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MusicallyInspired

Sarien Sanitizers
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Everything posted by MusicallyInspired

  1. I'm going through KQ7 from beginning to end for the first time and I'm passed halfway through now. I have to say that the puzzle design, for the most part, IS challenging. Especially that first chapter. It's almost a return to roots! However, the parts that aren't challenging are VERY VERY easy..at least to me. But that's subjective, I suppose. I really enjoyed that whole area of the first chapter and piecing that stuff together. Reminded me of Myst, actually. No instructions just hints and clues everywhere. The animation bothers me at times, but it's not THAT bad. The music is...well, the music is a low point for me personally. The story is a good idea, but I believe poorly executed. The voice actors are hit and miss...mostly miss. The writing (of the dialogue as opposed to the whole story) is very lackluster for me as well. But still, none of those things are the one BIG reason that bugs me about the game...what IS it? It just....it just feels like it has no soul like the earlier games did. I don't know how else to describe it. Maybe it's just all of it together. The whole recipe. It's just a little off. I dislike it. It didn't suck me in, I didn't care about anybody, I didn't care about the plot at all. It just didn't reel me in like all of the other games did. It felt very rushed and slapped together, actually. Others' opinions vary on this, but that's my honest opinion.
  2. What would have been nice is a "classic" mode for KQ2+ where you could just play the original game. The graphics were all there. It would have taken a bit to program, yeah, but it would have been worthwhile. I love KQ2+, though.
  3. Inb4 Troels says "Avoid them all!" KQ5 is the worst offender for dead ends. Seeing as you've already passed that, the worst is behind you. KQ3 has a timer but for long sequences. You must accomplish tasks while the wizard is away pr sleeping. There's a timer on the status line and it's easy enough to figure out how long his trips/naps take. There aren't any bad timer areas, though, like you're referring to. KQ7....I personally don't like it at all. Try it. Some love it.
  4. KQ5 was great from a storytelling perspective. There was also so much more content. It really felt like a journey too with the different locales you visited, and eventually you left one to proceed to another without the ability to go back. And then once again when you get to Mordack's Island. The only other KQ games that had that sense of progression were KQ7 and MOE. It was a great adventure. I did enjoy the puzzles too, though.
  5. I don't know what you're talking about... >_>
  6. Just listened, fantastic! I have to to say I apologize, I've been out of the loop for quite a while now and my focus has been forced into real life for the most part. I knew that the podcast was on hiatus because of a computer issue but I missed the injury! I'm sorry to hear that. Hope you get better soon, Troels!
  7. This is incredibly saddening to hear as Gold Rush is a great game that deserves attention. Sigh.
  8. Seeing as I've never completed GK1 straight through myself yet, should I start with the original (which I own) or the remake whenever I get it? I know the ending and everything, I watched my dad play it, but I didn't sit through the whole game myself. I'm in a similar problem with Grim Fandango. That one I don't know how it ends, though.
  9. Frederik (CEO of Interceptor) has said that Broussard will be involved in some capacity, but I haven't heard anything else since that mention. This was back when it was first announced that Interceptor's investors would be acquiring 3DR. And yes, Bio Menace was ace. Goriest game, though? I don't know. Monster Bash was pretty gruesome. And that was a kids game, which makes it even darker! Almost all of Apogee's back catalogue is just sheer fantastic-ness. So much fun I had on those old shareware episodes...
  10. This is sad news indeed :(. I hope you can sort out your computer issues. This podcast really is a quality show.
  11. Ah I miat be using your installer then as I haven't interacted with any QT app.
  12. I'm using the WDM MUNT driver in Win7 and it works just fine. Just install and go.
  13. The stigma surrounding DOSBox's difficulty of use is largely born of fear of the unknown than actual experience. It's so easy to use. The custom builds even moreso as changes can be made in realtime via window menus rather than editing the conf file and relaunching. There may have been a couple people that got totally confused with it, but it's easier than people make it out to be for sure.
  14. They made those for the Game Boy too, right?
  15. According to Ron Gilbert, he really wanted to do a Star Wars game but they weren't allowed to because another company had the rights to Star Wars video games when they first started LucasFilm Games. He said that was a good thing because it forced them to be more creative and come up with their own great ideas....of which they certainly did. After whatever licensing agreement was made with that other company expired and LA was allowed to make Star Wars games, they never did make an adventure, though. I agree, it would have been cool. Dark Forces as an adventure would have been mega cool.
  16. There are 20+ titles coming altogether. This is only the first batch. Also, apparently the Special Editions of Tie Fighter and X-Wing include both the DOS and Windows versions of each game plus their expansions. Not bad.
