Linux Operating System: Ubuntu 14.04 or greater (64-bit only) Processor: 2.5 GHz single core or 2 GHz dual core Memory: 2 GB RAM Video: Open GL 2.0 compatible graphics card with 256 MB RAM Hard Drive: 1.8 GB Sound: OpenAL compatible sound card
Mac OS X Operating System: Mac OS X 10.7 or greater Processor: 2 GHz dual core Memory: 2 GB RAM Hard Drive: 3.5 GB
Windows Operating System: Windows Vista or greater Processor: 2.5 GHz single core or 2 GHz dual core Memory: 4 GB RAM Video: Open GL compatible graphics card with 512 MB RAM Hard Drive: 5 GB Sound: DirectX compatible sound card DirectX 9.0c or greater required.
Deponia is a point and click graphical adventure game developed and published by Daedalic Entertainment. It was released in 2012 first in Germany then translated into English from German later. According to Wikipedia where I researched the game, “Deponie” means “landfill site” in German, which is where the game gets its name.
In Deponia, the player plays the role of Rufus, an adventurous rogue who wishes to leave the junk pile town of Kuvaq he finds himself in to start life anew in the glamorous city of Elysium. He has everything all planned out; nothing could possibly go wrong. The game begins with a brief tutorial on the game mechanics, but those familiar with graphical adventure games from the past several decades will have no issue getting up to speed quickly.
Following the tutorial and some intro music and game credits, the first task the player must accomplish requires helping Rufus pack his suitcase for his trip to Elysium. Perhaps this was the actual tutorial since you cannot leave the house Rufus is in until you collect all of the things that are on the packing list. Game introductions like this leave me feeling claustrophobic and are off putting. It served to reinforce how the game is played and what general puzzles I could expect, but seriously failed to scratch that world exploration adventure itch I typically play adventure games for. This beginning packing scene is worse than the one in the beginning of Zak McKracken and the Alien Mindbenders.
Rufus is an unsavory character. He’s pompous, arrogant, gross, and seems to care little for those around him. During the tutorial I found myself rolling my eyes thinking this would be another mediocre graphical adventure that would receive a mediocre first impression. As the game progresses, however, I came to realize that Rufus’ character was calculatedly created by the game developers and meshes extremely well with the other characters throughout the story. The voice acting turns out to be quite superb and the characters feel like they have a depth I would not have expected from just a few short hours of gameplay.
It was initially frustrating to play as Rufus because next to nothing Rufus feels compelled to do in Deponia is something I would ever do myself in real life. While playing as a despicable character it makes sense that you would be required to do despicable things and think in despicable ways. Thankfully, plucky comedic karma is in full array in Deponia and it is satisfying to see Rufus get paid back in full for his negligent and ridiculous actions.
Deponia does not appear to be a good title for those who enjoy seeing linear progress across a clearly defined story line. The plans Rufus makes fail, catastrophically, which changes the direction of the game at every turn and keeps the player on their toes not knowing what will happen next. Very frequently I’ll feel like I’ve done something unsavory that messes things up for a character in the game that I wish I could undo, but clearly the game was designed to be this way. It appears it will be a bumpy roller coaster ride from start to finish and it’s meant to be enjoyed for what it is.
Once Rufus has packed his suitcase, he must load his belongings into his escape pod and configure the escape pod in such a way as to make his escape. Once this has been accomplished, there is a mini-game puzzle that must be completed in order to aim the pod at the track for when the regal carrier from Elysium goes by. This particular mini-game is similar to chess puzzles using the knight piece where certain moves of the knight are restricted in the player’s objective to move the knight toward a desired position on the chess board. It appears difficult mini-game puzzles can be skipped by those who would rather not spend too much time thinking through them and are eager to progress the story instead.
