Stray

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9/10Developer: BlueTwelve Studio | Released: 2022 | Genre: Adventure, Third Person

Know that feeling when you think a game is going to be in a certain way, then when you finally play it, it turns out to be significantly different? Stray was like that for me. I had the impression it would be sort of a cat version of a walking simulator, barely figuring out how to traverse a city, with lots of platforming and jumping through difficult to find openings. And that would be just about it.

But it was much more than that.

The game was also an adventure game with chain-like quests, it had a floating robot called B-12 to translate text and communicate with robots, there were genuine stealth sequences, running for a while from chasing enemies, even some combat. Yes, the actual shooting kind. At the same time, the game constantly awed me by how fantastic it looked. The lighting and the amount of detail was staggering.

So many of my screenshots taken of the game could be framed and put up on the wall.

A Short Hike

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8/10Developer: adamgryu | Released: 2019 | Genre: Adventure, Exploration

This was a charming little exploration game on an island with steep cliffs. As the blue bird Claire, I could run around, get simple quests from other people, collect coins for buying golden feathers, and float – no flying upwards! That would be cheating. Golden feathers had to be collected to be able to climb steeper cliffs. The goal was to climb to the top and receive a phone call there.

The game sported a pixelated retro look, but it was possible to change the size of the pixels. I made them as small as possible, making for a sharper look. The excellent music added to the already quite charming atmosphere. I also played with a gamepad – a lot better than using the keyboard.

It didn’t even take me two hours to get through it. However, I saw in screenshots on the internet there were locations I never found, and I also never watered the sprouts. So it does have some replayability.

Call of the Sea

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8/10Developer: Out of the Blue | Released: 2020 | Genre: Adventure, First Person

A lovely first person adventure game made in the Unreal Engine. I was in control of Norah in 1934 looking for her lost husband Harry on an exotic island. It didn’t take long before it delved deep into an epic fantasy story with light Myst-like puzzles. Norah was carrying a notebook with her and drew important clues into it, so it was rarely necessary for me to write down my own notes. There was no inventory either.

The puzzles were not too difficult yet not a walk in the park either. The wonderful fantasy settings involving ancient alien temples and even diving under water as as sea creature kept the story intriguing all the way through. The voice actor for Norah was great, and she was commenting on everything I found. There must have been thousands of lines of dialog just for her.

If you like first person adventure games, this one is definitely recommended.

Sable

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8/10Developer: Shedworks | Released: 2021 | Genre: 3PS, Adventure

This relatively fresh third person adventure game had a really stylish drawn style that reminded me a lot of European graphic novels, particularly those by Moebius.

In fact, that was the reason I got interested in it.

I controlled a teenager coming of age as she achieved the ability the float slowly downwards, which came in handy when climbing things and jumping across long distances. I was given a hover bike to navigate the big desert, looking for points of interest to explore. There was no combat of any kind, but RPG-style quests.

And it wasn’t just quests about obtaining a specific object or finishing some kind of collection quest. Some of the later quests involved the trope investigation chain and even breaking someone out of jail.

Eastshade

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8/10Developer: Eastshade Studios | Released: 2019 | Genre: Adventure, Paint

In my backlog at GameDeed.com, I described this game as a peaceful open world exploration-adventure. It was pretty apt. As a mute protagonist I was washed ashore in a landscape with a town and a city, populated by affable humanoids with animal heads. Apes, owls, bears, deer.

The protagonist was a skilled painter and thus the overall goal was to get quests and commissions for naturalistic painting. There were also a lot of side quests of almost any kind, crafting, fishing, and even a little touch of survival thrown in for good measure. The open world was big enough to warrant many hours of exploration, yet it was also small enough that I could run from one end to another in a few minutes.

To put is shortly, it felt a lot like a lighthearted first person Elder Scrolls game without the combat.

The first town Lyndow was just a few houses. Most quests earned glowstones which was the currency in the game. A nice deviation was when a completed quest taught me how to craft something new. The user interface for crafting and keeping track of quests was logical and easy to use. By far the most used crafting option was of course combining boards and fabric to create a canvas for painting.

Walking around, meeting people in the world and doing various quests for them, felt good and relaxing, and the game was certainly commendable in that regard. If anything, it was a little too lighthearted a times, particularly in the beginning where it felt like a game for kids. This does ease off later, but sometimes I was also missing a bit of combat to spice things up.

I never thought I would ever see myself type that sentence.

Maybe that yearning for combat was because of how much the game looked like an open world RPG with all combat stripped out, rather than casual exploration closely related to pure adventure games.

Manifold Garden

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8/10Developer: William Chyr Studio | Released: 2019 | Genre: Puzzle, First Person

Do you know the feeling in a FPS or a first person puzzle game when you suddenly walk into an exceptional open space with enormous structures disappearing into the horizon, and you stop for a moment to take in the awe inspiring vista? This game not only takes that to another level, it does it virtually all the time.

