Showing posts with label game. Show all posts
Showing posts with label game. Show all posts
Wednesday, April 15, 2015
Alone in the Dark The New Nightmare Download Free PC Game

Genre : Action, Horror
Platform : PC
Language : English
Size : 1.32 GB
Minimum System Requirements
OS: Windows XP/Vista/7
Processor: INTEL 2.4 GHz Dual Core
RAM: 1 GB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 2 GB free
Recommended System Requirements
OS: Windows XP/Vista/7
Processor: INTEL 2.8 GHz Dual Core
RAM: 1.5 GB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 2 GB free
Click On Below Link To Download
Alone in the Dark: The New Nightmare Full Version PC Game Free Download
Garfield Kart Download Free Offline PC Game Full Version

Genre : Racing
Platform : PC
Language : English
Size : 594 MB
Minimum System Requirements
OS: Windows Vista/7/8
Processor: INTEL 2 GHz Dual Core
RAM: 1 GB
Video Memory: 256 MB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 1 GB free
Recommended System Requirements
OS: Windows Vista/7/8
Processor: INTEL Core 2 Duo E6750 2.66GHz
RAM: 2 GB
Video Memory: 512 MB
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 1 GB free
Click On Below Link To Download
Garfield Kart Full Version PC Game Free Download
Screenshots





Darksiders 2 Free Offline PC Game Full Version Free Download

Genre : Action, Adventure
Platform : PC
Language : English
Size : 4.31 GB
Minimum System Requirements
OS: Windows Vista/7/8
Processor: INTEL Core 2 Duo E4400 2.0GHz
RAM: 2 GB
Video Memory: 512 MB
Video Card: NVIDIA GeForce 8800 GS or ATI Radeon HD 3850
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 20 GB free
Recommended System Requirements
OS: Windows Vista/7/8
Processor: INTEL Core 2 Quad Q6400 2.13GHz
RAM: 2 GB
Video Memory: 1 GB
Video Card: NVIDIA GeForce GTX 260 or ATI Radeon HD 6770
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 20 GB free
Click On Below Link To Download
Darksiders 2 Full Version PC Game Free Download
Screenshots






Airport Simulator 2014 Download Free Offline PC Game Full Version

Genre : Simulator
Platform : PC
Language : English
Size : 168 MB
Minimum System Requirements
OS: Windows XP/Vista/7/8
Processor: INTEL 2.4 GHz Dual Core
RAM: 1 GB
Video Card: NVIDIA Geforce 6800GT or ATI Radeon HD 3650
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 200 MB free
Recommended System Requirements
OS: Windows XP/Vista/7
Processor: INTEL Core 2 Duo E6750 2.66GHz
RAM: 2 GB
Video Card: NVIDIA Geforce GTX 560 or ATI Radeon HD 6970
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 200 MB free
Click On Below Link To Download
Airport Simulator 2014 Full Version PC Game Free Download
Screenshots






Sniper Elite Free Offline PC Game Full Version Free Download

Genre : FPS
Platform : PC
Language : English
Size : 1.89 GB
Minimum System Requirements
OS: Windows XP/Vista/7/8
Processor: 1.5 GHz Dual Core
RAM: 1 Gb
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 4 Gb free
Recommended System Requirements
OS: Windows XP/Vista/7/8
Processor: 2 GHz Dual Core
RAM: 1 Gb
Sound Card: DirectX Compatible
DirectX: 9.0c
Hard Drive: 4 Gb free
Click On Below Link To Download
Sniper Elite Full Version PC Game Free Download
Screenshots





