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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-20638322</atom:id><lastBuildDate>Fri, 27 Jan 2012 07:57:47 +0000</lastBuildDate><category>Gnomic Games</category><category>varia</category><category>RPG</category><category>Mods</category><category>Review</category><category>PC Games</category><category>Board Games</category><category>Freebies</category><category>Retro</category><category>Ludology</category><category>Magazine</category><category>Videos</category><category>Warhammer and 40k</category><category>MMO Gnome</category><category>EyeGameCandy</category><category>Indie</category><category>Features</category><category>Retro gaming</category><category>Creative</category><category>Interviews</category><category>Wargames</category><category>Analog</category><category>Nintendo Wii</category><category>Interactive Fiction</category><category>ZX Spectrum</category><category>Museum Monday</category><category>Deckers Delight Links</category><category>Adventure Games</category><category>Non-Retro</category><category>Books</category><title>Gnome's Lair</title><description /><link>http://www.gnomeslair.com/</link><managingEditor>noreply@blogger.com (gnome)</managingEditor><generator>Blogger</generator><openSearch:totalResults>1037</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/gnomeslair/RrGx" /><feedburner:info uri="gnomeslair/rrgx" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-8008497455705766284</guid><pubDate>Thu, 26 Jan 2012 09:23:00 +0000</pubDate><atom:updated>2012-01-26T11:23:00.184+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><title>A Pixelated Snow Tale</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-i2U0OkMv77M/TyEYJ1dtQJI/AAAAAAAAIeo/Tld-GVx5B4k/s1600/Snow+Tale.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-i2U0OkMv77M/TyEYJ1dtQJI/AAAAAAAAIeo/Tld-GVx5B4k/s1600/Snow+Tale.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Ah, the lovely &lt;a href="http://www.neutronized.com/"&gt;Neutronized&lt;/a&gt; is happily back with another retro-inspired freeware game: &lt;b&gt;&lt;a href="http://www.neutronized.com/games/SnowTale/"&gt;Snow Tale&lt;/a&gt;&lt;/b&gt;. It's a freebie you can play in the comfort of your browser, an&amp;nbsp;embarrassingly&amp;nbsp;cute showcase of the visual delights of quality pixel-art and also a rather smart hybrid of &lt;i&gt;Snow Bros.&lt;/i&gt; and &lt;i&gt;Mario&lt;/i&gt;-esque platforming. Also, it's impressively varied,&amp;nbsp;lengthy&amp;nbsp;and polished, so, uhm, have a play, will you?&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-8008497455705766284?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/PYt7e9JFNpI" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/PYt7e9JFNpI/pixelated-snow-tale.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-i2U0OkMv77M/TyEYJ1dtQJI/AAAAAAAAIeo/Tld-GVx5B4k/s72-c/Snow+Tale.png" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/pixelated-snow-tale.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-752375271346522743</guid><pubDate>Mon, 23 Jan 2012 12:05:00 +0000</pubDate><atom:updated>2012-01-23T14:05:41.159+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Interviews</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>The Dream Machine Interview</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div style="text-align: center;"&gt;
Anders Gustafson and Erik Zaring are the heart, brain and hands of &lt;a href="http://cockroach.se/"&gt;Cockroach&lt;/a&gt;; the indie game development studio that is responsible for the amazing, episodic and visually glorious adventure that is &lt;b&gt;&lt;a href="http://www.thedreammachine.se/"&gt;The Dream Machine&lt;/a&gt;&lt;/b&gt;. And though I have already loved and &lt;a href="http://www.gnomeslair.com/2011/09/dream-machine-chapters-1-2-review.html"&gt;reviewed&lt;/a&gt; the first two chapters of &lt;b&gt;The Dream Machine&lt;/b&gt;, I couldn't help but ask the creative duo a few questions. Here's what they revealed; for your eyes only reader:&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-hEbrReMBBlU/Tx06-bVt1LI/AAAAAAAAIds/yXqX5FngAIY/s1600/dream+machine+1.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-hEbrReMBBlU/Tx06-bVt1LI/AAAAAAAAIds/yXqX5FngAIY/s1600/dream+machine+1.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Let's start off with something not quite unexpected... So, who are you guys? And why, oh why, are you calling your studio Cockroach?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: We’re two bona fide Swedish nerds on a mission. Anders is the small good-looking guy and I’m the tall and slightly spherical fellow.  We are the only game development studio that will survive a nuclear holocaust. Cockroaches just wait it out and crawl back, ready to re-populate the planet. Pretty much the story of my life.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: I just happened to have a bunch of old cockroach illustrations I’d done on my hard drive. When the time came to start a company, I found them and thought they looked quite striking and iconic, sort of like a company logo. So I just slapped them on the letterhead and called the company &lt;i&gt;Cockroach&lt;/i&gt;, purely out of convenience. 
