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[PC] Adventure games

Discussie in 'Games' gestart door Modder-Eter, 11 nov 2009.

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    [gb]Adventure games[/gb]
    [​IMG]

    [gb]Het genre[/gb]

    Het adventure genre is een genre dat al sinds de prille begintijd van de personal computers bestaat. Het idee achter deze games is de speler een avontuur te laten beleven waarin hij op zijn pad verschillende puzzels op moet lossen. Deze varieren van logica-puzzels tot simpel combineren van gevonden objecten. Wat deze games vooral speciaal maakt is de sfeer die ze uitademen en de geweldige verhalen die ze vertellen. Hier echter een lange historie van het genre:
    Early development

    The first adventure games to appear were text adventures (later called interactive fiction), which typically use a verb-noun parser to interact with the user. These evolved from early mainframe titles like Hunt the Wumpus (Gregory Yob) and Adventure (Crowther and Woods) into commercial games which were playable on personal computers, such as Infocom's widely popular Zork series. Some companies that were important in bringing out text adventure games were Adventure International, Infocom, Level 9 Computing, Magnetic Scrolls and Melbourne House, with Infocom being the most well known.
    Older adventure games told the story as if the player himself inhabited the game world. The games did not specify any details about the protagonist, allowing the player to imagine him- or herself as the avatar.

    Adventure (1975-1977)

    [​IMG]
    Will Crowther's original version of Adventure.

    In the mid 1970s, programmer, caver, and role-player William Crowther developed a program called Adventure. Crowther, an employee at Bolt, Beranek and Newman (a Boston company involved with ARPANET routers) used the company's PDP-10 to create the game, which required 300 kilobytes of memory.
    The game used a text interface to create an interactive adventure through an underground cave system, based on part of the Mammoth Cave system in Kentucky. Crowther's work was later modified and expanded by programmer Don Woods using the SAIL computer at Stanford, and the game became wildly popular among early computer enthusiasts, spreading across the nascent ARPANET in the late 1970s.
    The combination of realistic cave descriptions and fantastical elements proved immensely appealing, and defined the adventure game genre for decades to come. Swords, magic words, puzzles involving objects, and vast underground realms would all become staples of the text adventure genre.
    The "Armchair adventure" soon spread beyond college campuses as the microcomputing movement gained steam. Numerous variations of Adventure appeared throughout the late 1970s and early 1980s, with some of these later versions being re-christened Colossal Adventure or Colossal Caves.

    Adventure International (1978-1985)

    One of the many fans of the Colossal Cave was programmer Scott Adams. Upon his first introduction to Adventure, Adams spent almost ten days traversing the game before he achieved Adventurer Grandmaster status, the title bestowed on those who scored a perfect 350 in Crowther and Woods' version.
    Once he had completed the game, Adams began to wonder how a game like Adventure could be developed on a home computer like his TRS-80. The main obstacle was that home computers such as the TRS-80 did not actually have sufficient memory to run a large game like Adventure. Adams worked around this limitation by developing a high-level language and an interpreter written in BASIC, an approach that would also allow code to be reused to develop further adventure games.
    In 1978, Adams founded Adventure International with his wife Alexis in order to sell his games. His first game, Adventureland, was a version of Adventure for the TRS-80 that would become the first commercially sold adventure game. His second game, Pirate Adventure, was an original game in a similar style to Adventure — its source code, written in BASIC, was published in the December 1980 issue of Byte magazine. It wasn't until his third game, Mission Impossible, that Adams began programming in assembly language to improve the speed of his software.
    Adventure International went on to produce a total of twelve adventure games before a downturn in the industry led to the company's bankruptcy in 1985.

    Infocom (1979-1989)

    Dave Lebling and Marc Blank were students at MIT's Laboratory for Computer Science when they discovered Crowther and Woods' Adventure. Together with Tim Anderson and Bruce Daniels they began to develop a similar game, Zork, which also started life on a PDP-10 minicomputer and was distributed across the ARPANET. On graduation the students, together with their group leader Albert Vezza, decided to form a company to market Zork for home computers, and on 22 June 1979 Tim Anderson, Joel Berez, Marc Blank, Mike Broos, Scott Cutler, Stu Galley, Dave Lebling, J. C. R. Licklider, Chris Reeve, and Albert Vezza incorporated Infocom.

    [​IMG]
    One of Infocom's trademark touches was the inclusion of Feelies with each of their games. Pictured are the Feelies from the Hitchhikers game.