Tuesday, April 7, 2015
Game 43 The Secret of Monkey Island Final Rating
I have to admit that Ive been pretty nervous about this Final Rating post. Blogging through one of the all-time classic adventure games is one thing, but giving it a score is another thing altogether! In the end Ive had to bite the bullet and trust that my PISSED rating system will come up with a result worthy of such a game. Here goes...
Puzzles and Solvability
The first thing to say is that I made it through Monkey Island without assistance, which suggests the game is perfectly solvable. That’s not to say it’s not without challenge though, as nine and a half hours of play time implies. I was stuck quite a few times, with at least two of those occasions taking the majority of a session to get past. The good news is that logical deduction was used to solve pretty much every puzzle in the game, but I should point out that the simplicity of the interface caused me to solve a few without knowing what I was doing. I found the file in the carrot cake and the key in the cereal box while attempting to do something completely different, and while it’s true I might have deduced their whereabouts unassisted given more time, I may have been in trouble had the game used a text parser system. The puzzle that caused me the most trouble overall was retrieving the key from the wall in LeChuck’s cabin, but once again the solution was actually pretty logical (it was my own preconceptions of the magnet’s use that gave me the trouble). Other solutions were so simple that they seemed unlikely, such as picking the idol up while trapped underwater, but that’s hardly a criticism if it’s only the occasional puzzle. In the end I’d say the puzzles in The Secret of Monkey Island are moderately challenging while remaining logical and fun, which is exactly what all adventure games should strive for. Probably my only real gripe is that collecting insults to defeat the Sword Master got old after a while, but it’s easy to forgive that when the idea was so unique and clever to begin with.
Rating: 8

Interface and Inventory
The interface in The Secret of Monkey Island is almost identical to the one found in Indiana Jones and the Last Crusade. The only differences are in the layout, with Monkey Island having three vertical rows of actions followed by a vertical inventory, and Indy having four vertical rows of actions and a more horizontal inventory beneath it. As with other LucasArts games, there were actions in the list that I didn’t need (I never used Turn On or Turn Off), but I imagine trying to use them in certain spots may have resulted in some funny dialogue. The verb-based interface also played a role in one of the game’s funniest moments, where I could only see what was occurring in the next room by watching which verbs and items were selected by Guybrush. Movement is handled more than adequately, with Guybrush generally going exactly where I wanted him to whenever I clicked on the screen. There were two reasons why Indy got a 7 for this category and not higher. The first was because the inventory became a bit unruly at times, and I’m afraid that issue is a little bit exacerbated in Monkey Island due to an increase in collectible items. I was pretty happy when I was able to rid myself of a few unneeded knick-knacks while making the soup onboard the Sea Monkey, as that meant I didn’t have to scroll through so much to find what I needed. The second reason why Indy only got a 7 was because the many action scenes in that game were clunky to say the least. Monkey Island overcame this problem in the most genius of ways, making combat settled through selectable insults rather than through any sort of movement or mouse clicks. There has been no better interface so far, so…
Rating: 9

Story and Setting
When summarised, the story and setting of Monkey Island are simplistic and cliché. It’s a typical zero to hero tale, where a young man strives to become a respected pirate, having to pass a number of trials before confronting an evil villain in an attempt to get the girl. However, playing the game reveals that this overview fails to pick up on a couple of important things. There’s little doubt that Ron Gilbert and co. purposely took on all the standard pirate adventure tropes just so they could make fun of them. The whole first section of the game leads to Guybrush pulling together a crew to man his ship to sail to Monkey Island, but said crew ends up helping in no way whatsoever. The Legendary Lost Treasure of Melee Island ends up being nothing more than a tourist hoax. Even at the climax of the game, where our hero is determined to save the damsel in distress, it turns out the damsel requires no saving at all and is perfectly capable of looking after herself. On top of this, there can be no decent explanation for certain items that are found or events that occur, so the creators clearly figured the most entertaining thing to do was to take the piss out of the situation rather than try to make up something that no partially intelligent person would ever believe. The rubber chicken with a pulley in the middle (for which there can be no explanation) is a good example; the crew getting through the catacombs unassisted and then claiming ignorance is another. Despite this messing about, I never once felt cheated while playing. I was just having too much fun! In the end Monkey Island is more about the characters, which are all fantastic, than the storyline. There are an incredible amount of classic NPCs and villains. Who could ever forget The Fetuccini Brothers, the voodoo lady, the vegetarian cannibals, and Stan the salesman, not to mention LeChuck and Elaine.
Rating: 7

