PCs are unable to perform some of the functions of a gaming laptop -- which may also be used as a basis to justify its high price tag.
Of course, video game consoles are expected to be around long into the future. However, if you want to look into another device to play computer and video games, you may want to check out the Razer Blade or even other types of laptops and computers manufacured especially for playing and in some cases developing video games. Just as the genre of video games has expanded from wide varieties and types of games, so has the technology blossomed and spread to provide more choices upon which video games are played -- including gaming laptops such as the Razer Blade.
If you would like to play a fun, energetic, competitive type video game, then you may want to play Rush Bros. In the multiplayer mode, you play against your friends and find out just who is the better player. Rush Bros. is essentially a platform racing game, where your video game character travels and avoids or conquers several obstacles before reaching the finish. The gameplay consists of about 40 levels, with you as the video game player choosing the specific level you want to play. You do not have to traverse each level in sequence -- you have the freedom to choose whichever level you prefer to play. There is also a survival and fast forward mode where the gameplay is basically the same; however, your character will move more quickly.
Before I get into the specific gameplay, lets talk about some preliminaries. Rush Bros. is a PC/Mac game, so it is playable on either the PC or the Mac. I played this video game on my Mac, and did not experience any problems having the game added to my Steam library for gameplay. So it goes without saying that before you play this game, you must already have a Steam account or be prepared to set one up. I'm thinking that if you are an avid video game player, whether you play games on your favorite consoles, PC or Mac -- that you more than likely already have a Steam account. If not, why not set one up so you can play Rush Bros. with your friends?
A big part of video games in addition to gameplay is the graphics. This game did not disappoint in this area. I believe you will enjoy the bright graphics as well as the colorful backgrounds as you play the different levels of this game. Even though Rush Bros is a racing game -- the race to the finish may not be as simple as you may think. On your way, hopefully to victory, you will encounter spikes and other obtacles that you have to avoid if you want to clinch the win.
Need help in getting to that next higher structure while you are racing? Simply, use the springs to propel your character to the next higher height. If the springs do not do the trick, then you may have to scale the side of the structure before jumping over the spikes to continue your journey for the win. My points here are there are a multitude of ways to move your character along the platform.
You may say to me -- "Well, that's all good, Ms. H, but were there any negatives about this game?" My response would be the positives of this game outweigh the negatives -- but there were some. When I loaded the game and saw the graphics on the main page, I thought this would be basically a music game. I saw two figures wearing sunglasses who appeared to be DJs. And what do DJs do? Among other things, they play music. So I was getting excited about playing some sort of music game. However, that was not to be the case. Music is a big part of this game -- in fact, you can change the music to listen to different tracks as you play the game. However, music is more of a by-product of the game -- instead of being intricately woven into the gameplay -- at least on the parts of this game that I played. Once the gameplay started, the music was more of a backdrop to the game itself.
I'm not sure if this was a glitch in the game; however, while trying to get my character through a maze of blocks, I got him actually stuck in a block -- and he could not get out. Try as I may -- the little figure stayed in the confines of the block until the challenger, of course, obviously won the race, since I could not get my character out of the block.
Another possible glitch is at one time during gameplay, I stopped pushing buttons during the game; however, the figure continued to run back and forth across the screen. Mind you, this was a character that should have been following my directional commands -- but that was not the case. He kept moving along, without me pushing nary a button.
There was also what I would call a "tedious" part of the game. The gameplay involved the character needing a key to open certain doors. In order to get the key, the character had to backtrack over areas that had already been covered to retrieve the key -- and then go back to the door with the key to open it. I found this part of the game to be tedious, because I felt that I made progress in getting to the door that required a key -- only to find out that I had to sometimes retrace my steps to get the key and return back to the door to open it. Some may see this as a way to win the race, especially if your challenger is not fast at locating and using the key; however, I found it tedious to go back and forth in this game. My suggestion would be to position the key at a checkpoint that is very close to the door to be opened instead of having the player to retrace his or her steps.