The game reminded me of both Antichamber and Fez, both games I also completed. Antichamber mostly because of the graphical style, and Fez because of placing cubes at the end of levels for great effect. But the game was definitely its own. It supposedly took William Chyr 7 years to make it, and it’s understandable. Apart from the tech itself, just creating those infinite levels must have been a daunting task.

The game was a mixture of solving local puzzles and navigating infinite levels that wrap into themselves like a lithograph by Escher, repeating its structures as you fall through it. The direction of gravity changes when walking up to a wall and pressing space. Now the entire level tilts around, turning walls into floors. Falling not only doesn’t kill you, it’s often necessary to navigate the enormous levels since you can’t jump.

See that ledge over there? Drop down for a while until the level repeats itself, then steer towards the ledge as it approaches again and land. The sound of wind and a fear of heights still makes it feel dangerous.

Moebius: Empire Rising

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7/10Developer: Pinkerton Road Studio | Released: 2014 | Genre: Adventure, Point & Click

I’ve completed the three Gabriel Knight games many years ago and gained a solid respect for Jane Jensen’s writing. That’s also why I backed the Kickstarter campaign for it in 2013. However, since its release it has received a mixed bag of reviews and it always had me avoid it in the Steam backlog.

Until now. And I confess that once again, it was originally my intention to play it for an hour or so and then dump it into my series about Short Sessions. The 3D models was not exactly doing it any favors.

But in spite of the mediocre walking animation, lip sync and those crazy eyeballs of persons trying to look behind their own ears, the story and the analyzing puzzles quickly grabbed me.

The protagonist, Malachi Rector, was a Sherlock Holmes kind of guy with a very high IQ. As an expert in antiquities with a photographic memory, he was sometimes hired to evaluate new antique findings, which he then ruthlessly declared to be trash. In spite of his elegant demeanor, he was sometimes belittling requests and sarcastically denounced objects around him. And he was regularly taking pills.

I immediately liked him.

Perspective

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8/10Developer: Widdershins | Released: 2012 | Genre: Platform, Puzzle

Cute little puzzle platformer that only took me 1½ hours to get through. It’s free on Steam. User reviewers there claim it took them an hour or less to get through it. I also admit I was almost stuck a few times, but eventually I always figured it out. But take heed – this is no walk in the park.

The gimmick in this one was controlling the perspective for a 2D space guy. I switched between 3D mode for adjusting the perspective in first person, like lining up platforms close to each other, then switched back to controlling the space guy for jumping across. There were blue graphics for walking and jumping on, while all orange graphics killed the space guy if touched.

BABBDI

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8/10Developer: The Lemaitre Brothers | Released: 2022 | Genre: Adventure, Facile

In case you’re wondering – yes, I discovered this game in Jacob Geller’s YouTube video.

This was a free game on Steam. At first it seemed obvious why it was free – the textures were low res and the buildings very simple – often just blocks with a few ledges. Find a train ticket and escape the city. There were few persons to meet, and most didn’t have much to say.

But the more I explored the city almost entirely made out of cement, there was something about it that fascinated me more. It didn’t make all paths easy to find, especially not upwards. In the beginning I found a barking dog (with a high resolution mouth) and a few motorcycles for traversing faster. A few secret items for a collection quest. A torch. A trumpet that could have its scales rotated.

I even found three persons dancing to a silly tune on the radio in a sewer section.

Trine 2

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7/10Developer: Frozenbyte | Released: 2011 | Genre: Platform, Puzzle

I started this sequel shortly after adding a diary blog post about the first Trine, which I completed back in 2012. That was of course the reason I transferred that, so I could refer back to that blog post.

The sequel was basically more of the same, with only a few tweaks. It had the same trio that I could freely switch between – the wizard Amadeus, the knight Pontius, and the thief Zoya.

Again the wizard could conjure metallic crates out of thin air and also levitate the things the developers allowed me to move. The knight could smash through certain barriers, fight with a sword or a hammer, and protect himself with a shield that could have its direction adjusted with the mouse. The thief could shoot arrows with various strengths, and also shoot a grappling hook for swinging to the other side.

And again the graphics was total eyegasm, with lots of exquisitely animating details. It was brighter and more saturated – perhaps too much for some, but I didn’t mind that. It looked great to me.

The wizard could now both levitate certain objects and also rotate them with left/right hotkeys. There were puzzles with air blown out of pipes where I could levitate a bent piece of pipe, rotate it to fit properly, then attach it to blow wind in another direction. This could then lift a character upwards. This was a cute idea that made good use of the levitation ability. Later the pipes could also be used for fire.