After solving or skipping this first mini-game puzzle, Rufus has a run in with his ex girlfriend Toni, lights the fuse of the rockets that will propel his escape pod and does his best to make his escape. His plans don’t turn out as expected, of course, but he finds himself on the Elysium craft. There he sees a fair lady from Elysium named Goal distraught about a conspiracy and being threatened by some unsavory figures among the Organon. Rufus does his best to rescue her, which includes dumping garbage on her head and pushing her out of the garbage chute. In response to his tragic blunder, the villains kick him overboard as well and he falls back into the town of Kuvaq from which he had been attempting to escape.
It is at this point that the game finally opens up to more thorough exploration. It turns out Goal was picked up by the town’s people and is being attended to by the local doctor, Gizmo. When Rufus goes to visit her, he finds her asleep and unable to awake. Gizmo sends Rufus to go get some extra strong coffee to get her to wake up. When Rufus brings up his dilemma with Lonzo the local bartender, Lonzo reveals his secret project to build a massive machine from ancient documents he has scavenged called an espresso maker. At this point it is revealed that Rufus needs to collect all of the items in Kuvaq needed to make espresso to use to wake up Goal.
Thus far Deponia plays very similarly to classic point and click adventure games from the 1990s. If I had to place it on a spectrum I would say it is funny like The Secret of Monkey Island, but more crude like the movie Spaceballs. It appears to be around the same difficulty as Gabriel Knight: Sins of the Fathers thus far.
I have experienced many of the same nostalgic feelings playing Deponia as I had playing adventure games growing up, both entertaining and frustrating. While thus far I have always been rewarded when I progress in the game, there are places where the game seems to drag on and on in getting to the next pleasurable scene. I have found myself hovering my mouse pointer over every pixel I can to see if I missed any secret item I can use to progress just like I did with the most frustrating adventure titles when I was younger.
As far as adventure games go, Deponia appears to be of moderate difficulty, which might make it more difficult to approach for younger or less experienced adventure game players. I also wouldn’t recommend this game be played by younger children if for no other reason than Rufus is a horrific role model and I would be tempted to whack my son if he ever started acting like him. It’s all a joke in the game; Rufus and the world he inhabits is so bizarre and strange it works well in fantasy, but would just be annoying in real life.
It surprises me how much I have really warmed up to playing Deponia. I think this one will be on my list of games to attempt to complete this year because I really want to see how it all turns out. With all of its flaws, it’s still proving to be quite addictive and supremely entertaining. I think I would recommend Deponia to any hardcore adventure game fan, and anyone else who is very laid-back, patient, and loves what is thus far a well crafted story.
Processor: 2.0 GHz or higher
Memory: 2 GB RAM
Video: 128MB Video RAM with OpenGL 2.1 compatibility
Hard Disk: 6 GB
glibc 2.7+ required. Binary is 32-bit.
Mac OS X
Operating System: Mac OS X 10.6.8 or later
Processor: Intel Core I Series Processor
Memory: 4 GB RAM
Video: ATI HD 3870 or Nvidia 8800GT or better. 512 MB Video RAM required.
Hard Disk: 4 GB
Operating System: Windows 2000/XP or higher
Processor: 2.0 GHz Pentium IV or AMD Athlon or higher
Memory: 512 MB RAM
Video: 128 MB GeForce FX 5600 or ATI Radeon 9600 or higher, DirectX 9 compatible.
Sound: DirectX 9.0 compatible sound card
Hard Disk: 6 GB
The Steam version of this game appears to work flawlessly in Windows 10.
Psychonauts is a 3D-platformer action adventure game developed and published by Double Fine Productions. The original boxed version for the PC was published by Majesco Entertainment. First released in 2005, its story was written and directed by game design legend Tim Shafer.
The player begins Psychonauts playing as Raz, an adolescent who runs away from his parents to attend the secret Whispering Rock Psychic Summer Camp in order to learn how to use his psychic powers to become a Psychonaut. Since he is there without parental permission, he is only allowed to train at the camp until his parents arrive to either pick him up to take him home or grant permission for him to continue his training there. While Raz is eager to complete his training more quickly than his parents are able to arrive, most of his fellow camp residents are apathetic to the goals of the camp coaches and just want to go home. When Raz begins to demonstrate his abilities, some attempt to impede his progress.