From a PC/Mac playing standpoint, versus the video game consoles, i.e. the current Xbox 360, and the PS3, I had to get accustomed to using either the directional arrows or the specific alphabet keys to move the character. In my opinion, this game would be more enjoyable to play using a controller instead of the keyboard. In fact, I believe it is recommended that a controller be used along with your PC or Mac. Unfortunately, during the game, in my zeal to win, my fingers would sometimes become overly taxed, as I pounded the keys to move the character. Thankfully, my fingers returned back to normal after I stopped playing the game. Of course, you may or may not experience this discomfort while playing the game.
Now back to the positives. I liked getting co-op help on certain parts of the game via challenger on Skype. I also liked the upbeat music that played during the gameplay, as well as the different environments that changed with each level.
Sounds like a video game you would like to play? If so, you can play Rush Bros. now since it is available on Steam for the PC and Mac.
Rush Bros. was released on May 24, 2013 by Xyla Entertainment.
Fresh from covering the Anime Mid-Atlantic event for Allgames.com, Ms. H welcomes everyone to the show with a promise to fill listeners in with more details of the event during her next show -- due to time constraints. She also wishes everyone a happy "after Father's Day." She reviews Knytt Underground and Sonic the Hedgehog Tennis video games....
Valiant Interactive, the independent studio out of Edinburgh, has released a new trailer and demo for their action packed arcade sports game that is to be released on the PC, Playstation 4, Xbox One, Mac, and Linux. A game of running, catching, diving for discs thrown by your opponent as you try to score enough goals to reduce the score of the poor sap that decided to go against you to zero.
So if you are like me and don’t actually want to go outside and throw some discs around when you can do it from the comfort of my couch. You can vote yes at their Steam Greenlight page http://steamcommunity.com/sharedfiles/filedetails/?id=520355436 You can also visit their web page at http://gyrodiscsuperleague.com/ to get more info and you can find the free demo here.
I have no idea what to think of this game. It's really weird, but not in any quantifiable way. Or at least not one that I can easily verbalize. It is so janky with everything it is trying to do that it is infuriating to play, but at the same time I can't just dismiss it as some crap game that no one should play. I'm so confused right now.
Abyss Odyssey is about a wizard. This wizard is so powerful that he fell asleep and created the eponymous Abyss, this huge network of connected rooms filled with monsters, treasures, and weird black and white levels that come right the fuck out of nowhere. He also created Katrien, as well as the Ghost Monk and the Pincoya, who you will play as. You must journey through the Abyss to wake up the wizard and put an end to his nightmare. Along the way you'll find pages from the wizard's journal which will tell more of the story and maybe explain some of things that happen because of the wizard's dream.
This game is very stingy with information on how to play it. One of the biggest aspects of the game is its fighting system. If you've ever played a fighting game then you know that a good training mode can really help you enjoy the game more. At least for me it can. In this game we get a single page with the buttons you use for attacks that you have to navigate to inside of a menu that's in another menu. You're never told that holding the stick forward, up, down, or not at all will change the type of basic attack you do. In a way, this can be very good. Having tutorials out the ass on a game can be really irritating, especially if it's a style of game that you basically know the controls for, and it's something new then it's rewarding to be able to figure out the controls on your own. But this is a fighting game style system, where knowing what the buttons do is crucial to being able to play it.
Even when it does tell you information it can sometimes be misleading. When you die in the game, you're given a chance to come back. You immediately respawn as a soldier, which is a different soldier depending on who you're playing as, and if you can make it back to an altar you will be revived at full health and can continue on. The text box that told me this appeared when I approached what I thought was the first altar. It had a floating stone mask that broke when I got near it, I could set a check point there, and configure my skills. Going through this area I died. I came back as a soldier and made a mad dash for the altar. When I got there, nothing happened. I spent five minutes trying to figure out how to get it to come back but I couldn't. So I moved on. Turns out there's a second kind of altar, and it's this one that lets you respawn. Why the hell would the note about respawning at altars appear at an altar you can't respawn at? With this other altar I also found a merchant who sold me weapons and potions and the like. He also had camp tokens. Camp tokens are what you use to set checkpoints at altars so when you die for realsies you start from there and not the starting town. I had no idea how to get my hands on one of these things and I didn't come across the merchant until my fourth or fifth attempt because I didn't know there even were merchants in this game. It didn't help that he blended into the background, though.