 It’s a decision I’ve since regretted from time to time.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;And you've been making games for how long before The Dream Machine? Any particular favourites among your previous creations?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: I like &lt;i&gt;Gateway 2&lt;/i&gt; and the insanely difficult &lt;i&gt;Soap Bubble 2&lt;/i&gt;, but I had no part in creating those games however. Anders made those before our beautiful friendship begun. &lt;b&gt;The Dream Machine&lt;/b&gt; took my game development cherry, so to speak…&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: I started making games while learning Flash, sometime back in 2000. I’d made a lot of previous attempts – on &lt;i&gt;Commodore 64&lt;/i&gt; and &lt;i&gt;Amiga &lt;/i&gt;– but they never amounted to anything because I didn’t know what I was doing.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
A friend of mine showed me some Flash games he’d put on Newgrounds, which I thought were really impressive. So I started hounding him with questions about programming. In the end I think he grew tired with me, because he gave me access to the source code, so I could find out all the answers by myself. A lot of strong pots of coffee later, the weird words and symbols started to make at least a bit of sense to me. And that led to me being able to create my first “real” game: a 2-player fighting game, starring chickens. Needless to say, it’s pretty crap.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I still like the first &lt;i&gt;Gateway &lt;/i&gt;game quite a lot. I like the vagueness of it, and it was also the first point &amp;amp; click game I actually managed to finish, after a lot of botched previous attempts. It was originally meant to be a tutorial for another adventure, but when I compared them side-by-side I though the tutorial was much better than the actual game. So I just scrapped everything but the tutorial and started over.&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-oCIbHvBVRwM/Tx1Cj6ExlcI/AAAAAAAAId8/DJQx-K4TpJc/s1600/dream+machine+3.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-oCIbHvBVRwM/Tx1Cj6ExlcI/AAAAAAAAId8/DJQx-K4TpJc/s1600/dream+machine+3.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b style="text-align: justify;"&gt;When – and most importantly, why – did you decide to start working on The Dream Machine?&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: We loosely discussed making a game together during the winter of 2008 and the spark that finally ignited our collaboration happened during late summer that year. Just prior to that, I had sold my part of an animation studio, since I had decided that I deserved doing something nobler than to be a shit-eating service provider. The big corporate productions really wore me down and I had grown tired of polishing other peoples turds. I propelled myself into the advertising and commercial business hoping for fame and glory. That turned out to be a cul-de sac and eventually I had to fire myself. Then I eventually became utterly broke and found no other way to survive and had to make a game made out of clay &amp;amp; cardboard to get food on the table. That’s the honest-to-God truth.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: It was a really strange time in both our lives as I recall. I’d taken employment, designing cell phone applications for some company. They were pretty much in denial about the whole smart-phone shift, and still insisted that 16-bit 320x240 screens were the future.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
They lured me in saying they made a lot of games and needed my help designing them. I soon found out that wasn’t exactly true, but I needed to feed the monkey. Just to stay sane, I’d frequently call Erik (or he’d call me) to vent. During one of these conversations, Erik started talking about getting back to just doing things for the heck of it. “Like we did when we were kids…”&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Looking back, that was the seed of &lt;i&gt;The Dream Machine&lt;/i&gt; right there.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Weren't you terrified of the sheer amount of work required in order to produce those amazingly handcrafted visuals?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: When Erik started talking about creating the environments by hand, I just chuckled and dismissed the idea. It would be too labour intensive and would require too much pre-planning for my comfort. In order to show me that it was possible, he pulled an all-nighter by his kitchen table, crafting four or five strange little sets. He sent me some pictures of them in the morning and I didn’t know what to make of them. They looked really rough, but they held so much potential. The paint had fingerprints in it, which I loved. Everything looked skewed, unpolished and patched up. But compared to the corporate GUI:s I was making at the time, they were the most fascinating things I’d seen in months. They made me want to be on the other side of the screen.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I resigned soon after that and joined Erik in exploring this weird clay and cardboard universe. That decision occasionally terrifies me, but I haven’t regretted it for a single second.