    The developers faced the same difficulties as Scott Adams in porting Zork to microcomputers: The PDP-10 version, which would reach the size of a megabyte, was enormous for the time, and the Apple II and the TRS-80, the potential targets, each had only 16 kb of RAM. They solved this problem by breaking up the game into three episodes, and developing ZIL (Zork Implementation Language), which could function on any computer by using Infocom's Z-machine, the first virtual machine used in a commercial product, as an intermediary.
    In November 1980 the new Zork I: The Great Underground Empire was made available for the PDP-11; One month later, it was released for the TRS-80, with more than 1,500 copies sold between that date and September 1981. That same year, Bruce Daniels finalized the Apple II version and more than 6,000 additional copies were sold. Zork I would go on to sell over a million copies.
    The company continued developing text adventure games even as it opened a department for the development of professional software, a department which would never be profitable. High-quality games, with massive, intelligent plots, unequaled syntax analyzers, and meticulous documentation as integral parts of the game, succeeded in all genres.
    The writer Douglas Adams produced two games with Infocom, the first based on his popular Hitchhiker's Guide to the Galaxy series and a lesser known adventure game called Bureaucracy, inspired by the difficulties he encountered in moving house.
    With the power of microcomputers increasing and the demand for graphics (which it refused to include in its games until 1987), Infocom saw sales decline and in 1989, having been swallowed up by Activision in 1986, the Infocom division had shrunk to a mere ten employees, compared to 100 at its peak. Although later titles were marketed under the Infocom brand, the Infocom division was shut down, and games developed after 1989 would have no link with the original team.
    The demise of Infocom signalled the end of the commercial age of Interactive Fiction, and text parsers were rarely seen in games after 1989. Despite this, the low barrier to entry has ensured that a vibrant and creative community of IF authors continues to thrive on the Internet, using languages such as Inform, which generates files that can be read by Infocom's own Z-machine.

    Graphical development

    Graphics were introduced in 1980 by a new company called On-Line Systems, which later changed its name to Sierra On-Line. Early graphic adventures, such as Sierra's Mystery House (1980), employed basic vector graphics, but these soon gave way to bitmap graphics drawn by professional artists. Examples include Return of Heracles by Stuart Smith (1982) (which faithfully portrayed Greek mythology), Sherwood Forest (1982), Dale Johnson's Masquerade (198:cool:, Antonio Antiochia's Transylvania (1982, re-released in 1984), Sierra's King's Quest (1984), and Adventure Construction Set (1985), one of the early hits of Electronic Arts.
    A number of games were released on 8-bit home computer formats in the 1980s that advanced on the text adventure style originated with games like Colossal Cave Adventure and, in a similar manner to Sierra, added moveable (often directly-controllable) characters to a parser or input-system similar to traditional adventures. Examples of this are Gargoyle Games's Heavy on the Magick (1986) which has a text-input system with an animated display screen, and the later Magic Knight games such as Spellbound (1985) which uses a window-menu system to allow for text-adventure style input.
    In 1984 a new kind of adventure games emerged following the launch of the Apple Macintosh with its point-and-click interface. First out was the innovative but relatively unknown Enchanted Scepters the same year, then in 1985 ICOM Simulations released Deja Vu that completely banished the text parser for a point-and-click interface. In 1987 the well-known second follow-up Shadowgate was released, and LucasArts also entered the field with Maniac Mansion - a point-and-click adventure that gained a strong following. A prime example of LucasArts' work is the Monkey Island series.
    The introduction of such high-quality bitmap graphics required more substantial storage capacity with many adventure games requiring several diskettes for installation, which would be the case until the CD-ROM made its appearance.

    Sierra (1979-1999)

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    Mystery House for the Apple II was the first adventure game to use graphics in the early home computer era.

    After playing through Adventure on a Teletype terminal, and unable to find many other examples of the fledgling genre, Roberta Williams conceived her own, a detective story inspired by Agatha Christie's novel And Then There Were None and the non-linear gameplay of the board game Clue. After working on the design for a month, she was able to convince her husband, Ken Williams, to stop work on the FORTRAN compiler he was developing in order to work on the game on his Apple II computer.
    Originally known as Hi-Res Adventure, Mystery House was the first graphical adventure game, and featured vector graphics of each environment alongside an unexceptional two-word parser. Mystery House sold well and although Ken believed that the gaming market would be less of a growth market than the professional software market, he and Roberta persevered with games. Thus, in 1980 the Williamses founded On-Line Systems, which would later become Sierra On-Line.
    Sierra soon took things further. Until this point adventure games were in the first person; images presented the décor as seen through the eyes of the player. Williams's company would introduce a new feature in the King's Quest series: a game in the third person. Taking advantage of the techniques developed in action games which had progressed in parallel, Ken introduced an animated character who represented the player in the game and whom the player controlled. With the 3D Animated Adventures, a new standard was born, and nearly all the industry latched onto it. The commands were still entered on the keyboard and analyzed by a syntax interpreter, as with text adventure games.
    Soon after, Sierra had multiple successful series of adventure games running, including King's Quest, Police Quest, Space Quest, Leisure Suit Larry, and Hero's Quest (Quest for Glory), with each containing numerous games. A few years after these series had started, the classic graphics above the command cursor was fully replaced with "point and click" game-play and VGA graphics. Other notable series include Phantasmagoria and Shivers; Sierra's last and most critically acclaimed series was the Gabriel Knight series, which began in 1993 and ended with Sierra's last adventure game in 1999.
    Sierra would develop new games and push the boundaries of adventure gaming until its purchase by Cendant in 1998. Then in 1998, Cendant sold off their entire interactive software branch for $1 billion to Havas Interactive, a subsidiary of Vivendi Universal.
    Sierra pursued technologies for their games (such as hand-drawn backgrounds, rotoscoped animation, and in-game video) that were more advanced than most other genres at the time. However, the release of the Sony PlayStation marked the end of the adventure game era; as 3D became the dominant graphics format, the mostly 2D adventure market began to shrink.
    Through its almost 20 year involvement with the adventure game business, Sierra employed several notable game designers, including Roberta Williams, Jane Jensen, Al Lowe, Scott Murphy, Jeff Tunnell, and Lori Ann and Corey Cole.