Getting ready to attend “Basic Braining”
Those familiar with Tim Shafer’s other games such as Full Throttle and Grim Fandango will note the same signature charm in the story, dialog, and artistic nature of Psychonauts. However, unlike those previous games, Psychonauts is a true action 3D-platformer, not a relaxing point-and-click adventure game. This makes sense given that a version of the game was also released for the XBox and Playstation 2 game consoles.
A piece of mental baggage.
The first forty minutes of the game consists of cut-scenes introducing Raz and the characters at the camp and a tutorial on how to successfully implement the mechanics of the game across an obstacle course known as “Basic Braining.” The controls are a little awkward to get used to for a PC gamer utilizing the mouse and keyboard. I have played many more PC titles in the same genre that felt like they had much better controls. That being said, the effort to learn the awkward controls felt worthwhile in order to progress further into a rich, compelling game.
Swinging on poles was challenging until I learned you’re supposed to press the direction arrow you want to move in at the same time you jump.
Once through the tutorial, it is apparent that Psychonauts is a vast game with a great deal of depth to it. The player may press the “Esc” key to access the game’s journal. The journal keeps track of the quests the player has been sent on, any key game information the player needs, player stats, and games may be saved and loaded from the journal as well.The game may be saved at any time the player accesses the journal; there are no pesky save points.
Then there are these tightropes. A little tricky.
Every few moments at the beginning of playing Psychonauts there is something new being introduced. I sometimes hate writing first impressions articles on games like Psychonauts because I feel like I haven’t spent enough time playing yet to adequately describe the essence of the game as a whole, but only a sliver of the tip of the iceberg. The character acting and animation are phenomenal. The game does a good job introducing the player to a large, bizarre story world a little bit at a time to keep it all fresh, interesting, and fun.
But the trapeze was the most challenging of all.
Psychonauts includes a little something for everyone it seems. Collecting various items throughout the game allows the player to level up their character’s abilities. There are pieces of mental baggage to find and sort through. I felt all sorts of good when I received my first merit badge and could score more as the game progresses. Psychonauts is a challenging 3D platformer, and provides an intense, deep story for adventure gamers as well. This seems to be a classic in every sense in my gameplay so far. I’m eager to continue playing through Psychonauts to really see how good it is.
I saw Oxenfree pop up in ads on Steam and GOG for some time and wound up getting it on both platforms during two separate specials. It seems like this game has developed quite a following and from the little time I have played through it, it is easy to see why. Oxenfree is a graphical, point-and-click adventure game released in January of 2016 on Windows 10, Linux, and Mac OS X 10.11. It was developed and published by Night School Studio.
The player character plays the role of Alex as she goes along with her friends to camp and party for the weekend on the beach of Edwards Island. Alex’s friend Ren takes her and her new stepbrother Jonas on the last ferry of the day to the island. When they arrive, they meet up with Clarissa, who once dated Alex’s brother, and Nona who is Clarissa’s best friend.
Think fast when presented with dialog options.
Oxenfree relies heavily on auditory methods to tell its story. Even more so than most adventure games, I would advise using a pair of earphones since dialog is everything in this title. The primary game mechanic in my gameplay thus far has been how I chose my dialog when interacting with non-player characters. If you don’t choose your dialog quick enough, your option to say anything in the context of the moment disappears. If you choose your dialog too quickly, it seems like the game actually allows you to talk over people, a clever mechanic. Already around thirty minutes into the game, I want to go back and replay it. There appears to be so much rich story here that I want to continue through many, many hours of gameplay.
The party at the beach.