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: When you put your heart into something it usually means that you show extra care and attention. Alas/thus it takes a bit longer. I didn’t realize what it would take to make something like &lt;i&gt;The Dream Machine&lt;/i&gt; in the beginning. Now I have come to the conclusion that the most terrifying aspect of our endeavor is lack of sufficient energy/joy to finish this before the summer of 2012 has ended.&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-Ne2UxkJ0HDc/Tx07eNCCcoI/AAAAAAAAId0/qhoO0XoGvjc/s1600/dream+machine+2.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-Ne2UxkJ0HDc/Tx07eNCCcoI/AAAAAAAAId0/qhoO0XoGvjc/s1600/dream+machine+2.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b style="text-align: justify;"&gt;It’s stop motion animation you are using, right?&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: It’s a bit of a mix. All the sets are built and photographed, exactly how you would traditional stop-motion. We also use limited stop-motion for simple animations, like doors opening and closing. For the trickier things (most things involving characters) however, we use 3D. Our characters are built by hand and then we grab their textures and paste them onto a 3D meshes, in order to maintain the look and feel of clay.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: Doing it purely by stop-motion would’ve been too risky. The characters have to travel through a lot of different lighting conditions, and with stop-motion you only get one chance. If they hadn’t looked believable, we would’ve had to start over from scratch.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;What else would you say makes The Dream Machine the truly unique adventure game it is?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: For me, it’s all about the marriage of story, gameplay and setting. Creating a full-flavoured experience, making the individual ingredients as tightly knit with one another as possible, without overpowering or counter-acting each other. That’s the goal at least.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
We also try to design fair puzzles. They follow a slightly skewed logic for sure, but it’s nowhere near as bad as Ye Olde adventure games. I played &lt;i&gt;Gabriel Knight III&lt;/i&gt; when it came out and still get miffed whenever I think about that horrible “cat hair moustache” problem. Or the pixel hunt puzzles in &lt;i&gt;Future Wars&lt;/i&gt;. I love the genre, but hate the tropes.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Clay and cardboard still makes us pretty unique. There have been precursors in the exclusive sub-genre of handmade adventures (most notably &lt;i&gt;The Neverhood&lt;/i&gt;, &lt;i&gt;The Dark Eye&lt;/i&gt; and &lt;i&gt;Blackout&lt;/i&gt;) but they all came out more than 15 years ago. We think the world is ready for another one.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Why did you decide to go with the episodic model?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: Once it became clear how long the game would take to make, we realized might possibly be working on the game for three years without knowing if it resonated with people. That would’ve been awful. So we decided to chop it up and get it the individual pieces out as soon as they were finished.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Looking back, that is one of the smartest things we’ve done so far, since getting player feedback has been invaluable and has really improved the quality of the game. It’s just too bad that we haven’t been able to release them more frequently, but we’re only two confused Swedish guys.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;How would you describe your creative process?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: From my myopic perspective it sometimes happens as follows: Anders (slightly sleep depraved, as always) scribble notes on lots of Post-its using a black Pentel pen. Then he puts them in neat rows on his living room walls. Then he throws some ideas out and put the remaining ideas in a digital document of some kind. Then his slightly spherical companion gets to read it and starts to build stuff. I use foam board, ice cream sticks, Super Sculpey, glue gun and paint to create our sets. I document every step using a Canon 550D. Anders will comment and suggest modifications and eventually approve of my final design. Once lit and photographed, I jump to my next task and Anders starts working his magic, photoshopping and implementing and testing the gameplay.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: That sums it up pretty well, Erik. Sleep depravation, Pentel Sign Pens, Post-its, ice cream sticks, Super Sculpey and a glue gun = &lt;i&gt;The Dream Machine&lt;/i&gt;.&lt;/div&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="396" src="http://www.youtube.com/embed/oxphHrZKNDQ" width="540"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;You keeping getting back and adding things and interactions to the already released episodes. Is this a cunning scheme to have us replay them?