    Japanese adventure games (1983-present)

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    The crime scene in Portopia Renzoku Satsujin Jiken (198:cool:, the earliest adventure game to feature colour graphics.

    The earliest Japanese adventure game and visual novel, and one of the earliest graphic adventure games in general, was the 1983 murder mystery game Portopia Renzoku Satsujin Jiken (The Portopia Serial Murder Case) by Yūji Horii (of Dragon Quest fame). Portopia Renzoku Satsujin Jiken was viewed in a first-person perspective, followed a first-person narrative, and was the earliest adventure game to feature colour graphics.
    Portopia Renzoku Satsujin Jiken later inspired Hideo Kojima (of Metal Gear fame) to enter the video game industry and later produce his own classic graphic adventures, Snatcher (1988) and Policenauts (1994). They were for a long time, the highest regarded Japanese adventure games in the West, and it is only in recent years that visual novels were released in the West in any significant number, particularly on the Nintendo DS console with mystery-solving titles such as the Ace Attorney series (which began on the GameBoy Advance in 2001) and Hotel Dusk: Room 215 (2007).
    Prior to the Nintendo DS, there were also several other Japanese adventure games on the Dreamcast and PlayStation 2 which were released in the West, such as Sega's Shenmue (1999) and Konami's Shadow of Memories (2001). However, these were not visual novels but were instead 3D third-person adventure games, unlike most other adventure games at the time which were either in 2D or in 3D first-person view.
    While most Japanese adventure games are graphical, there have also been several text-based ones. One such example is Radical Dreamers: Nusumenai Hōseki (1996), which served as a gaiden (side story) to the Chrono series of console role-playing games.
    A distinct form of Japanese adventure game is the visual novel, which uses many conventions that are less popular in the West. They are almost universally first-person, and driven primarily by dialog. They also tend to use menu-based interactions and navigation, with point and click implementations that are quite different from western games. Inventory-based puzzles of the sort that form the basis of classic Western adventures, are extremely rare. Logic puzzles like those found in Myst are likewise unusual. Because of this, Japanese visual novels tend to be quite streamlined, and often very easy, relying more on storytelling than challenge to keep players interested.

    LucasArts (1986-2000)

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    Maniac Mansion on the Commodore 64, the first game to use the SCUMM interface

    In 1987, when nobody seemed able to overcome Sierra's power, a programmer named Ron Gilbert working for the company Lucasfilm Games — which has since become LucasArts — created the script-writing system SCUMM which used a point-and-click interface similar to ICOM Simulations' MacVenture games first introduced in 1985. Instead of having to type a command to the syntax analyzer, this system was controlled by means of text icons. To interact with his environment, the player clicked on an order, on an icon representing an object in his inventory, or on a part of the image. This approach was first used by LucasArts for the game Maniac Mansion to great effect.
    LucasArts would come to differentiate itself from its main competitor, the giant Sierra, by rethinking certain adventure game concepts to improve playability. Gone was the possibility to die during the course of the game and everything was done to ensure that the player was never completely stuck. Finally, LucasArts abandoned the system of points indicating the player's progress in the adventure. Many adventure games from other companies followed LucasArt's lead in these changes.
    Gilbert's attempts, Maniac Mansion and Zak McKracken and the Alien Mindbenders, however, remained in 16 colors (though the FM Towns version of Zak was 256 color), and the point-and-click engine still had vestiges of text parsing, since the player would still have to construct sentences using clickable keywords combined with objects in the game. It was The Secret Of Monkey Island that was finally a complete work, with 256 colors, a more modern point-and-click engine, a dialogue system with optional responses, puzzles solved with items, original graphics, atmosphere music, and a characteristic sense of humor. Above all, the script was written as for a film (which could be done in-house) and the dialogue and inventory served the needs of the script. The 1993 release of Day of the Tentacle, a remarkable success, began a line of cartoon-style games, including the very influential Sam & Max Hit the Road as well as the acclaimed Full Throttle, which also heralded the beginning of the end of the Golden Age of adventure games.
    Steven Spielberg collaborated with LucasArts in the creation of The Dig — a science fiction adventure game that the director had envisioned turning into a film.
    Taking advantage of advances in action games and integrating an engine similar to those of first-person shooters, the company took a new turn in 1998 with the game Grim Fandango, where it abandoned the cartoon style and its SCUMM scripting environment for a new 3D game system named GrimE.
    Following the 2000 release of Escape From Monkey Island, LucasArts would not publish another adventure game for more than eight years, canceling sequels of Full Throttle (Full Throttle: Hell on Wheels) and Sam & Max (Sam & Max: Freelance Police) that were already in development.