In Monkey Island 2: LeChuck’s Revenge there was a percentage notification that would tell you how far you progressed in the game each time you saved it. This progress indicator would continually depress me the further I progressed in the game because I was sorry that the game would eventually be over. I haven’t seen such a progress indicator bar in Oxenfree, but thus far it has provided me that same feeling of sadness that the game as I have been enjoying it will at some point be finished.
The game designers intentionally developed the story in such a way where the characters have such depth to be interesting in their own right, while holding a great deal back within a veil of mystery that keeps the player intrigued as to what plot twists will come next. Oxenfree’s synopsis on Steam is ominous.
Oxenfree is a supernatural thriller about a group of friends who unwittingly open a ghostly rift. You are Alex, and you’ve just brought your new stepbrother Jonas to an overnight island party gone horribly wrong.
I haven’t gotten to the ghostly rift part yet, so I hope Oxenfree retains all the charm and intrigue it has managed to muster thus far as I continue to play it.
The radio is causing strange things to happen here in this cave.
One frustration I have had while playing Oxenfree is with understanding the controls. To my knowledge I never saw any tutorial on what button to press to interact with objects within the environment. Once I understood that I needed to stand in the right place and press the Spacebar, things became a lot easier. To the game developer’s credit, they labeled every object that can be interacted with throughout the game using a white circle. If you see a white circle, then there is an object behind it that can be interacted with. This is a remarkable thing for those who have experienced point-and-click adventure games where you just blindly click every pixel on the screen to progress at some point during the game.
Press W, A, S, or D to move.
Alex is moved by the player across the screen using the W, A, S, and D keys on the keyboard. The Ctrl key brings up a map of the island, and right-clicking the mouse button brings up the radio. These controls are presented and integrated into the storyline fairly well at the beginning of the game while Alex, Ren, and Jonas are riding the ferry to the island. As I said previously, the player must always be ready to press a dialog option when they pop up using the left mouse button, since they can disappear rather quickly.
White circles indicate interactive objects.
I have really enjoyed playing Oxenfree thus far and I’m really excited about playing more of it in the coming weeks. I have been burned in the past by prematurely recommending adventure games that I haven’t played all the way through (I’m thinking of you, Myst.),but thus far Oxenfree has been a very intriguing adventure that has set itself apart already as one of the best, fresh adventure stories I have played in the past few years.
Operating System: Windows XP or later
Processor: Pentium compatible 1 GHz or greater
Memory: 512 MB
Video: DirectX compatible graphics card. 128 MB.
Sound: Direct X 9.0c compatibility required.
Hard Disk: 1.2 GB
The GOG.com version of Syberia is fully compatible with Windows 10.
Syberia is a visually stunning, point-and-click adventure game released in 2002, published and developed by Microids. In some cases it was also licensed to be published by DreamCatcher Interactive under The Adventure Company brand. Today (November 10, 2017), it is available on GOG.com for free. Because of the mysterious nature of the game, I am placing a spoiler alert disclaimer here. Although I will only be offering a synopsis of the beginning of the game in this first impressions article, the game developers of Syberia did a superb job at introducing background story throughout gameplay. They divulge plot points little bits at a time to reel the player in, and reward the player with more the deeper the player explores. It is for this reason that I will say this is a fantastic game and if you like adventures you owe it to yourself to download Syberia off of GOG.com and play it without reading any further.
There is so much wood in Syberia.
For those still here I’ll go over the game mechanics and plot. The beginning objective of Syberia is straight-forward enough. You play as Kate Walker, an American lawyer sent by her firm to secure a deal to purchase the famed Voralberg toy factory in Valadilene, France, known for their automatons. Syberia plays in the third person with a stationary or slow-moving camera, zoomed out on each screen. The default mouse pointer in the game is a circle. When the circle pointer glows, there is a door that may be investigated. Frustratingly, doors that don’t go anywhere will also glow. When you click on these, Kate will inform you, “No need to go down there!” Doubly frustrating is the fact that there are more fake doors than real ones.