This is a problem that does carry to later in the game. As you go deeper into the Abyss the levels start to change. You start out in standard dark caves, but then you get ice levels and lava levels and plant levels. In the plant levels, stationary enemies that shoot poisonous barbs at you or launch vines out blend in with the environment. I cannot tell you how many times I'd be running down a path to all of a sudden realize one of these things was in front of me. And the poison barb plant thing keeps shooting at you so you could easily get to point where he gets to juggle you a bit by having you getting damaged by the poison, making you unable to dodge the next barb he shoots, which poisons you again.
Speaking of juggling, the combat system in this game is not great. It feels incredibly stiff and slow, to the point where it almost feels unplayable. I mentioned earlier that the direction you're holding the stick affects what kind of attack you do. With Katrien, holding the stick forward makes you do a two hit combo, while not holding the stick in any direction is a three hit combo. But you have to come to a complete stop before it registers that you've let go of the stick. I would be running along and stumble into a random encounter with a group of enemies, which normally I hate because fuck random encounters but here I don't mind it because it doesn't interupt the flow of gameplay, and I would let go of the stick to do the three hit but if my character was still finishing the stop running animation she would do the two hit.
But even when you get the hang of that part of the combat it still feels weird. Any time I've gotten a combo higher than three was total luck and I could never recreate it. Cancelling, which is kind of a core part of fighting games in this day and age, is a special skill that you can deplete and have to wait for it to recharge. And you start out only being able to cancel once, so if you end using your cancel to dodge out of the way of an attack and you get hit anyway because the dodging in this game only works sometimes, you have wasted that cancel and now have to wait for it to recharge before you can cancel out of an attack again. It all feels so clunky and awkward, but at the same time weirdly engaging. Around my ninth tenth attempt I started to get into a rhythm and was actually doing pretty well. It was so bizarre, but I felt like I was starting to understand it. That eventually fell through and it went right back to being bad, but that feeling kept coming back.
I only ever felt that with Katrien, though. The Ghost Monk and the Pincoya I never understood. The characters, while the control the same, have different weapons and attack styles. Katrien uses one-handed swords and is quick than the others (I think). The Ghost Monk uses two-handed swords and is slower but stronger than the others. The Pincoya uses staff weapons which gives her more range than the others. I never felt like I was finally getting the Monk or the Pincoya. I would've needed to play hours and hours of them and I just didn't have the time or the interest.
All the characters also have a magic attack. It's the exact same for each of them and does the exact same thing. Once the mana meter is full they send out a ball of light that deals a lot of damage to anyone caught in it, and when they die their soul falls out. You can then collect one of these souls and turn into that enemy. Aside from bringing you back up to full health when you turn into them, I have no idea why you would want to do this. It's just another new move set you have to figure out.
This game was also sold on the platforming, and it feels as bad as the fighting without the benefit of the clarity I sometimes got. The turning is what really kills it for me. When you change the direction your character is moving or facing, it takes a bizarrely long time. Not that long, but long enough that you can notice it and really feel it. And you can only change direction while you're on foot. Once you're in the air, you have a decent amount of air control but you're always facing the same direction. So if you try to jump up a wall that's behind you, you have to wait for your character to turn around and then jump it. It's a small thing, but it's also a very important part of platforming to have a fluidity of movement. This doesn't feel fluid. It feels like a rusty system of gears.
Finally there are RPG elements. You earn XP to level up your character which unlocks new special attacks and skill points to unlock more cancels and level up your special attacks. It's pretty basic and doesn't add much for me. But with the RPG elements comes random weapon drops or finds, which don't make a whole lot of sense in game. Each of the three characters can only use one type of weapon, and they can't pick up other types. So it doesn't make a lot of sense when I'm playing as Katrien and every weapon I find is a two-handed weapon. If you were able to pick up these weapons and sell them to the merchant for gold that'd be one thing, but since I can't pick them up at all, let alone sell anything to the merchant, it makes no sense as to why they would be there.