    Cyan Worlds (1987-present)

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    Myst used high-quality 3D rendered graphics to deliver images that were unparalleled at the time of its release.

    Cyan, later Cyan Worlds, were among the first developers to take advantage of the CD-ROM. Their first game, a simple children's adventure game called The Manhole, became the first computer game to use the medium in 1989. In 1993, Cyan released Myst, a first-person adventure that used the extra storage capacity of the CD-ROM to include pre-rendered three-dimensional graphics, video, and audio. Despite being one of the first games to be published solely on CD-ROM, thereby requiring a CD-ROM drive, the game would go on to become highly successful, and to have a profound influence on many adventure games that came after it.
    Myst was a highly atypical game for the time. It had no clear goals, little personal or object interaction, and a greater emphasis on exploration, and on scientific and mechanical puzzles. Part of the game's success was because it did not appear to be aimed at an adolescent male audience, but instead a mainstream adult audience. Myst held the record for computer game sales for seven years - it sold over nine million copies on all platforms - a feat not surpassed until the release of The Sims in 2000.
    There is debate among adventure gamers as to whether or not Myst and similar games, such as its contemporary The Journeyman Project, should be considered at all a part of the adventure genre, as their focus on abstract puzzle solving and exploration in the place of character interaction and development sets them apart from what previously characterized adventure games. It is sometimes categorized as a puzzle adventure.

    Modern era

    Decline
    For much of the 1980s, adventure games were one of the most popular types of computer games produced. However, their US market share drastically declined in the mid-1990s; action games took a greater share of the US market, particularly first person shooters such as Doom and Half-Life which progressively began featuring strong, story-structured solo games. This slump in popularity led many publishers and developers to see adventure games as financially unfeasible in comparison. Text adventures met the same fate much earlier, but their simplicity has allowed them to thrive as non-commercially developed interactive fiction.
    Few recent commercial adventure games have been hits in the US but they are still very popular in Europe (95% of all adventures released in US are in fact translated European products). It has been suggested that this is because the "average" gamer today was weaned on console video games and first person shooters rather than the "traditional" computer games cherished by the original crop of adventure gaming enthusiasts. Another explanation offered states that MMORPGs, which offer a persistent multiplayer world, have at least partially supplanted the genre.
    Still another possible cause of the genre's downturn may lie with the nature of 3D graphics themselves, which for much of the 90's and early 2000s tended to be more oriented toward fast movement than graphical detail. Conversely, however, if a game were to implement more detailed but static imagery, this could be perceived as technologically regressive. Some question therefore exists of the adventure game making a comeback with recent advances in technology.
    Adventure games have ceased to be the flagship titles they once were, and high profile publishers like Sierra Entertainment and LucasArts have either disappeared or shifted towards publishing titles developed by other companies. However, adventure games continue to be made in the 2000s, primarily outside North America where the genre is still popular. Games such as The Longest Journey by Funcom as well as Amerzone and Syberia, both conceived by Benoît Sokal and developed by Microïds, with rich classical elements of the genre still garnered high critical acclaims. The Myst series came to a close in September 2005 with the release of Myst V: End of Ages by its original developer, Cyan Worlds. (A possible exception to this is Cyan's Myst Online.) Adventure games based on the Nancy Drew books continue to be published by Her Interactive, comprising a series of twenty titles produced since 1998.

    New directions

    [​IMG]
    Fahrenheit, released in 2005, was noted for its innovative gameplay.