No need to look behind this door the game draws attention to…
When the pointer changes into a magnifying glass, it is indicating there is a character that may be interacted with. The pointer will change into a hand when hovering over something that may be taken into inventory, and a magnifying glass with a chunk taken out of it indicates the player can use the item underneath the mouse pointer. Inventory may be accessed by right-clicking the mouse. Kate also has a cell phone accessible from inventory that she uses to keep in contact with those in America. This added component really adds depth to Kate’s character.
Some of the screens in Syberia are very large and take a great deal of time for the player to move from one side to the other. This becomes annoying when backtracking across multiple large screens. In order to compensate for this, in most cases the player may double-click in the direction they wish to go and Kate will jog to that location. Sometimes this doesn’t work. I haven’t been able to determine if this is because of a programmatic bug in the game or whether the game developers did not create animations for running in every case required.
The Voralberg Automaton Factory
Visually, Syberia feels a lot like Myst, but with regard to story and character, it is so much deeper than the average adventure game. Syberia also scratches the itch of the mechanical gear turning clock punk niche. There is something satisfying about seeing all of the intricate mechanical art. Even though it boggles the mind to even think about how the automatons depicted in Syberia could even work in real life, their animations are inspiring in many ways. Playing this game makes me want to take up the study of mechanical engineering.
The objective of the game seems simple. Meet with Anna Voralberg and negotiate a buy out of her factory. However, Anna Voralberg died shortly before Kate arrives to Valadilene. Easy enough, Kate will simply negotiate the buy out with Anna’s executor. But unfortunately for Kate, Anna’s brother Hans who everyone believed to be long dead is the living heir of Anna’s properties.
As play continues Kate discovers that Anna had been in contact with Hans, and that most of the automatons coming out of Anna’s factory were based on Hans’ designs. Hans’ latest designs sent to Anna were for a train and a conductor to drive the train so that Anna might come visit after Anna had closed on the sale of the factory. The first section of the game involves exploring the tiny village of Valadilene, meeting Oscar the automaton conductor, and getting the train and Oscar ready for the journey to Siberia to find Hans to purchase the factory from him. Once this is accomplished, Kate boards the train and her journey begins.
Syberia Game Disc
Syberia is a game I often come back to when I’m feeling under the weather and need a good relaxing game with rich story to take my mind off of how sick I’m feeling. Sometimes the background music will hit a note that would indicate an impending jump scare in any other game. So far, I have found nothing of the sort in Syberia. It’s entirely mellow and intriguing. If you are a fan of adventure games, I would strongly advise adding this one to your collection.
I purchased my Nintendo Wii right before I graduated college. I actually had it set up to host a post graduation party at my then new apartment. The Wii was relatively new at the time and given that I had scored a new software development job, I decided to make the Nintendo Wii a graduation gift to myself. Coming from a computer gaming background, probably my favorite game genre at that point was real-time strategy.
Consoles are not typically known for their real-time strategy titles. There are many reasons often given for this. I have heard it implied that the game pad controllers are not a good fit for strategy titles. This sounds like a cop out to me. I could imagine it may be difficult to provide a good competitive real-time strategy experience between multiple players playing on a split-screen where everyone can see each other’s troop movements. I’m not sure this would stop such a game from being fun though, and many console strategy titles have some very solid single-player campaigns. I wager the greatest historical reason why gaming consoles did not see many real-time strategy releases was due to the lack of online multiplayer capability.
Empress Lei-Qo of the Sun Empire.
I remember the first time I saw a gaming console play a multiplayer real-time strategy game. The game was Command & Conquer: Red Alert on the original Sony Playstation. Two of my friends had hooked their Playstations together using a link cable and were playing two separate sides on two distinct television screens. This seemed ground breaking for consoles to me at the time, but in truth I already owned Starcraft on the PC and was playing it on Blizzard’s Battle.net nearly daily with millions of people around the globe.
Anglo Military Intelligence is second to none!
