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Capn_Ascii

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Capn_Ascii last won the day on October 14 2014

Capn_Ascii had the most liked content!

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About Capn_Ascii

  • Rank
    Trash Vaporizer
  • Birthday 12/11/1981

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  • Gender
    Male
  • Location
    Eastern NC, USA
  • Interests
    Video games, cartoons, the Internet, Transformers, Space Quest, other adventure games
  1. Heeey, not bad! It's hard to make a proper judgement call without knowing more about the game's plot or writing, but at least from a technical standpoint, you seem to know what you're doing. Reminds me of Police Quest 2, at least in terms of character design. Maybe it's just that fine leather jacket talking, though. I hear there's a crate-full of those things someone found when they sold off LucasArts' assets; 'bout time someone put them to good use.
  2. Inspired by? Hell, the entire final sequence (The Test of Wits) is a blatant homage to that movie. A certain voice actor, a certain setup involving wine glasses, drugs, and a shifty opponent...somebody on the design team knew exactly what they were doing. I hope Jeysie gets a chance to play it; she'll be laughing herself silly through the whole ordeal. :lol: But yeah, having had a chance to play the first part in full, I have to say I'm loving it overall. It's *very* similar to Telltale's adventure game series. Specifically, it's similar to their earlier ones (Sam and Max, Back to the Futu
  3. See, the thing is, they weren't. The reason KQ1 is designed that way is because its direct predecessors - interactive fiction games - were done the same way. Look at games like Zork...basically just glorified scavanger hunts (just like KQ1). Lots of places to explore right away, with the challenge being to figure out how to interact with those areas to accomplish your goals (just like KQ1). 'Enemy' NPCs that show up randomly and without warning to give a sense of danger (just like KQ1). KQ1 was practically a carbon copy of early IF games, but like that genre, Sierra's own game design evolved b
  4. I hate them. The datacorder puzzle was stupid and I ****ing hate it. There, done. The bridge was their own demonic creation, but the bridle, snake, and sugar cube all actually made sense, in a way. IIRC, they were all taken from fairy tales and mythology, although ones that were *much* more obscure than some of the ones used in KQ1. The bridle and snake combo, for example, was a reference to Pegasus, I believe. Someone didn't read the manual. ;) This was a factor of PQ1 being less 'adventure game' and more 'police simulator' than Sierra's other series. Police offers follow p
  5. Short answer: yes. Why? Internet, mostly. There's no real point in trying to stump players with puzzles when they're less than 60 seconds away from hopping on GameFAQs.com and looking up the answer. In that sort of environment, it works better to design more accomodating puzzles that don't disrupt the game's pace. Also, there's the fact that the age of smartphones, social media, and the like has reduced the average IQ of the target audience by bringing an influx of intellectually lazy persons into the computer-using community. But that's a whole 'nother rant.
  6. I loved Bio Menace. I also liked some of their other games along those lines. There was one that had you playing a guy with a jetpack and a flamethrower for a default weapon...Alien something-or-other. And Duke 2 was quite fun as well. Did anyone ever play Duke Nukem: Manhattan Project? It was a 2.5D1 platformer starring Duke that was made back when Duke Nukem Forever wasn't *quite* a Development Hell running gag yet. It was pretty obviously made as a connection to Duke's 2D roots, and by extention the whole 2D Apogee platformer epoch. A pretty awesome game, as far as platformers go. P
  7. That was precisely why they went in the 'mostly comedy' direction. The fact that you can't die in most of their games makes it impossible to be entirely serious...instead, they went the other way with things, and started having fun with their games. Finding more and more increasingly hilarious reasons for you to *not* die when you logically should became something of a hallmark of theirs. :D "Silly me! I should have tied you to my bed!" They freaked me out too, although perhaps not for the same reasons...
  8. This is a classic example of You Shouldn't Know This Already, one of my favorite tropes. Sometimes programmers like to do stuff like this...setting things up so that, even if you know what you're supposed to be doing ahead of time, you can't actually *do* it until it's time for it plot-wise. Logically speaking, Roger has no reason to kill the Orat before talking to the Keronians underground. Realistically, if he stumbled across the creature's cave while exploring, he'd GTFO and stay the hell away...wouldn't you? ;) It isn't until you visit the underground hologram that you're given the 'qu
  9. I don't have any pics, as such (for reasons that I'll get into shortly), but this does seem like a good time to share the chronicle of How Ascii Got His Space Quest Back Games. It's an epic tale, full of excitement, adventure, and software distribution practices of dubious legal nature: -Some of my earliest childhood memories are of my dad playing Space Quest 2 and Space Quest 3 on the family computer - a Tandy 1000. It was one of the first times I'd seen a game more complex than 'eat dots, avoid ghosts', both graphically and in terms of being able to walk around and interact with the game
  10. Yeah, you have to do your best to look past the technical and business-political issues when it comes to SQ6. There's parts of it that really are very good - it just suffers from a pronounced lack of consistency because of its pedigree. I try not to be too hard on it myself, especially since it's the last official Space Quest game - I don't really like the idea of going around badmouthing the series' swansong for the rest of my life. Kind of taints the nostalgia factor.
  11. You really should, if only to marvel at how positively *ripped* Roger is in that game. :blink: For all his pedantic-ness, Vonster completely failed to provide an explaination for how Roger managed to work out while he was asleep, or where that bod went between TLC and SQ3. Also, it's a fine example of the 'classic Sierra' school of design. By which I mean, it's chock full of ridiculously unforseeable, unfair deaths1. Save early, save often. 1) First prize goes to the spike-top monster. You'll know that one when you get it.
  12. Ignoring the more suggestive aspects of this statement for the time being, this does remind me of something. I've been playing with/DMing for a tabletop RPG group (through IRC) for years, a group that started with members of this very community. Well, more accurately, with members of this community's former, pre-Spaceventure-revival incarnation: myself, BLusk, Jeysie, and SlowIdent. None of those folks are still with me playing anymore (something about 'real life' or some crap. Boo!), but back when they were, I actually ran a couple of Space Quest campaigns for them. I stole borrowed a num
  13. It was, pretty much. That was right about the point that Sierra as a whole had jumped the shark, both in terms of game design and in terms of corporate politics, and almost all of their game series' suffered for it. SQ6 in particular had some serious development hell going on. Frankly, it's a wonder it got finished and kicked out the door at all.
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