    Although traditional adventure games are rare today in the US market, action-adventure games that combine elements of adventure games with action games are quite common. There are also similarities between adventure and role-playing games, particularly those in a more modern, story- and character-based mold. Console role-playing games have generally been quite focused on plot and story, thanks in part to the success of the Final Fantasy series (1987-present), while computer role-playing games in this vein have also been published more frequently since the success of Baldur's Gate in 1998.
    Adventure games with third-person perspectives and direct character control interfaces are becoming more common. This is exemplified by adventure games such as Sega's Shenmue (1999) and Shenmue II (2001), Quantic Dream's Omikron: The Nomad Soul (1999) and Fahrenheit (Indigo Prophecy in North America) (2005), and Konami's Shadow of Memories (2001).
    Some adventure games moved away from traditional game conventions, and more closely resembled interactive stories.[1]
    There is something of a revival of the adventure game online, in both a fairly traditional style, such as Mystery Of Time And Space, and in 3-dimensional games, such as Crimson Room. This had led to the creation of a genre called escape the room or room-escape. Games are usually created with Adobe Flash. A parallel can be drawn with "Behind Closed Doors" by John Wilson of Zenobi Software, a popular 1980s text adventure series for the ZX Spectrum, where the object was only to escape one single location, such as a bathroom. Most of the current room-escape games consist of several locations which together make up one room.
    The Nintendo DS and its unique features have sparked a renewed interest in pure adventure game content, with the release of Another Code: Two Memories and Phoenix Wright: Ace Attorney in 2005 and the release of Hotel Dusk: Room 215 in 2006. IGN has noted that Nintendo's Wii Remote would be well-suited for the genre, and could see some ground-breaking releases in that vein, such as the 2007 release of Zack & Wiki: Quest for Barbaros' Treasure.
    In October 2006, online game company Telltale Games, made up primarily of ex-employees from LucasArts, released their first installment of Sam & Max: Season One. This episodic game series utilized 3D graphics, but was played in the 'point and click' style of older LucasArts titles. It was designed to be exclusively distributed online, and featured characters from the classic game Sam & Max Hit the Road. The series was successful, leading to a retail release of the full season for PC and Wii, and the development of a second series, Sam & Max: Season Two. Telltale was also responsible for a two-game series based on Jeff Smith's Bone comics and a series of five games based on the Homestar Runner flash cartoons.
    A further resurgence in adventure games was seen due to recent changes at Lucasarts. On the first day of the 2009 Electronic Entertainment Expo, Lucasarts announced that they would be releasing both a special edition of The Secret of Monkey Island as well as working with Telltale Games to create an episodic series Tales of Monkey Island. In early July 2009, Lucasarts announced that it would supporting digital distribution of its back catalog of titles, including its classic adventure games, through services such as Steam, and has announced it will further consider porting these titles to mobile devices such as iPhones. These efforts were backed by Lucasarts' new president, Darrell Rodriguez, who has been said to be "very big on adventure games". Lucasarts has stated that digital distribution helps to remove the barrier to reproducing these titles, and hopes that they will attract a new audience to these games. The move was shortly followed by Activision who offered the King's Quest and Space Quest collections from Sierra also for digital distribution. A further resurgence of adventure games has been seen through mobile platforms such as the iPhone, where the use of a touch screen to interact with the game provides new directions for such games.
    Bron: Wikipedia

    Helaas blijkt sinds eind jaren 90 dat het genre steeds minder populair wordt. De shooters, platformers en andere genres nemen de scepter over, ook al bevatten veel van deze games elementen uit het adventure genre. Veel mensen hebben het er dan ook over dat het genre dood is. Dit is echter totaal niet het geval, er komen nog steeds stapels met adventures uit, maar daarvan is slechts een piepklein deel bekend bij het grote publiek. Dit zul je dan ook wel zien onder het kopje recent en upcoming.

    [gb]Enkele (bekende) games[/gb]
    [gB]Zork[/gB]
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    Zork is een enorm bekende tekstadventure. Je speelt de game door een beschrijving van de omgeving te lezen en dan via tekstcommands te bepalen waar je heen wilt en wat je wilt doen. De game speelt zich voornamelijk af in een ondergrond labyrint. De speler is een avonturier die hier schatten zoekt en onderweg vele obstakels, waaronder vreselijke monsters, tegenkomt. Het doel is om de ultieme 'Dungeon Master' te worden, de man die alle schatten kan vinden en toe-eigenen. ​



    [gb]Space Quest[/gb]
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    Space Quest is een humoristische serie sci-fi games over congiërge Roger Wilco, die zich van de ene vreemde situatie naar de andere begeeft. De serie steekt nogal de draak met sci-fi als Star Wars en Star Trek, maar ook populaire culturele iconen als Mc Donalds, Microsoft, etc. De games begonnen als een combinatie tussen tekstcommando's en directe controle via het toetsenbord. Later werden de games echter voorzien van point-n-click.