Sound and Graphics
Let’s start with the music. The music in The Secret of Monkey Island is second to none in my opinion! It had been a decade since I’d played any of the series prior to this playthrough, and yet I could still hum the main theme at a second’s notice. It’s ridiculously enjoyable and memorable, as is pretty much all of the music throughout the game. Sound effects are used sparingly, but I can’t say I noticed their absence while playing. The main gripe I have with the audio is the same one I have for most games of this era. Far too much time is spent in complete silence! This was made even more obvious in this game when characters onscreen are chatting away or highly animated, yet silence reigns supreme. I imagine the voice version of the game would pretty much remove this gripe, but I can only rate what I played. Moving onto the visuals, I’d already been in awe of the use of colours in LucasArts’ previous game, Loom. The Secret of Monkey Island does just as nice a job, only this time I finally got to experience a LucasArts game in VGA. I absolutely adore the look of this game! The Melee Island scenes in particular, which are all set at night, are gorgeous, with the contrast of dark blues and bright yellows creating much eye candy. Oh and don’t get me started on the lava filled underground catacombs of Monkey Island! The animation is first rate for the time, with each of the game’s main characters having distinctive ways of standing, walking and even talking. Take Stan for example, with his jaw wagging open and closed, and his arms flying all over the place in exaggerated emphasis. The close-ups are stunning, even if the “animation” in them is restricted to a few changes of expression. If it wasn’t for the underuse of sound and the fact that LeChuck’s colour scheme blends into the background, I’d give it a 9.
Rating: 8

Environment and Atmosphere
Once again I have very few negative things to say for this category! The environments of Monkey Island perfectly encapsulate the game’s pirate theme, with a few unlikely surprises thrown in for good measure (such as the travelling circus in the middle of nowhere and the cannibal’s village being located as far from humanity as possible). Both Melee and Monkey Island have distinctive locations that are beautifully crafted (it’s worth noting that one island is perpetually night time while the other is permanently day). I particularly love the use of overhead maps to give the player a true sense of where they are and what locations are available to them on each island. These maps are a work of art as much as they are perfectly functional, and they remove the need to convince the player that there’s a much bigger world outside the game area (because there isn’t). As for the game’s atmosphere, well I mentioned during one of my earlier posts just how similar the tone of Monkey Island is to Pirates of the Caribbean. Fun and silliness pervade both series (well, for most of both series), leaving a consistent smile on the viewer’s face, and yet both of them manage to keep the drama and excitement at a satisfying level too. A pirate comedy wouldn’t normally rank high on my list of genres (subjectively I’d prefer something a bit less silly), but Monkey Island offers something for everyone in a very complete package.
Rating: 8

Dialogue and Acting
The Secret of Monkey Island is downright hilarious! Sure, I’ve laughed quite a bit during certain Leisure Suit Larry scenes, and just as much while playing Space Quest games, but never as hard and consistently as I did during Monkey Island. The dialogue is pure genius, and makes the most of some really great set-ups. If you want to know how great the comedy writing is, just go and watch a few minutes of Stan’s boat sales pitches. It’s like a stand-up comedy act with audience participation! Probably the part that had me in stitches the most though was the nutritional discussions that the cannibals were having in their village. “But think of your arteries!” Oh, and having to book a time slot to loot the Governor’s mansion would be a close second. The game’s dialogue isn’t limited to what other characters say though, and this is where things become particularly groundbreaking. Indiana Jones had already brought branching dialogues into the mix, but the system was clunky and repetitive. Not so here! What you find in Monkey Island is pretty much what you would expect today in any decent third person adventure game! There are stacks of awesome dialogue options available throughout every conversation, and combining this with the fact you can’t die or dead-end yourself while playing, means the player can take a huge amount of enjoyment out of saying whatever they want. The things you want to ask always seem to be available, but it’s the things you would never have thought to say that bring the most joy. The only thing stopping a perfect score here is the fact that there isn’t any voice acting. It’s therefore pretty likely I would give full marks to the CD version.
Rating: 9