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: One of the problems with adventure games is that it’s a very fine line between being challenged and being frustrated. Dialling in the difficulty and adjusting the level of hints is very tricky. Especially in an adventure game, once you’re stuck it quickly becomes boring if you don’t receive any more feedback. You start key-chaining, using everything on everything. We see that, so we can go in and add hints surgically.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I also hate the default “That doesn’t seem to work” line. It really breaks immersion for me. All of a sudden the main character turns robotic because the developers didn’t add proper responses. Eventually we’ll cover all of them.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Secretly, I’m also sadistically fond of messing with walkthroughs by remixing some puzzles every once in a while. Creating this type of game is all about getting you to think, and walkthroughs defeats that purpose. If you use them sparingly they’re great, but it’s very easy to get dependent and comfortable. I want to keep players alert and on their toes.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;What should us adventurers expect from the final two chapters of the game?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: Something wonderful...&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: We aim for the last two chapters to be like... a metaphorical gun. And then we shot you in the knee with it. You won’t die, but you’ll definitely feel something. That’s what we’re aiming for.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: That’s a box quote right there! “Expect getting shot in the knees, kids. Fun for the whole family!”&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: Man, this game sells itself!&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Are you happy with the critical and commercial reception of The Dream Machine so far?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: I’m very happy with how the game’s been received. People seem to appreciate what we’re trying to do, and don’t mind terribly the time it’s taking. It’s such a rush to live in an age were two confused Swedes can make and distribute a game to the rest of the world. That people actually want to go along for the ride is exciting and humbling.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;What does the future, beyond The Dream Machine, hold?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: We’ve been talking loosely about a follow up game, but I’d really like to take some time off and work with a linear medium after this.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Erik&lt;/i&gt;: &lt;i&gt;The Dream Machine&lt;/i&gt; afterlife? Scary thought. I really don’t know. I’m more of a “right here, right now” kind of guy. There is no future, to quote Sarah Connor.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Anders&lt;/i&gt;: Hopefully something less headache-inducing. Hopefully something smaller.
&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2012/01/book-of-unwritten-tales-review.html"&gt;The Book of Unwritten Tales Review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2012/01/oneiric-jonas-kyratzes-interview.html"&gt;Jonas Kyratzes - an oneiric interview&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/12/remembering-willy-beamish.html"&gt;Remembering Willy Beamish&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/10/blackwell-deception-review.html"&gt;Blackwell Deception Review&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-752375271346522743?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/aBfOCgWzqvU" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/aBfOCgWzqvU/dream-machine-interview.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-hEbrReMBBlU/Tx06-bVt1LI/AAAAAAAAIds/yXqX5FngAIY/s72-c/dream+machine+1.png" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/dream-machine-interview.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-5595977441806418438</guid><pubDate>Fri, 20 Jan 2012 17:41:00 +0000</pubDate><atom:updated>2012-01-20T19:41:24.766+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>Taste the AGS Bake Sale!</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-PR0KHjrZZIU/TxmmuucHfdI/AAAAAAAAIdM/wpbGYVfLYQE/s1600/AGS+Bake+Sale+Launched.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-PR0KHjrZZIU/TxmmuucHfdI/AAAAAAAAIdM/wpbGYVfLYQE/s1600/AGS+Bake+Sale+Launched.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Hadn't had myself an indie gaming bundle for over a month and withdrawal symptoms were kicking in, when, heroically but &lt;a href="http://www.gnomeslair.com/2011/10/ags-bake-sale.html"&gt;not quite unexpectedly&lt;/a&gt;, the &lt;b&gt;&lt;a href="http://www.agsbakesale.com/"&gt;AGS Bake Sale&lt;/a&gt;&lt;/b&gt; came to the rescue! And what an elegant rescue that was, what with the &lt;i&gt;Bake Sale&lt;/i&gt;'s 14 previously unreleased, &lt;a href="http://www.adventuregamestudio.co.uk/"&gt;AGS&lt;/a&gt; crafted and incredibly promising games. As of course, as one would suspect (hint: AGS = Adventure Game Studio) the majority of said games is of the point-and-click variety, which is more than fine by me. You know I love them adventures. And I can point and click at stuff with the best of them.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Then again, I also love the work of &lt;a href="http://www.richardhofmeier.com/cartlife/"&gt;Cart Life&lt;/a&gt; creator Richard Hofmeier, &lt;a href="http://www.gnomeslair.com/2012/01/eyegamecandy-little-computer-people.html"&gt;Little Computer People&lt;/a&gt;, CRPGs and the odd platformer; the &lt;b&gt;AGS Bake Sale&lt;/b&gt; has me covered there too, as it also serves as a fantastic showcase of the amazing&amp;nbsp;versatility&amp;nbsp;of &lt;i&gt;AGS &lt;/i&gt;itself. Adventures are of course the main thing on offer here, but as them included ones are quite numerous and I've just grabbed the bundle myself (did I mention that -sadly- all the money donated goes to charity?), I'll be writing about them in detail over the following days. Not that I'll be ignoring the rest of the offerings. Oh, no...&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