    [gb]Monkey Island[/gb]
    [​IMG]

    De Monkey Island serie is enorm bekend, zowel binnen als buiten de adventurewereld. De recente remake draagt hier natuurlijk aan bij. De serie gaat over Guybrush Threepwood en zijn tocht om de 'ultieme piraat' te worden. Ook hij raakt verstrikt in de vreemdste situaties op de raarste plekken. Hij krijgt veel te maken met aardsvijand LeChuck, een spookpiraat, die nogal achter zijn liefje aanzit. Hierbij speelt humor een heel belangrijke rol. Dit is het klassieke voorbeeld van point-n-click. De gameplay bestaat hier voornamelijk uit het combineren, gebruiken en ruilen van gevonden objecten.​



    [gb]Myst[/gb]
    [​IMG]

    Myst was een revolutie binnen het adventuregenre. Het was (een van) de eerste game(s) op cd-rom en had geweldige 3d-graphics voor die tijd. De game gaat over de speler, die een speciaal boek vindt. Via dit boek beland hij op het eiland waarover geschreven is. Hier moet hij een familiezaak oplossen om weer terug te komen in het normale leven. Helaas gaat dat niet zo makkelijk. Dit is een first-person game waarin het vooral draait om moeilijke puzzels via logica en goed lezen/combineren van clues op te lossen. In deze game zitten weinig dialogen, aangezien de speler grotendeels alleen in de omgevingen bestaat.​



    [gb]Atlantis[/gb]
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    Atlantis is een adventuregame als Myst. Het speelt zich in first-person af en vooral om logische puzzels. Maar in tegenstelling tot Myst komt de speler hier in contact met vele personages. De game gaat over de verdwijning van de koningin van Atlantis. De speler, een nieuwe bodyguard van de koningin, gaat op onderzoek uit en ontdekt een enorm complot dat in een enorm avontuur uitgroeit. De graphics waren in die tijd vreselijk mooi, sommige scenes zijn dat nog steeds, maar er was veel kritiek over sommige gameplayelementen. Vaak waren er scenes waar je snel moest reageren, maar waar niet altijd duidelijk was wat je moest doen. Ondanks deze scenes is het een geweldige game, die helaas een aantal mindere vervolgen heeft gekregen.​


    [gb]Recente en upcoming releases[/gb]


    [gb]Machinarium[/gb]
    Recent uitgekomen (PC)

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    [yt]dcSQFWJ5AFk[/yt]

    Machinarium is een prachtige nieuwe adventure van de makers van sleeper hits Samarost 1&2. Het speelt zich af in een schitterende robotwereld, waar een kleine, net gedumpte robot zich een weg terug naar de stad baant. Onderweg ontrafelt zich een behoorlijk dun verhaal, wat door de presentatie toch boeiend blijft. In de game komt namelijk helemaal geen dialoog voor. Alle communicatie gebeurt door leuke geluidjes en via vreemde/grappige/zielige denkwolkjes. De game is voor een laag prijsje te downloaden, maar ook niet heel lang. Al met al is dit een enorme aanrader en voor mij een van de geniaalste games van 2009.​



    [gb]Tales Of Monkey Island[/gb]
    4 delen reeds verschenen, 1 upcoming. (PC, Wii) Waarschijnlijk toekomstige XBLA release.

    [​IMG]

    [yt]EHojfwdLucI[/yt]

    Tales Of Monkey Island is een episodische game die momenteel uit 4 episodes bestaat. Het borduurt verder op het Monkey Island-idee, maar dan met een nieuw verhaal, in 3d en gemaakt door Telltale in plaats van LucasArts. In deze game kun je dus veel piraten, apen, zee en humor vinden. Wie bang is voor spookpiraten en voodoopriesteressen kan de game beter overslaan, want die komen ook in deze game voor. Deze game zal waarschijnlijk in seizoensvorm naar XBLA komen, net als eerder al Sam & Max dat deed.​



    [gb]Deponia[/gb]
    Release: 2010. (PC)

    [​IMG]

    In deze game is de wereld verandert in een grote vuilnisbelt. Hier speel je als Rufus, een man geboren in de lage sociale klasse, gedoemd om zijn hele leven door te brengen tussen de troep. Hij gelooft echter dat hij voor hogere doelen op de aarde is gebracht en gaat dus op zoek naar een weg richting de rijken. Hij komt een meisje tegen dat hij probeert te helpen en via wie hij misschien een weg in die rijke samenleving kan vinden. Dit gaat echter niet zoals gepland. Ook deze game is gekenmerkt door de geweldige stijl, iets wat mij voornamelijk aanspreekt.​



    [gb]The Whispered World[/gb]
    Release: Februari 2010. (PC)

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    [yt]jMUJXDjkT7Q[/yt]

    Dit is een game van dezelfde maker als Deponia. Wat je gelijk opvalt is dat deze developer beschikt over bijzonder getalenteerde grafische artiesten. Ook deze game is weer een juweeltje om naar te kijken. Ook hebben verschillende mensen die de Duitse versie gespeeld hebben de game erg goed genoemd. De game gaat over een jonge 'clown' die een sprookjeswereld afreist met zijn familie's circus. Maar hij is niet blij en op zoek naar de betekenis van zijn leven. Op een nacht wordt hij door een mysterieuze vorm verteld dat hij op een avontuur moet om zijn wereld te redden.​



    [gb]Runaway: A Twist of Fate[/gb]
    Release: December 2009. (PC, Wii, NDS)