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Puzzles and Solvability
The first thing to say is that I made it through Monkey Island without assistance, which suggests the game is perfectly solvable. That’s not to say it’s not without challenge though, as nine and a half hours of play time implies. I was stuck quite a few times, with at least two of those occasions taking the majority of a session to get past. The good news is that logical deduction was used to solve pretty much every puzzle in the game, but I should point out that the simplicity of the interface caused me to solve a few without knowing what I was doing. I found the file in the carrot cake and the key in the cereal box while attempting to do something completely different, and while it’s true I might have deduced their whereabouts unassisted given more time, I may have been in trouble had the game used a text parser system. The puzzle that caused me the most trouble overall was retrieving the key from the wall in LeChuck’s cabin, but once again the solution was actually pretty logical (it was my own preconceptions of the magnet’s use that gave me the trouble). Other solutions were so simple that they seemed unlikely, such as picking the idol up while trapped underwater, but that’s hardly a criticism if it’s only the occasional puzzle. In the end I’d say the puzzles in The Secret of Monkey Island are moderately challenging while remaining logical and fun, which is exactly what all adventure games should strive for. Probably my only real gripe is that collecting insults to defeat the Sword Master got old after a while, but it’s easy to forgive that when the idea was so unique and clever to begin with.
Rating: 8

While most of the puzzles in the game were fun rather than overly challenging, there were a few that had me scratching my head.
Interface and Inventory
The interface in The Secret of Monkey Island is almost identical to the one found in Indiana Jones and the Last Crusade. The only differences are in the layout, with Monkey Island having three vertical rows of actions followed by a vertical inventory, and Indy having four vertical rows of actions and a more horizontal inventory beneath it. As with other LucasArts games, there were actions in the list that I didn’t need (I never used Turn On or Turn Off), but I imagine trying to use them in certain spots may have resulted in some funny dialogue. The verb-based interface also played a role in one of the game’s funniest moments, where I could only see what was occurring in the next room by watching which verbs and items were selected by Guybrush. Movement is handled more than adequately, with Guybrush generally going exactly where I wanted him to whenever I clicked on the screen. There were two reasons why Indy got a 7 for this category and not higher. The first was because the inventory became a bit unruly at times, and I’m afraid that issue is a little bit exacerbated in Monkey Island due to an increase in collectible items. I was pretty happy when I was able to rid myself of a few unneeded knick-knacks while making the soup onboard the Sea Monkey, as that meant I didn’t have to scroll through so much to find what I needed. The second reason why Indy only got a 7 was because the many action scenes in that game were clunky to say the least. Monkey Island overcame this problem in the most genius of ways, making combat settled through selectable insults rather than through any sort of movement or mouse clicks. There has been no better interface so far, so…
Rating: 9

Insult combat has to be one of the finest ways a game designer has ever avoided a potential technology weakness.
Story and Setting
When summarised, the story and setting of Monkey Island are simplistic and cliché. It’s a typical zero to hero tale, where a young man strives to become a respected pirate, having to pass a number of trials before confronting an evil villain in an attempt to get the girl. However, playing the game reveals that this overview fails to pick up on a couple of important things. There’s little doubt that Ron Gilbert and co. purposely took on all the standard pirate adventure tropes just so they could make fun of them. The whole first section of the game leads to Guybrush pulling together a crew to man his ship to sail to Monkey Island, but said crew ends up helping in no way whatsoever. The Legendary Lost Treasure of Melee Island ends up being nothing more than a tourist hoax. Even at the climax of the game, where our hero is determined to save the damsel in distress, it turns out the damsel requires no saving at all and is perfectly capable of looking after herself. On top of this, there can be no decent explanation for certain items that are found or events that occur, so the creators clearly figured the most entertaining thing to do was to take the piss out of the situation rather than try to make up something that no partially intelligent person would ever believe. The rubber chicken with a pulley in the middle (for which there can be no explanation) is a good example; the crew getting through the catacombs unassisted and then claiming ignorance is another. Despite this messing about, I never once felt cheated while playing. I was just having too much fun! In the end Monkey Island is more about the characters, which are all fantastic, than the storyline. There are an incredible amount of classic NPCs and villains. Who could ever forget The Fetuccini Brothers, the voodoo lady, the vegetarian cannibals, and Stan the salesman, not to mention LeChuck and Elaine.
Rating: 7