So, uhm, go grab&amp;nbsp;yourself&amp;nbsp;something lovely over at the &lt;b&gt;&lt;a href="http://www.agsbakesale.com/"&gt;AGS Bake Sale&lt;/a&gt;&lt;/b&gt; reader. You can, after all, pay exactly what you want for all them shiny new games.&amp;nbsp;&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-5595977441806418438?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/6nATclhDyxU" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/6nATclhDyxU/taste-ags-bake-sale.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-PR0KHjrZZIU/TxmmuucHfdI/AAAAAAAAIdM/wpbGYVfLYQE/s72-c/AGS+Bake+Sale+Launched.png" height="72" width="72" /><thr:total>6</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/taste-ags-bake-sale.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-4639544346047133696</guid><pubDate>Fri, 20 Jan 2012 10:11:00 +0000</pubDate><atom:updated>2012-01-20T12:15:12.932+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><title>Delve Deeper's Gratis Grottos DLC</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Q_S1r7qxKJQ/Txk9Z_u1zII/AAAAAAAAIc8/EhuWvs02bbY/s1600/GG+Delve+Deeper.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-Q_S1r7qxKJQ/Txk9Z_u1zII/AAAAAAAAIc8/EhuWvs02bbY/s1600/GG+Delve+Deeper.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Lovely, indie, turn-based, dwarf-featuring, strategy-adventure board game thingy &lt;a href="http://www.lunargiantstudios.com/games/featured/delve-deeper"&gt;Delve Deeper&lt;/a&gt; has gotten itself a brand new DLC pack: &lt;b&gt;Gratis Grotto&lt;/b&gt;. Happily, it's a free yet rather hefty offering that includes 10 new maps (among which you'll find the pretty brilliant sounding &lt;i&gt;Gnome Shopping Mall&lt;/i&gt;) and 25 new relics. And it's been crafted by the game's fans. And you can grab it on &lt;b&gt;&lt;a href="http://store.steampowered.com/app/63803/"&gt;Steam&lt;/a&gt;&lt;/b&gt;. And make merry.&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-4639544346047133696?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/LxFwlYmh4dc" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/LxFwlYmh4dc/delve-deepers-gratis-grottos-dlc.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-Q_S1r7qxKJQ/Txk9Z_u1zII/AAAAAAAAIc8/EhuWvs02bbY/s72-c/GG+Delve+Deeper.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/delve-deepers-gratis-grottos-dlc.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-6236292862320296943</guid><pubDate>Thu, 19 Jan 2012 13:27:00 +0000</pubDate><atom:updated>2012-01-19T15:27:59.754+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Analog</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Wargames</category><title>The Updated Three Plains Rulebook</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-ljiIcqIpA-U/TxgID0WmISI/AAAAAAAAIcs/hHBxEJ51BrM/s1600/three+plains+orcs.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-ljiIcqIpA-U/TxgID0WmISI/AAAAAAAAIcs/hHBxEJ51BrM/s1600/three+plains+orcs.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I already have written about the ever-evolving&amp;nbsp;and already pretty excellent free-to-grab fantasy wargame that is &lt;a href="http://www.gnomeslair.com/2011/07/battles-of-three-plains.html"&gt;Three Plains&lt;/a&gt;. Well, time then to let you know that the updated version of the &lt;i&gt;Three Plains Rulebook&lt;/i&gt; (that would be version 2.3) has been released and that you can grab its 87-pages long PDF over at &lt;b&gt;&lt;a href="http://epicwargaming.com/"&gt;Epicwargaming&lt;/a&gt;&lt;/b&gt;. Then grab all those lovely army books and ready-to-print figures and start gaming.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Now, instead of describing the game myself, I thought I'd ask its creator to enlighten us. He kindly agreed and here's what David L. Sholes has to say:&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;blockquote class="tr_bq" style="text-align: justify;"&gt;
&lt;a href="http://epicwargaming.com/"&gt;Epicwargaming.com&lt;/a&gt; is my attempt at earning some money and doing what I love at the same time. Or, in other words, &lt;i&gt;Epicwargaming.com&lt;/i&gt; is a private company, which is based on the internet.&lt;/blockquote&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;div style="text-align: justify;"&gt;
So far I have achieved the fun side hands down, but the making money side... well... the wargaming market is not a very big pond and there are already plenty of big fishes in there.&amp;nbsp;I started &lt;i&gt;Epic &lt;/i&gt;because I love wargaming, but I’m not a fan of painting and the cost of it.