Even with all of that bitching I just did, I find the game oddly okay. Yes, the fighting and platforming are very awkward, it's an awkward that you eventually accept. Yes, the game doesn't explain shit to you, but if you keep bashing your head into it over and over you'll figure out what most of it means. Add to that a premise I think is interesting and graphics that look fine, this is a game that I can't say is good but I just barely enjoyed it, too. Take that for what you will.
What's the one thing that will get you shunned? Gay, Straight, Black, White, Male, Female, Fat, Thin? No. You can be any of those and somewhere, there's a group that will accept you. The only crime that is truly considered a sin is being different. No one wants to be different. That's a lesson ingrained into you from childhood. Sometimes beaten into you. You can be a lot of things, but different isn't one of them. It's confusing at first, because we're lied to with claims of "celebrating our differences", "be yourself!", etc etc. You're allowed to be different as long as you're the same as those around you.
It's confusing and frustrating. Each and every one of us is different from the other. The uniqueness of our existence is burned into our genes. But as soon as we gather, we begin to mark our similarities. No matter how much a group preaches acceptance, they all preach conformity even louder. Dress like us. Listen to the same music as we do. Play the same games. Drive the same car. Use the same drugs. Follow the same teams. Whenever a group starts, the first thing they do is decide how to identify those that are different.
That part is human nature. What I hate is how people change so that they will be accepted. How they give up a part of themselves so that others will smile when they arrive. They quickly discard something they love because it would mark them as different. Oh, you'll tell yourself, "My friends are different, we all accept each other as we are," or "I'm completely honest about who I am." That's simply not true. You know that there is something you hold back. Something you keep secret. You lie to make sure you stay in the group's good graces. It might be something small, like declaring that you hate Pepsi, all the while having a six pack waiting for you in the fridge. Maybe its something bigger, like when you join on in the gay jokes your buddies toss out during sessions of Halo. There's always something.
The fear of being different follows us into every aspect of our lives; from our acquaintances, to the cars we drive, to even the games we play. Vehicles from the major car manufacturers are nearly indistinguishable from one another. Now that computers have the power to display millions of colors and create untold abstract worlds, we push to see how closely they can mimic reality. When someone or something breaks the mold and ventures out of the norm, its a crap shoot whether praise or ridicule will follow. Too often we're too afraid to even attempt something that's not the same as what has come before.
More often than not, I find myself longing for the simplicity of acceptance. There's something enticing about conforming, even it it costs you a piece of yourself. But even a small piece is too high a price. Maybe thats why I like Gridrunner Revolution as much as I do. It doesn't make any concessions for the sake of conformity. It's not a perfect game. In fact, it revels in what other games would call flaws. Its pace starts out so slow that you wonder if it's supposed to be a game at all or just a rainbow-tinged light show. While other games painstakingly render the player in minute detail, here, your character is crudely drawn with such large pixels that you may think your screen resolution is set to double digits. The sound effects are so mismatched that the only similarity they share is that they are all equally out of place. Its lack of a network leader board is baffling for a game that puts so much emphasis on points. Everything about it says, "I'm different!" Screams it. It's unabashed in its lack of similarity to everything else
I wish I could be as uncompromisingly confident in my differences as Gridrunner Revolution is. I wish we all could.
This Weekend, 9/24 - 9/25 you can win a limited edition All Games ‘Legacy’ t-shirt by beating me in a videogame. I’ve flipped a coin and this week, the game is ‘PacMan Championship Edition 2’ (Championship 2: Single Train Course). Available on the Xbox One, PS4, and PC(Steam) .
To win, you just have to beat my score by the end of the weekend. Post your score on the AllGames Website, or on Twitter (#allgamesWASW) and everyone who beats my score will be entered to win one of these beautiful high quality limited edition AllGames Legacy collector's items t-shirts. (we can ship to US or US Military Base addresses)
You can also bypass the contest altogether and get your own Lecagy Shirt from the AllGames Shop (allgames.com/shop)!
Here’s my current highscore to beat, 2,869,250 , and I’ll be updating it all weekend with (hopefully) better scores.
Score to Beat: 2,869,250