I do believe she did! Makes me think playing as Elaine would be pretty cool.
Sound and Graphics
Let’s start with the music. The music in The Secret of Monkey Island is second to none in my opinion! It had been a decade since I’d played any of the series prior to this playthrough, and yet I could still hum the main theme at a second’s notice. It’s ridiculously enjoyable and memorable, as is pretty much all of the music throughout the game. Sound effects are used sparingly, but I can’t say I noticed their absence while playing. The main gripe I have with the audio is the same one I have for most games of this era. Far too much time is spent in complete silence! This was made even more obvious in this game when characters onscreen are chatting away or highly animated, yet silence reigns supreme. I imagine the voice version of the game would pretty much remove this gripe, but I can only rate what I played. Moving onto the visuals, I’d already been in awe of the use of colours in LucasArts’ previous game, Loom. The Secret of Monkey Island does just as nice a job, only this time I finally got to experience a LucasArts game in VGA. I absolutely adore the look of this game! The Melee Island scenes in particular, which are all set at night, are gorgeous, with the contrast of dark blues and bright yellows creating much eye candy. Oh and don’t get me started on the lava filled underground catacombs of Monkey Island! The animation is first rate for the time, with each of the game’s main characters having distinctive ways of standing, walking and even talking. Take Stan for example, with his jaw wagging open and closed, and his arms flying all over the place in exaggerated emphasis. The close-ups are stunning, even if the “animation” in them is restricted to a few changes of expression. If it wasn’t for the underuse of sound and the fact that LeChuck’s colour scheme blends into the background, I’d give it a 9.
Rating: 8

The VGA version of Loom would likely reach this level, but nothing Ive played so far has.
Environment and Atmosphere
Once again I have very few negative things to say for this category! The environments of Monkey Island perfectly encapsulate the game’s pirate theme, with a few unlikely surprises thrown in for good measure (such as the travelling circus in the middle of nowhere and the cannibal’s village being located as far from humanity as possible). Both Melee and Monkey Island have distinctive locations that are beautifully crafted (it’s worth noting that one island is perpetually night time while the other is permanently day). I particularly love the use of overhead maps to give the player a true sense of where they are and what locations are available to them on each island. These maps are a work of art as much as they are perfectly functional, and they remove the need to convince the player that there’s a much bigger world outside the game area (because there isn’t). As for the game’s atmosphere, well I mentioned during one of my earlier posts just how similar the tone of Monkey Island is to Pirates of the Caribbean. Fun and silliness pervade both series (well, for most of both series), leaving a consistent smile on the viewer’s face, and yet both of them manage to keep the drama and excitement at a satisfying level too. A pirate comedy wouldn’t normally rank high on my list of genres (subjectively I’d prefer something a bit less silly), but Monkey Island offers something for everyone in a very complete package.
Rating: 8

There are enough surprises to uncover on the islands to keep things interesting.
Dialogue and Acting
The Secret of Monkey Island is downright hilarious! Sure, I’ve laughed quite a bit during certain Leisure Suit Larry scenes, and just as much while playing Space Quest games, but never as hard and consistently as I did during Monkey Island. The dialogue is pure genius, and makes the most of some really great set-ups. If you want to know how great the comedy writing is, just go and watch a few minutes of Stan’s boat sales pitches. It’s like a stand-up comedy act with audience participation! Probably the part that had me in stitches the most though was the nutritional discussions that the cannibals were having in their village. “But think of your arteries!” Oh, and having to book a time slot to loot the Governor’s mansion would be a close second. The game’s dialogue isn’t limited to what other characters say though, and this is where things become particularly groundbreaking. Indiana Jones had already brought branching dialogues into the mix, but the system was clunky and repetitive. Not so here! What you find in Monkey Island is pretty much what you would expect today in any decent third person adventure game! There are stacks of awesome dialogue options available throughout every conversation, and combining this with the fact you can’t die or dead-end yourself while playing, means the player can take a huge amount of enjoyment out of saying whatever they want. The things you want to ask always seem to be available, but it’s the things you would never have thought to say that bring the most joy. The only thing stopping a perfect score here is the fact that there isn’t any voice acting. It’s therefore pretty likely I would give full marks to the CD version.
Rating: 9

When you find yourself chuckling during a conversation with a dog, you know youre enjoying yourself!
Alright, lets see how this all works out. 8 + 9 + 7 + 8 + 8 + 9 = 49, divided by 60 = 81.66666, which is 82 when rounded up. 82!!! Holy crap, thats 14 more than Heros Quest! Is Monkey Island really that much better than every game on the list so far? Im off to compare my individual category ratings to the other games at the top of the leaderboard. Perhaps Ive got a little bit excited?! OK, Im back, and more convinced than ever that The Secret of Monkey Island deserves to be head and shoulders above the pack. It really is a complete package of awesomeness! Even my beloved Heros Quest has to take a backseat.

