Farscape: Season 1

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The television show Farscape originally premiered back in 1999, and I bought a couple of season boxes around the same time and binge-watched every minute of them.

It was an vexing experience at the time.

For some odd reason the season boxes had no subtitles and I often had trouble keeping track of what everyone was saying. I had watched all the seasons of modern Star Trek on VHS without subtitles and it was fine there. Patrick Stewart and his acting colleagues spoke so clearly that I never lost the thread. Farscape, on the other hand, sounded more muddled. Maybe they spoke faster, or the music was louder. Either way, I gave up after those two seasons.

That’s why it was great news when Amazon Prime announced that they had picked up this old science fiction show. And now with English subtitles too? Excellent!

I have now rewatched all of the first season. To be honest it doesn’t hold up that well today. It’s nowhere as bad as e.g. Space: 1999 or Blake’s 7 – both of which are quite excrutiating to watch today – but there are still a number of issues now 20 years later.

Associations: Teleporter Spheres

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In Obduction, the excellent first person adventure game I completed last month, teleporting between domes replaced the matter in the shape of a small sphere. This explained when discovering other spheres of solid rock with crevices in them – even if some of them didn’t have a teleporter device in them.

Here are two examples from the game.

Refunct

Developer: Dominique Grieshofer | Released: 2015 | Genre: Platform, First Person

If you want a game with small and relaxing sessions to do once in a while, this is a great choice.

I did one session that took just a tad below half an hour, and it was easy and delightful. It’s a first person platform game with no story attached to it. Usually platform jumping doesn’t always work that well in first person, but it actually works reasonably fine here. Also, you can’t die in this game.

The purpose is to jump on a few pylons and step on a big red button to raise a set more from the sea, including another red button among them. Sometimes another pylon has a red cube to munch up. There are sometimes yellow elevator platforms or jump pads, and the wall jumping from pylon to pylon feels right. It is also possible (and sometimes necessary) to dive down into the water.

When all red buttons are activated, stepping on the last yellow one zooms up the camera for a view of the entire cluster. And if you also touch all the top surfaces (marking them with grass) you get fireworks.

To spice things up further, there are sometimes tubes that can swoop you to the other side of it, and some red buttons may be slightly hidden and require crouching or swimming up from below. However, they always have a red beam pointing into the sky so they’re always easy to spot.

The game is designed to be replayed. Maybe I’ll do it again later.

TitleLengthDatesDiff / ChtSaveScore
Refunct
2015 Dominique Grieshofer~30m 1
2019-06-07
2019-06-07
8

35MM

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Developer: Носков Сергей | Released: 2016 | Genre: Adventure, First Person

This game was full of surprises. It started out with a way too long slow walk through a forest, me and a buddy of few words, making it look like a boring walking simulator facile adventure, but after the almost six hours it took to complete it, it had also been a real adventure game with objects to find, puzzles to solve, a railroad trolley to ride, and at times even a genuine FPS with a gun or an assault rifle.

Sometimes the game reminded me of I Am Alive, sometimes of INFRA.

It was a bleak first person adventure with a notebook for keeping tabs of inventory icons. Damage or fatigue had to be fixed with medikits or food and a flashlight needed batteries. My buddy usually dictated the direction to walk, but I was free to break off and explore the areas for loot. I could cut ropes on door handles for access or take completely pointless pictures with an old camera.

Sometimes a rare QTE made me mash buttons to complete a cutscene, like winning a fist fight.

The game honestly had too much exploration of areas for way too little loot. There were sometimes several houses or even floors in buildings where I had to search dark rooms for loot, yet too often it was rarer than finding visitors for this blog. There were also traps. After a few exploding deaths I learned to look for wires in door openings that could be cut with my knife.

After a few levels of solitude, my buddy and I started meeting people. There were no dialog trees, but there were often small talks, letters to read, a puzzle, or a task like finding a car battery to power something.

Then evil people started showing up.