    [​IMG]

    [yt]qTCiEZSBPOE[/yt]

    RunAway is de derde game uit de serie die bekend staat om zijn leuke, erg strakke cartoongraphics. Het verhaal uit de eerdere games is lekker luchtig, maar heeft toch ook nog wel genoeg diepgang. Deze game gaat verder waar de vorige games stopten. Brian Basco, de hoofdpersoon uit de vorige games is onvindbaar en wordt door sommigen zelfs dood verklaard. Gina, die hij kent uit zijn vorige avonturen, gelooft dit echter niet en gaat op zoek naar hem. Dit zorgt voor een mooi avontuur. Aan te raden is natuurlijk om de eerste twee games te spelen voordat je hieraan begint. Dit is wat ik zelf momenteel ook ga doen.​



    [gb]Secret Files 2: Puritas Cordis[/gb]
    Recent uitgekomen.

    [​IMG]

    [yt]ZidlkLQ9GNA[/yt]

    Nog een vervolggame, een van de velen die dit jaar uitgekomen zijn of nog uitkomen. In deze game staat de wereld op de rand van ondergang door allerlei rampen. Nina Kalenkow komt erachter dat dit niet door de natuur komt, maar door een geheime organisatie die Puritas Cordis heet. Zij gaat samen met haar vriend, wetenschapper, op onderzoek uit om te proberen deze ondergang te voorkomen. Ik zou niet weten of je voor deze game de voorganger gespeeld moet hebben, maar ik zou het wel aanraden.​


    [gb]Wat zegt Modder?[/gb]

    Dit en meer volgt morgen.
     
  2. Ebrithil

    Ebrithil Active Member

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    Ik weet nog dat ik vroeger toen ik echt jong was Atlantis helemaal kapot gespeeld had, het was echt een (eng) avontuur, alles zag er ook zo bizar realistisch uit, vooral in die tijd. Geweldig.

    Dreamfall: The Longest Journey kan trouwens ook mooi in dat rijtje, vond dat echt een top spel.
     
  3. Nilamo

    Nilamo To Own or not to Own

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    Ben zelf ook een liefhebber van adventure games. Ik speel niks anders op mijn pc/laptop. The longest journey is mijn persoonlijke favoriet qua verhaallijn en presentatie. Jammer dat adventure games van tegenwoordig een van de belangrijkste aspecten van adventures (naast puzzles) verwaarlozen. Namelijk een goed verhaallijn, characters en een wereld waar je je in kan verdiepen. Dat gezegd lijkt 2010 een heerlijk jaar te gaan worden voor het adventure genre. Kan zelf persoonlijk niet wachten tot ik heavy rain kan spelen.

    Trouwens weet je of the whispered world en deponia een internationale release krijgen? Van wat ik heb vernomen is het enkel duits.
     
  4. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    The Whispered World is al uit in het Duits, maar in februari 2010 komt een Europese release met Engelse taal. Van Deponia is het nog niet bekend, maar die zal vast ook wel komen.
     
  5. Peter_Aragorn

    Peter_Aragorn Peter AragornNL

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    Machinarium is inderdaad een erg leuke game... Ga die andere ook in de gaten houden, leuke topic dit!
     
  6. Wolfje

    Wolfje test...

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    - Syberia
    - Moment of Silence
    - Black Mirror
    - Nibiru

    Mogen er ook bij :)
     
  7. Ashavan

    Ashavan Guest

    Je vergeet 1 van de grootste nog...Grim Fandango
     
  8. kwdtje

    kwdtje Active Member

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    Leuk topic, ben al jaren een echte adventure fan en betreur dat er eigenlijk steeds minder goede adventures uitkomen :mad:

    Ik heb alles van Lucas Arts uitgespeeld, in 2009 ben ik zelfs nog eens aan Monkey Island 3 begonnen, en vind het stuk voor stuk geniale games. Day of the Tentacles, Full Throttle, Monkey Island en Grim Fandango zijn geweldig en humoristisch! Ps. Loom was ook super, weet niet of jullie ook kennen?

    Daarnaast was Sierra ook altijd een heerlijke studio! Kings Quests heb ik ook allemaal gespeeld en uitgespeeld en Space Quests had altijd heerlijke humor! Space Quests 1 2 en 3 waren vroeger zelfs mijn favorieten.
    Een paar jaar geleden een Roberta Williams pack gekocht bestaande uit verschillende titels. Waaronder een spel waarbij je een Jonge vrouw speelt die een moord in een museum moet uitzoeken, erg goed zat het in elkaar, weet alleen de naam niet meer :mad: Ook zaten in dat pak Phantasmagoria 1 & 2, die ook wel freaky waren maar lang niet zo leuk/ moeilijk als eerdere games.

    Als outsiders vond ik de Kyrandia games erg goed, vooral de 1e en de 3e waren top! Ook niet al te lafjes en behoorlijk moeilijk. Daarnaast ging je best vaak dood en vond ik dat vroeger angstaanjagend.

