Kentucky Route Zero

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Developer: Cardboard Computer | Released: 2013-2020 | Genre: Adventure, Point & Click

After about 7 years of development, the fifth and last act of this point-and-click adventure game was finally released in early 2020. That was the moment I had patiently been waiting for. I wanted to play all five acts in one go, like binge-watching a television show.

Kentucky Route Zero is one of the most atmospheric adventure games I’ve ever played. It was also one of the easiest. While I wouldn’t call it a walking simulator, it was virtually void of puzzles.

I have seen a lot of comparisons to Another World, but that only relates to the graphics. The gameplay was of course completely different. The game really wanted to twist the hackneyed point-and-click adventure game concept on its ear, and it was refreshing to me. It used flat-shaded 3D polygon graphics and mostly scrolled sideways, but there were exceptions where the scenery was rotated in place or zoomed in.

The Book of Unwritten Tales

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Developer: King Art | Released: 2009 | Genre: Adventure, Point & Click

I played roughly the first two and a half hours of this one before I called it quits. It was an oldskool point-and-click fantasy adventure with good voice acting and excellent backgrounds. It was also quite easy. You could hold down space to reveal all hotspots, and although inventory items were aplenty, the cursor only went red when something could be combined or used on a hotspot.

This also got rid of the dismissing comments for trying everything. Everybody wins.

In fact, the adventure game was so charming and relaxing that I understand all the praise it has received in reviews. I know this is starting to become a cliché, but had this been 15-20 years ago, I would have swallowed this game whole. But today, I’m worn out on adventure games and it has to offer something really special to keep me in the zone. And that was the problem with this game. Although it did have its moments of inspired ideas, there were not enough of them, and the dialogs were missing a little more of the reckless quality found in the classics.

In other words, the game was missing a bit more bite.

Everybody’s Gone to the Rapture

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Developer: The Chinese Room | Released: 2016 | Genre: Adventure, Facile

This was not just a walking simulator, but also the spiritual successor to Dear Esther from the same developer – one of the games that spawned that genre description.

And this time were were very literal about the first word in this game.

It was made in the same 3D engine used for Far Cry and Crysis. I explored a reasonably big English village totally devoid of people, with abandoned cars, still smoking cigarettes, and hot cups of tea. The game used a peculiar mix of a wide open non-linear town combined with the desire to lead me around in a linear manner, and to help with that, glowing “ghost” spheres were sometimes floating around, guiding me to new locations with more story to unveil.

The story was told in the form of placeholders made of light points representing the humans that originally had a conversion in various spots. Typically just a casual talk, a lovers quarrel or musings about a strange nose bleeding flu taking over the town. Most of these lasted barely half a minute or so and then I was on my way again, looking for the next scene.

Outlast

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Developer: Red Barrels | Released: 2013 | Genre: Adventure, Horror

I played over an hour of this horror sneaker, up until I was given an injection and put in a small cell. That was after the part where I had to restore power in the basement. I’m not a good demographic for horror games anymore, though. It takes a lot to scare an old geezer like me anymore. Sure, the jump scares can get me, but anyone can be surprised by a sudden shout in the neck.

Also, the hiding in the lockers reminded me too much of Alien: Isolation.

But the game was still well done. Good graphics, solid sound work, and the body awareness with hands and all was nice. Armed with only a camcorder, I could film stuff to take notes and switch on the night vision, which was frequently required in the often pitch black mental hospital. Sometimes there was a monster roaming an area, like the cellar where I had to turn on two gas pumps and a main breaker to restore power. Lots of sneaking and running around there.

There was a strange part in the beginning where I had to sneak past a few sitting brutes watching snow on a bloodstained television. They must have seen me, but they ignored me. I’m not sure if the fact that I had to do this was good design. If only I had felt the horror of this sequence.

Dr. Langeskov…

Developer: Crows Crows Crows | Released: 2015 | Genre: Adventure, Facile

This is probably one of the shortest narrative PC games I’ve ever completed. It barely took 20 minutes for one playthrough. Good thing it was free.

It was made by the same developer that made the hilarious The Stanley Parable, which I enjoyed back in 2014. However, this small spiritual successor was not as funny nor as imaginative. It had a meddlesome narrator again, commenting on my good or bad choices, but there were barely a few rooms to navigate with doors kept closed until it was time to move on.

All right, there were perhaps a few mild laughs from continuously hanging up phones, and the idea of pulling levers and pressing buttons to keep the real video game player behind the curtains busy was a great idea, but the length and the few rooms barely made it feel like a small DLC.

I started a second playthrough to check out the tape recorder and the audition tapes, but they were a little too forced and boring for my liking. I quit the game as I entered the tiger room.

Maybe the novelty of The Stanley Parable has already worn off.

6/10

The Wolf Among Us

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Developer: Telltale Games | Released: 2013 | Genre: Adventure, 3D

It took me precisely two hours to complete the first of five episodes in this cel shaded adventure game from the creators of a similar adventure game for The Walking Dead. It used the same 3D engine and a lot of the same rules and a heavy focus on story and dialog.