 
So, that left me with print-and-play wargaming, but I soon found there isn't that much of it out there and thus decided to write my own game: &lt;b&gt;Three Plains&lt;/b&gt;.&amp;nbsp;&lt;/div&gt;
&lt;/blockquote&gt;
&lt;blockquote class="tr_bq" style="text-align: justify;"&gt;
&lt;i&gt;Three Plains &lt;/i&gt;is an old-world fantasy setting with Orcs, Elves and Goblins all fighting it out. Why? Because that’s my thing.&amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote class="tr_bq" style="text-align: justify;"&gt;
&lt;i&gt; 
Three Plains&lt;/i&gt; is game not too different from &lt;i&gt;Warhammer Fantasy Battles&lt;/i&gt;, but has more depth and realism than &lt;i&gt;WFB&lt;/i&gt;, or so&amp;nbsp;I believe. Characters and elite troops in &lt;i&gt;Warhammer &lt;/i&gt;just dominated the field and as I got older I wanted to see more realistic games, where troops get tired and characters can be slain by the hands of commoners, and that’s what &lt;i&gt;Three Plains&lt;/i&gt; is &amp;nbsp;all about really. I know that mixing the words &lt;i&gt;realistic &lt;/i&gt;and &lt;i&gt;fantasy &lt;/i&gt;together sounds silly, but that's what &lt;i&gt;Three Plains&lt;/i&gt; is. For instance, take the 'March Over Rule': it means you can march straight over characters which would otherwise hold up entire units of men.&lt;/blockquote&gt;
&lt;blockquote class="tr_bq" style="text-align: justify;"&gt;
Reading this you might think it’s all my own work, but you would be wrong, as many people have put something in the game over the years now; far too many to mention. Then again, the game testers Tom, Alex, Matty and Trish have really shaped the game and brought it on.&amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote class="tr_bq" style="text-align: justify;"&gt;
 
At the moment I would say the game is half finished, as I have some massive plans for it next year, like adding 3 more armies and adding a siege game on to it as well.
 
So, we have our work cut out for us and, eh, better get back to it.&lt;/blockquote&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/09/space-hulk-and-joys-of-murdering.html"&gt;Space Hulks and the joys of murdering Tyranids&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2010/08/session-of-chill.html"&gt;A session of Chill&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/dreadfleet-not-review.html"&gt;Dreadfleet: Not a Review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2006/10/little-wars-or-how-hg-wells-created-pop.html"&gt;Little Wars by H.G. Wells&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-6236292862320296943?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/A9Kraw14Kc8" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/A9Kraw14Kc8/updated-three-plains-rulebook.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-ljiIcqIpA-U/TxgID0WmISI/AAAAAAAAIcs/hHBxEJ51BrM/s72-c/three+plains+orcs.png" height="72" width="72" /><thr:total>5</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/updated-three-plains-rulebook.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-6157125303595597573</guid><pubDate>Wed, 18 Jan 2012 12:25:00 +0000</pubDate><atom:updated>2012-01-19T09:31:26.371+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">varia</category><title>Fight against SOPA and PIPA!</title><description>&lt;center&gt;&lt;iframe src="http://player.vimeo.com/video/31100268?byline=0&amp;amp;portrait=0" width="560" height="315" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/center&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-6157125303595597573?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/z-Vi2h5r3gg" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/z-Vi2h5r3gg/fight-against-sopa-and-pipa.html</link><author>noreply@blogger.com (gnome)</author><thr:total>0</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/fight-against-sopa-and-pipa.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-3856102586971519835</guid><pubDate>Tue, 17 Jan 2012 10:34:00 +0000</pubDate><atom:updated>2012-01-17T12:49:50.870+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Review</category><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>The Book of Unwritten Tales Review</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-qlfnmTN1vCk/TwraHrkDoqI/AAAAAAAAIYQ/Tn7R7su0Ezg/s1600/book+of+unwritten+tales.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-qlfnmTN1vCk/TwraHrkDoqI/AAAAAAAAIYQ/Tn7R7su0Ezg/s1600/book+of+unwritten+tales.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