Well what do you know?! The Secret of Monkey Island is the first game to be awarded the Guybrush Threepwood Thumbs Up! How fitting is that?! Did anyone pick 82? Yep, Deimar got it bang on, and given he was only the second person to make a prediction, thats a damn good effort. Congratulations Deimar, you get 10 CAPs and a choice from any of the following games:
The Quest for Glory 1-5 Collection from GOG
The Kings Quest 4 + 5 + 6 Collection from GOG
The Hugo Trilogy
Space Quest 4 + 5 + 6 Collection from GOG
Leisure Suit Larry: Greatest Hits and Misses Collection from GOG
Well, its time for both Altered Destiny AND The Oregon Trail. Strap yourself in for a busy June!
70 CAPs for Lars-Erik
• Sponsor Award - 20 CAPs - For sponsoring the blog with free games
• True Companion Award – 10 CAPs – For playing along with me and finishing the game.
• Companion Assistance Award – 10 CAPs – For helping out Zenic in his time of need.
• Genre Support Award – 5 CAPs – For announcing a new adventure game on GOG
• Journeyman Project Project Award – 5 CAPs – For taking us on the full journey.
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
• Genre Support Award – 5 CAPs – For announcing a new adventure game on Steam
• Genre Support Award – 5 CAPs – For announcing a new adventure game on GOG
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
60 CAPs for Laukku
• Vampyre Story Award – 30 CAPs – For solving my Vampyre Story riddle.
• Comparison Award – 20 CAPs – For giving us some very clear comparison shots throughout.
• Story Variation Award – 10 CAPs – For linking to a video that filled in the story for me
59 CAPs for Canageek
• Mass Promotion Award – 175 CAPs – For informing us of 20 sales and 15 new games!
• Mass Mutiny Award - -175 CAPs – For genuinely trying to turn everyone against Tricky
• New Mass Promotion Award – 59 CAPs – 5 CAPs each up to 30 then 1 CAP each from then on
45 CAPs for TBD
• True Companion Award – 10 CAPs – For playing along with me and finishing the game.
• Companion Assistance Award – 10 CAPs – For helping out Zenic in his time of need.
• Shovelling Shit Award – 5 CAPs – Well, he tried!
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
• Tesla Award – 5 CAPs – For making THE ANNOUNCEMENT
• Genre Support Award – 5 CAPs – For announcing a new adventure game on GOG
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
30 CAPs for Kenny McCormick
• Prince of Darkness Award – 10 CAPs – For winning the What I Would Find in Hell comp
• Kickstarter Award – 10 CAPs – For announcing a new adventure game Kickstarter project
• Magical Infinite Petal Basket Award – 5 CAPs – He knows why.
• Shovelling Lovecraft Award – 5 CAPs – Seriously dude. Run!
30 CAPs for Zenic Reverie
• True Companion Award – 10 CAPs – For playing along with me and finishing the game.
• Caption Contest Award – 10 CAPs – For winning the caption contest
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
25 CAPs or Draconius
• True Companion Award – 10 CAPs – For playing along with me and finishing the game.
• Important Pirates Award – 5 CAPs – For letting me know where the alternate dialogue led.
• Genre Support Award – 5 CAPs – For announcing a new adventure game sale on GOG
• Shovelling Shit Award – 5 CAPs – For shovelling shit shortly five times!
20 CAPs for Ashley Bennett
• What’s Your Story Award – 20 CAPs – For making a What’s Your Story submission
20 CAPs for xyzzysqrl
• What’s Your Story Award – 20 CAPs – For making a What’s Your Story submission
15 CAPs for Tymoguin
• Story Essay Award – 10 CAPs – For writing a thesis about why the story of Monkey Island is good