I won’t be going into the details of the story much. Fairy tale characters are living in New York, some are morphed into humans, some still resembling the fantasy animals they were. I controlled Sheriff Bigby Wolf, investigating clues found at murder scenes and sometimes pursuing or fighting brutes in action scenes with lots of arduous QTE popping up all over the place.

Bigby himself reminded me so much of Wolverine. They could have been twin brothers.

The dialog is typically around four choices with a timeout of varying length. Sometimes it was too short for me to make a proper decision, making me feel like a slowpoke. A few times I even had a choice of two locations or actions to decide between, and it actually seemed like putting one of the locations on hold had grave consequences.

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.

Obduction

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Developer: Cyan Worlds | Released: 2016 | Genre: Adventure, First Person

This was a non-linear first person adventure made by the creators of Myst and its many sequels. I was a backer when it was announced as a Kickstarter campaign a few years ago. Although Obduction has its own story that doesn’t have anything in common with Myst, it didn’t take long before I discovered that it was very much a spiritual kinsgame. Cyan Worlds didn’t stray away from their field of excellence.

In this game, the big domes replaced the ages (or islands) in Myst, but they were just as environmentally diverse, and the world got bigger and more prone to me getting stuck, the more doors I unlocked.

After a quick abduction I arrived in a sandy canyon with bubbly pieces of human structures from various points of recent human history. A cute network of trolley rails were intersecting it all, and there were a lot of locked doors. No humans, except C.W., who only mentioned very broad tasks through a door window whenever I had made substantial progress. I had to figure out almost everything on my own.

It took me about 20-21 hours to complete this game. It could have been done in about 12-15 hours, but I was stuck for several hours on a couple of occasions. The world got quite enormous when there were three alien domes to navigate between. After unlocking a few doors and getting the trolley running on the rails, the general puzzle mechanic was almost always finding and opening more stuff.

Californium

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Developer: Darjeeling | Released: 2016 | Genre: Adventure, Facile

This exploration game – or walking simulator as some would call it – was estimated to be ~3 hours long, and that’s exactly what it took for me to get complete it.

The art and color scheme of this game was out of this world and certainly worth the price of admission all on its own. Each of the four levels had a its own time period and distinctive colors to set them apart, and all humans (and later androids) were old-fashioned 2D sprites always turning the same side to you – albeit sharply drawn like were they cut straight out of a comic book. I really enjoyed this lovely style.

Being part of the genre it was, the game itself was light on interactivity. A level typically had 4-5 “rooms” plus the streets in which to find a television showing a roman numerical of white icons to find. Depending on the size of the “room” it could be about 3 to 6 icons. The icons themselves had to be spotted and then activated by holding left mouse button on them for about one second.

Yeah, the good old game of getting warmer.

INFRA

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Developer: Loiste Interactive | Released: 2016 | Genre: Adventure, First Person

This was an excellent first person adventure game exploring various industrial environments such as e.g. water plants, dam, power plants, factories, etc. As a hard hat structural analyst with a funny accent, I had to take photos of everything that needed to be repaired. Various puzzles (typically electrical in nature) had to be solved to open doors and gain access to the later parts of the locations.

The game had three acts and was enormous. I understand that there was only one act to begin with, and the two other acts were added in sort of an episodic manner. The end result has more than 40 maps made in the Source engine (the same that powered Half-Life 2) and each of them are really big. It took me almost 30 hours to get through the entire game. But it was exquisite almost all the way. The factories and plants were well put together and felt realistic – it wasn’t just random pipes and wires going wherever.

Probably the only thing that annoyed me at first was having to find batteries to replenish my phone camera and my flashlight. Especially in the first area inside a dam I was often running out and had to rummage all drawers and meticulously search control rooms for more batteries. Luckily my supplies eventually got stocked up as the maps went by, although there was a cap of ten packs for each type.

The level design of the game was a mix of open and linear. Each map was a contained area typically with a lot of locked doors. Some had to be opened by finding access cards, keys, or some cute passage around. At one point enough of the facility opened up to offer access to a lot of halls, control rooms, offices, corridors, and staircases. Some maps opened up ever so slightly bit by bit, while others offered almost the entire factory after a door or two. Apart from taking snapshots, some larger machinery often had to be fixed and turned on. It could be getting the water flowing in a plant or moving a big cradle inside a steel factory. But sometimes it also felt like I left incompletely fixed machinery behind as I found a way to the next map.

In fact, optional puzzles and passages were not uncommon in this game. An example of this was a corridor with electricity leading into the shallow water on the floor. Stepping in this would kill me. I had to arrange crates to walk on in order to reach a switch further down, but I could also just walk back to the opposite end, climb up to a roof grating, and then crawl and drop down near the same switch.

These choices were part of what made the game feel so well engineered.