I was a little conflicted on whether I should purchase a Nintendo Wii. On one hand, everyone who had one seemed to be having a lot of fun with it. The Wii-mote controllers were incredibly novel, and worked well. I played extensively with a Wii my friend had. We had some great late-night experiences playing mini-games of Wii Play, Wii Sports, and WarioWare. The Wii seemed like a remarkable party console, and one I wanted to collect for eventually, but wasn’t sure if I needed one right then.
Player begins controlling one person as in a third-person shooter.
I don’t know how I heard of Battalion Wars 2. Somehow I think I was complaining that there weren’t enough strategy titles for game consoles. The first game console I had ever purchased was a Sony Playstation 2. One of the first titles I purchased for it was Goblin Commander, a real-time strategy title that was published for the Microsoft XBox and Nintendo Gamecube as well. I figure I must have complained to the right person who encouraged me to look into Battalion Wars 2. I read several positive reviews, and that’s how I got sold on purchasing a Nintendo Wii.
Take command of multiple types of units.
While Battalion Wars 2 used to have the ability to play multiplayer over Nintendo’s Wifi platform, this service is no longer operational. These days a gamer has to be satisfied with its single-player campaign if they wish to play it. In spite of this limitation, I have experienced a great deal of pleasure replaying Battalion Wars 2. Battalion Wars 2 is a real-time tactics game for the Nintendo Wii and was released in 2007. It was developed by Kuju Entertainment and published by Nintendo.
Battalion Wars 2 takes the approach of being an action/strategy hybrid. The game tutorial begins with the player controlling a single commander unit. This commander may be freely moved around the game field from a third-person perspective. The player may target enemies and fire upon them as if they were playing any other third-person shooter console title.
Hopping into a tank and shooting anti-aircraft missiles is fun.
As the player progresses through the tutorial they encounter other units that they may then recruit and command. This opens controls for the player to command units while simultaneously dodging enemy fire and engaging in active combat along-side the player’s troops. In the first mission, the player is then taught to view the battlefield from a bird’s eye view in order to better command the troops under their command.
Battalion Wars 2 is specially designed for the Wii to best use its controls. It never attempts to be another Starcraft or Command & Conquer. It is Battalion Wars 2, and it’s really good at it. There are five different single-player campaigns that may be played: the Solar Empire campaign, the Western Frontier campaign, the Anglo Isles campaign, the Iron Legion campaign, and the Tundran Territories campaign. In my first few missions playing the Solar Empire campaign, I realized how much I had forgotten of the storyline in the ten years since I last played, but have been greatly impressed with how well the game has held up in those years.
The player can get a bird eye’s view of the battlefield.
The design choices of the races in the campaigns of Battalion Wars 2 are interesting. The Solar Empire, clearly framed as a force of good and light through the beginning of the game, appears to be modeled in many ways after Japan, while their immediate enemy in the first campaign’s missions is the Anglo Isles whose characters are clearly of English decent. Given that this is a Japanese strategy title dealing with military themes, it’s probably one of the few games I have seen provide a Japanese take on modern military politics providing a different view in a genre typically dominated by developers with a western cultural background.
Battalion Wars 2 Game Disc
There is so much more to be said about Battalion Wars 2 that I will need to save for a more in-depth review. This is in my opinion one of the best titles on the Wii. I purchased a Wii to play this game, and ten years later I have not regretted it. If you come across Battalion Wars 2 and you are a fan of tactics and wouldn’t mind a little action mixed in, I would highly recommend it.
Might and Magic VI: The Mandate of Heaven Title Screen
Operating System: Windows 95
Processor: Intel Pentium compatible 133MHz
Memory: 32MB RAM
Video: 1MB PCI Graphics Card, supports DirectX
Sound: “All major sound cards” says it right on the packaging. Not sure what “major” means in this case.
Optical Drive: 4x CD-ROM
Hard Drive: 170MB
Installs – Yes
Runs – Yes
Uninstalls – Yes
Might and Magic VI: The Mandate of Heaven appears to run flawlessly in Windows 10.