• Fanboy Award – 5 CAPs – For predicting that the game would get 100. Yeah...he loves it!
15 CAPs for Aperama
• Yet Another Monty Python Award – 10 CAPs – For picking up my reference.
• Spelling Nazi Award – 5 CAPs - *sigh*
15 CAPs for Charles
• Media Gullibility Award – 10 CAPs – For describing the Monkey Island grog “incident”
• Alternate Solution Award – 5 CAPs – For letting me know I could have used the lens on the gunpowder
15 CAPs for Ilmari
• Emmanuelle Conspiracy Award – 10 CAPs – For proving my theory about LucasArts plagiarism source!
• Sharptooth Award – 5 CAPs – For explaining the Sharptooth reference
10 CAPs for Deimar
• Psychic Prediction Award – 10 CAPs - For correctly predicting what score I would give the game.
10 CAPs for Andy_Panthro
• True Companion Award – 10 CAPs – For playing along with me and finishing the game.
10 CAPs for Darkshadow
• Backlog Award – 10 CAPs – For actually reading through the entire blog so far!
10 CAPs for Yamael
• Prison Break Award – 10 CAPs – For explaining why there was a file in the carrot cake.
Monday, April 6, 2015
Game 12 Mortville Manor Pillow Talk
Jérôme Lange Journal Entry 3: “I’m afraid this case is proving to be a tough one to crack. While I continue to find clues that are worthy of following up, further investigation is leading to dead ends. I have spent a great deal of time attempting to get down into the well and also in the cellar where I believe a secret passage may exist, yet a solution to those puzzles evades me. I have since focussed my attention on trying to gain entrance to Julia’s bedroom, which has been locked since my arrival here at Mortville Manor. When I ask the family members about her bedroom, they all direct me to Leo, but when I questioned Leo about it he simply told me he would prefer it to remain locked. I tried to break in but failed, so I then retrieved all the keys I’d seen previously in the house and tried them on the door to no avail. Finally, out of desperation, I searched Leo’s room for the key and found it hidden under his pillow! Within the room I have uncovered a third cryptic parchment, which I’m hoping will lead me to some answers around here. It has taken a lot of perseverance, but I’m one step closer to finding out what happened to Julia and who was behind it.”
The last few sessions with Mortville Manor have been pretty frustrating. It’s not even that I haven’t known what to do (although I have needed a hint at one point), it’s that the game is so specific about how things are to be done that its caused me to spend hours wasting time. I still don’t understand why I can’t climb into the well now that I’ve attached a rope, and it’s very possible that I would be able to do it if only I used the interface in a precise way. Having so many actions to choose from in the menu system makes the simplest of tasks complicated, and I can’t help but wonder why the creators didn’t replace half of them with a “use” action. Did they really need attach, close, eat, enter, force, knock, lift, open, place, put, read, scratch, smell, sound and turn actions (this is not even all of them by the way)? A simple use action could replace them all! How do I climb down the well? There’s no climb action. When Enter fails to work, I can’t be certain whether that means it’s not possible to climb into the well or whether there’s another way that I haven’t tried. I therefore find myself standing in the same spot trying endless actions to achieve something that may or may not be possible in the first place.