    En deze spellen speelde ik allemaal toen ik wat jonger was, waardoor ik al vrij snel het Engels onder de knie had. Vooral bij de eerdere Space Quests & Kings Quests werd je Engels op de proef gesteld, aangezien je hier nog ouderwets moest typen!
     
    Laatst bewerkt: 20 nov 2009
  9. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    De Space Quest games waren idd geweldig.

    Overigens komen er nog genoeg geweldige adventures uit, helemaal komend jaar. En daarnaast is net het eerste seizoen van Tales of Monkey Island voltooid.

    Zelf ben ik momenteel bezig met Syberia: een heerlijke game die ik nooit heb gespeeld, maar die met deze sneeuwachtige winter/kerstdagen natuurlijk geweldig past in de sfeer. :) Misschien kent een enkeling de game van zijn release op de vorige Xbox?
    [​IMG]

    Daarnaast is Runaway 3 recent uitgekomen en blijkt het een topper te zijn!
     
  10. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    Deze thread lijkt net zo 'dood' als het genre, terwijl er de laatste tijd toch behoorlijk wat nieuwe titels zijn uitgekomen. OK, de een was wat minder dan de ander, maar vooral Lost Horizon, die echt recent is uitgemon krijgt enorm veel lof! Ik heb de game nu een stuk gespeeld en dit is echt een van de grote releases die het genre uit het slop kan halen. De stijl is geweldig, de hele sfeer goed, het hele idee achter het verhaal tof en de gameplay smooth.

    [yt]Gl0FR7rGyZc[/yt]

    Deze game brengt echt de avontuur in adventure terug!
     
  11. Tyrant

    Tyrant Well-Known Member

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    Wow!

    Wist niet dat er nog steeds point & click games werden uitgegeven man!
    Vet! Ik vond Monkey Island heel leuk, en heb even Atlantis gespeeld.. Snapte er toendertijd alleen niet veel van :+.
    Die nieuwste zien er echt cool uit, ga er een paar proberen.
     
  12. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    Lost Horizon (met een language patch, alhoewel de cutscenes, wat er niet superveel zijn tot nu toe, in het duits zijn) is in mijn ogen de grootste aanrader. De game ziet er goed uit, is fun en ook de moeilijkheid is goed te doen.
     
  13. RemcoM

    RemcoM Ash and molten glass like Eyjafjallajökull

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    Filmpje van Machinarium is verwijderd, deze werkt wel:
     
  14. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    Voor de mensen die Machinarium geweldig vonden, er zijn nu een aantal nieuwe (online) games die er echt enorm op lijken:

    [​IMG]
    Haluz
    Haluz 2

    [​IMG]
    Alchemia

    Nouja, de games lijken meer op de voorgangers van Machinarium, maar ze hebben ongeveer gelijke gameplay.
     
    Laatst bewerkt door een moderator: 9 aug 2018
  15. Defanatic

    Defanatic blauw beest

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    Ik ga een zeer oud topic kicken maar daar heb ik wel een goede reden voor. Mensen die net zoals ik hebben genoten van de Broken Sword serie en dan in het bijzonder de eerste twee delen kunnen namelijk gratis deze game downloaden:

    http://www.brokensword25.com/

    Dit is een fan-made deel van de serie wat zich na het tweede deel afspeelt. Er worden een hoop achtergronden gerecyceld en de stemmen zijn anders maar verder voelt het er goed aan. Bovendien is het gratis dus je kunt je er geen buil aan vallen. Veel plezier!


    Die Deponia game kende ik trouwens niet! Die ga ik nog even checken. Bedankt voor het posten!
     
  16. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    Deponia is nog steeds niet uit, helaas. Wel twee andere games van dezelfde maker, namelijk The Whispered World en A New Beginning (momenteel alleen in het Duits).

    Daarnaast is natuurlijk The Lost Horizon nog steeds een enorme aanrader en schijnt Gray Matter (voor PC al in Engels te krijgen) een van de beste adventures van de laatste jaren te zijn.
     
  17. Defanatic

    Defanatic blauw beest

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    Gray Matter komt op op xbox uit zie ik. Goeie zaak want ik zou graag meer van dit soort games op de 360 zien. Het genre leent zicht uitstekend om het vanuit de luie stoel te spelen. Het is wat minder soepel dan de pc versie maar ik vond de Monkey Island remakes ook prima speelbaar.
     
  18. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    Jeej!
     
  19. Tyrant

    Tyrant Well-Known Member

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    Kan dit topic niet worden vernoemd naar Point & Click?
    Adventure is zo verwarrend :+
     
  20. Modder-Eter

    Modder-Eter XBW.nl VIP XBW.nl VIP

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    [yt]z05LT3MSjts[/yt]

    Koop, koop, koop!
     

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