  17. Confirmed! More info: http://www.gog.com/forum/general/tomorrows_lucasart_releases_confimed_so_far/page1 So far Monkey Island Special Edition, Knights of the Old Republic, Tie Fighter Special Edition, X-Wing Special Edition, Indiana Jones & the Fate of Atlantis, and Sam & Max Hit The Road are confirmed. I'm not sure if the Tie Fighter and X-Wing special editions are just the CD Collector's Editions (of which I have both) or if they've been enhanced or updated in some way. I tend to the the former, but we'll find out tomorrow! Personally, I'm very happy that Tie Fighter and X-Wing are coming. I already have them, but it's good that they're getting some love. They were two of the very best non-adventure LucasArts games ever made. It also reached Joystiq. http://www.joystiq.com/2014/10/27/lucasarts-classics-reach-gog-com-on-october-28/
  18. Not official yet, but all the evidence points to the fact that Disney is finally getting LA games going on GOG from the scrapped deal that the original LA was making with GOG before the buyout. Some more info and evidence in this post at the scummvm boards. http://forums.scummvm.org/viewtopic.php?t=13744 EDIT: Confirmed! More info: http://www.gog.com/forum/general/tomorrows_lucasart_releases_confimed_so_far/page1 So far Monkey Island Special Edition, Knights of the Old Republic, Tie Fighter Special Edition, X-Wing Special Edition, Indiana Jones & the Fate of Atlantis, and Sam & Max Hit The Road are confirmed. I'm not sure if the Tie Fighter and X-Wing special editions are just the CD Collector's Editions (of which I have both) or if they've been enhanced or updated in some way. I tend to the the former, but we'll find out tomorrow! Joystiq article: http://www.joystiq.com/2014/10/27/lucasarts-classics-reach-gog-com-on-october-28/
  19. Or 50% less aerodynamic, depending on how you look at it.
  20. As a regular at Duke4.net, I've known about this for a long time. Fresch, the CEO of Interplay, has been coming to that community (as it's the largest Duke Nukem/3DR fan community on the web) for input and feedback. This website was orginally supposed to launch back in July. So glad it's now finally out and they've done a good job! I also had a bit of an in on it and was attempting to get a track of my own on the re-rockestrated album. Didn't happen, but my track will be used for something else in an official capacity which I'm excited about but can't talk about yet. Also, Frede, if you're near them, Fresch has no problem with fans stopping by the offices and giving them a tour. Something you might be interested to check out, or anybody else who lives over there close.
  21. Haha ok that's a little stupid. But not annoying. You'd have to be pretty dumb to do something like that. Besides, maybe the rocks are extra slippery and there were sharp ones he was impaled on.
  22. There's a difference between creepiness and fear. The latter I attribute to failing the game as well as tension/suspense/fright. I'm just not afraid of a game I can't fail in. It can be creepy and tense, but I'm not truly afraid. It affects me differently, personally. This is more subjective, of course. I was not afraid of anything in an LA adventure game. Granted, they're usually geared more towards comedy, but still...if there WERE deaths, I'd be more drawn into an atmosphere like the final areas of Fate of Atlantis (which was already very potent and enthralling!). Also, I know you CAN die in that game, but only from fighting sequences, which you can safely avoid throughout the entire game. That's why it's a movie and not an adventure game. Picking up everything not nailed down, being over-cautious, and over-preparing oneself is part of the adventure package, in my humble opinion. Ah but the popular qualms with KQ5 are not with the deaths but the dead ends. I don't have a problem with any of the deaths in KQ5. None as annoying as falling off stairs in an AGI game, anyway. Which, btw, wasn't that common. Walking puzzles existed in AGI games (only in certain places) due to the control method (keyboard arrows). It was a feature to make up for lack of much else that couldn't be done in terms of obstacles to overcome on such a limited engine. When SCI was developed and the mouse-driven interface took over, the other ehancements to the interpreter allowed for other more interesting obstacles, negating the need for such antiquated methods of prolonging game time. KQ1 is a very short game. It's a three-part treasure hunt. That's all that they could do back then. There wasn't room (figuratively and literally) for anything more. As time went on they got more daring (KQ3 was on 3 disks instead of 2, KQ4AGI was on like 5 disks or something instead of 3) until they outgrew the engine entirely and developed something new that they could accommodate their new designs with, as well as the industry/consumer quality expectations and the ongoing technological advances in storage mediums which allowed for bigger games than before. So, walking puzzles, while annoying, were necessary to draw out the game length because, well, there wasn't much else to do. Yes, somebody made an almost complete remake of KQ6 in AGI, but I guarantee you that probably wouldn't fit on even 5 floppy disks. Also, I'm pretty sure that, as a particularly advanced fangame, you probably need to run it in a modern fan-made AGI interpreter. SQ0, for instance, takes liberties that the original DOS AGI interpreter can't cope with and so can't be run in DOS at all.
  23. I refute this. She'd die by falling in the shower if she didn't take precautions first, like installing anti-slip pads in the shower. I submit that every death in a Sierra game is reasonable and has a purpose. Whether they're annoying or not is another matter. I've already refuted this before. :)

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