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The last few sessions with Mortville Manor have been pretty frustrating. It’s not even that I haven’t known what to do (although I have needed a hint at one point), it’s that the game is so specific about how things are to be done that its caused me to spend hours wasting time. I still don’t understand why I can’t climb into the well now that I’ve attached a rope, and it’s very possible that I would be able to do it if only I used the interface in a precise way. Having so many actions to choose from in the menu system makes the simplest of tasks complicated, and I can’t help but wonder why the creators didn’t replace half of them with a “use” action. Did they really need attach, close, eat, enter, force, knock, lift, open, place, put, read, scratch, smell, sound and turn actions (this is not even all of them by the way)? A simple use action could replace them all! How do I climb down the well? There’s no climb action. When Enter fails to work, I can’t be certain whether that means it’s not possible to climb into the well or whether there’s another way that I haven’t tried. I therefore find myself standing in the same spot trying endless actions to achieve something that may or may not be possible in the first place.

It wouldnt surprise me if the developers of the game used something shaped like this during its creation
If you’ve read through the comments on my last post, you’d know that I requested a hint a couple of days ago, as I’d experienced a two hour period of achieving absolutely nothing. There have been a few times during other games where someone has given me a hint, noticing that I was not on the right track or had missed something vital (like the amulet in Uninvited), but I think this is the first time I’ve thrown my hands in the air and asked for direction. Daubeur came to the rescue, hinting that there was a third cryptic parchment that was located in Julia’s bedroom, and that this parchment would help me to figure out what I was supposed to do next. That’s a great hint by the way, as it informed me of an item that would help my progress, without giving away too much. He didn’t tell me how to get into Julia’s room, which is locked, and he also made no reference to what the parchment actually says. He simply allowed me to focus all of my attention on getting into the room, rather than wandering around aimlessly, which is just the push I needed. Unfortunately, getting into the bedroom has proved to be just as challenging as everything that came before it.

What exactly did they answer with? Go away!? Come in!? Nearly finished!?
I’d seen four sets of keys in various rooms, so the first thing I did was collect them all up to see if I could unlock the door. It’s here that I ran into the same old interface problem. There’s no use action, nor is there an unlock action, so I was forced to try completely random things like put and place, then click on the door and hope for the best. Since the game doesn’t tell you things like “you cannot do this” or “that’s not the right key” and instead responds with “???”, I had to go through this process with each key to make sure I wasn’t simply trying to wrong one. None of them worked, so I began to think about how I might break in. I tried putting and placing the screwdriver and the dagger on the door but to no avail. I tried knocking on the door again and was surprised to actually get a response from within, but still couldn’t see any way to get in. It’s here that Daubeur offered up more assistance, suggesting that if Leo wouldn’t give me the key, I might want to try taking it from his room. I’d already searched every room for items, so it was a bit depressing to find out that I’d missed something. I went back to what I figured was Leo’s room and looked through the cupboard again. No key! I started scouring the rest of the room, selecting search and clicking on everything I could see. Still no key! Just when I was starting to wonder whether Daubeur was sent to planet Earth with the goal of misleading me into suicide, I found it!

Im sure some of the one liners in the game seemed funny at the time!
Now when I tell you how I found it, you’re probably going to think it all sounds very obvious and that perhaps The Trickster isn’t an ideal gamer to be blogging his way through a kabillion adventure games. I beseech you to give me a chance to explain why this sort of puzzle should be banished from the genre for all eternity! To find the key, you need to select the Lift action and then click on the pillow on the bed. Here are just a few reasons why that’s too hard. 1. To this point in the game, searching anywhere other than cupboards and draws reveals absolutely nothing, so in a way the game trains the player to simply not waste time using the numerous actions anywhere else. 2. There’s nothing in the game that lets the player know that to progress any further, you need to access Julia’s room somehow, so it’s easy to assume that the room will become accessible at some stage and to look elsewhere for something to do. 3. My previous experience with the game had led me to believe that using keys on doors was impossible. The lack of an appropriate action, such as unlock, and the vague results of my previous attempts to do so had pretty much squashed the idea. 4. While there’s a chance that some players might turn their attention to trying to steal the key out of Leo’s room when he says he wants Julia’s room to stay locked, it’s by no means an obvious approach to take, particularly when you’ve already searched his room and didn’t find a key. 5. Looking at or Searching the pillow does not reveal the key, you have to Lift it. Given how specific and yet unclear the key under the pillow puzzle is to begin with, surely the developers could have been a little more lenient with its resolution.

Julias Room: How old did you say the victim was exactly? Nine?
I’m happy to admit that even when I knew I was supposed to get into Julia’s room, I couldn’t do it. Even when I knew the key was in Leo’s room, it took me a long time and a heap of trial and error to find it. It’s fair to assume then that without Daubeur’s help, I would not have progressed any further in Mortville Manor. But…that’s one of the reasons why having this blog is so great. There’s a community of readers to help me out of these sticky situations so I can get on with the game without spoiling anything else. Right now I’ve got the third parchment and while it’s once again entirely cryptic, it’s given me some direction. “Take your prayers as you would to the holy place” seems to suggest that my next clue might be found in the chapel and “from the pillar of wisdom , bring the sun to his knees” the altar with the sun engraving. Despite all my whinging and complaining about the interface, solvability and translation in Mortville Manor, I still really want to know what happens. I guess that’s what makes the flaws so frustrating as they delay my attempts to piece together what is an intriguing mystery. Here’s hoping my next post contains some unassisted success.

Cryptograms were all the rage in 1950s France
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Saturday, April 4, 2015
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