It's been quite some time since I last played an adventure game that took me over 15 hours to finish, and, admittedly, that was an (apparently undisclosed) offering released over 10 years ago. Seems that expansive point and clickers are so &lt;i&gt;passé&lt;/i&gt; these days... Shockingly and quite unexpectedly then, &lt;b&gt;The Book of Unwritten Tales&lt;/b&gt; entertained me for quite a bit more than that, while remaining a brand new game. A rare kind of brand new adventure game actually: the epic kind!&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Then again, everything epic isn't by definition a great idea. Epic can easily turn into dull, though that definitely is not the case with &lt;i&gt;The Book of Unwritten Tales&lt;/i&gt;. I already mentioned it entertained me, didn't I? It is after all such a varied, engaging, wisely paced and well-crafted game that it never feels padded, tedious or boring and will, as soon as you finish it, leave a big gaping, err, gap in your psyche in a way only, well, epic, fantasy novels and a rare few games manage. Thankfully, said gap is easy to heal, but you get the point.&lt;/div&gt;
&lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-gJmyuPue3AY/TxVCWaZltNI/AAAAAAAAIbw/GjTN1qbtv_s/s1600/bout+gremlin+hut.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-gJmyuPue3AY/TxVCWaZltNI/AAAAAAAAIbw/GjTN1qbtv_s/s1600/bout+gremlin+hut.png" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Never though that gremlin scholars lived in such rustic places...&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style="text-align: justify;"&gt;
We are not talking Tolkien, Martin and Moorcock here, we are talking Terry Pratchett. We are talking light-hearted fantasy with more than a few humorous touches, that is neither satire nor farce.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;The Book of Unwritten Tales&lt;/i&gt;, you see, is set in a more or less proper fantasy world. There are mages, there are trolls, there are gnomes (yay!), there are knights and castles, there are undead, there are hidden&amp;nbsp;artifacts, there are heroes, there are elves, there are dragons and there's a battle between good and evil going on. On the other hand, everything feels like it's taking place in some sort of tongue-in-cheek version of a standard MMORPG setting. The gnomes' machines never seem to properly work, the orcs are organizing battles in order to support their weapons industry, mystical rings are trusted to little creatures, dragons get fearsome with the help of manuals and Death himself is despairing over the genre's lack of dead bodies.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Intrigued? Well, you really should be, as &lt;i&gt;King Art&lt;/i&gt; (the game's developers) have nailed both the setting and the writing. Even better, they have nailed the humour and have created an atmosphere not wholly dissimilar to the one prevalent in &lt;i&gt;Monkey Island 2&lt;/i&gt;. &lt;i&gt;The Book of Unwritten Tales&lt;/i&gt; (hence BoUT; sorry, can't be bothered otherwise) can be both (moderately) dark and hilariously funny. And that scene with the forgotten mummy has easily squeezed itself into my funniest gaming moments ever; it's that good, it is, but not as funny as a certain later segment in the game where a&amp;nbsp;gibberish-talking yet oddly playable character tries to provide with descriptions using only noises and gestures.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;BoUT&lt;/i&gt;, as you may have already guessed, does provide with more than one playable characters; it provides with four. There's a young gnome that craves for magic, a slightly&amp;nbsp;under-dressed&amp;nbsp;elf, a Han Solo inspired rogue and his blobby sidekick. Each one has different abilities and is&amp;nbsp;utilized for solving different kinds of puzzles.&amp;nbsp;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Speaking of puzzles, they are generally easy, brilliantly integrated in the plot and quite varied, as they do let gamers mix potions, talk their way out of situations, combine items, solve mechanical problems and even navigate maps based on vague and ancient writings. Admittedly a few of them (only a couple I believe) are not particularly well designed, but I do suppose that coming up with dozens of puzzles and expecting each and every one to be brilliant is simply impossible. Even &lt;i&gt;Gabriel Knight 3&lt;/i&gt; and &lt;i&gt;Grim Fandango&lt;/i&gt; had their moments of pointless frustration...&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Then again, for every minor flaw one might discover, there's at least one beautiful (and very dynamic) background, one brilliantly voiced character, one original puzzle or, at least, one smart joke to set things right. &lt;i&gt;BoUT &lt;/i&gt;is, tiny problems aside, destined to become classic.&lt;/div&gt;
&lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-EqI4vhKy5vQ/TxVFh-EJqMI/AAAAAAAAIb4/-Kn0kBsSZpI/s1600/bout+ivo+critter.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-EqI4vhKy5vQ/TxVFh-EJqMI/AAAAAAAAIb4/-Kn0kBsSZpI/s1600/bout+ivo+critter.png" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;There's something for everyone. And I do mean &lt;i&gt;everyone&lt;/i&gt;.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;b&gt;Verdict&lt;/b&gt;: A fantastic, stunning, humorous, fantasy adventure for people that can appreciate humour. Grab it now (&lt;a href="http://bout.kingart-games.com/#"&gt;here&lt;/a&gt;) or -at the very least- try its &lt;a href="http://bout.kingart-games.com/demo_download.html"&gt;demo&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2012/01/quest-in-space-with-space-quest.html"&gt;Quest in Space with Space Quest&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/10/blackwell-deception-review.html"&gt;The Blackwell Deception review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/08/book-of-living-magic-reviewed.html"&gt;The Book of Living Magic&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/06/book-review-guide-to-classic-graphic.html"&gt;The Guide to Classic Graphic Adventures&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-3856102586971519835?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/T_kzaLjFHzk" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/T_kzaLjFHzk/book-of-unwritten-tales-review.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-qlfnmTN1vCk/TwraHrkDoqI/AAAAAAAAIYQ/Tn7R7su0Ezg/s72-c/book+of+unwritten+tales.png" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/book-of-unwritten-tales-review.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-8944988772019859229</guid><pubDate>Mon, 16 Jan 2012 08:11:00 +0000</pubDate><atom:updated>2012-01-21T10:02:00.719+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>The Blackwell Quadrilogy Steam Giveaway</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-_kOr_2sSgXc/TxPVxRZpSgI/AAAAAAAAIa4/9a9GfhZaekA/s1600/blackwell+series.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-_kOr_2sSgXc/TxPVxRZpSgI/AAAAAAAAIa4/9a9GfhZaekA/s1600/blackwell+series.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Those excellent, ghost-featuring, New York based and sharply written adventures I have deeply loved (and warmly reviewed), the &lt;b&gt;Blackwell &lt;/b&gt;games, have finally gotten their place on &lt;b&gt;Steam&lt;/b&gt;. You can joyfully either grab each of &lt;a href="http://store.steampowered.com/app/80330"&gt;Blackwell Legacy&lt;/a&gt;, &lt;a href="http://store.steampowered.com/app/80340"&gt;Blackwell Unbound&lt;/a&gt;, &lt;a href="http://store.steampowered.com/app/80350"&gt;Blackwell Convergence&lt;/a&gt; and &lt;a href="http://store.steampowered.com/app/80360"&gt;Blackwell Deception&lt;/a&gt; on its own, or get the handily discounted &lt;a href="http://store.steampowered.com/sub/13237/"&gt;Blackwell Bundle&lt;/a&gt;&amp;nbsp;direct from the biggest gaming portal ever conceived. What's more, there's a further 25% discount both for the bundle and the individual games, provided you buy them within the week.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Now, just in case my precious reader hasn't fully overcome that ominous amnesia (and for the off chance someone else might be reading this), let me just briefly describe those &lt;i&gt;Blackwell &lt;/i&gt;games, by mentioning that they are indeed indie point-and-click adventures, sporting lovely retro-esque graphics, full voice-overs, brilliant puzzles, quality writing, a lovely setting and multiple playable characters, one of which happens to be a ghost. As I've actually reviewed them all, here are the links that will further enlighten you: &lt;a href="http://www.gnomeslair.com/2010/09/blackwell-legacy-review.html"&gt;Blackwell Legacy&lt;/a&gt;, &lt;a href="http://www.gnomeslair.com/2010/10/blackwell-unbound-review.html"&gt;Blackwell Unbound&lt;/a&gt;, &lt;a href="http://www.gnomeslair.com/2010/10/blackwell-convergence-review.html"&gt;Blackwell Convergence&lt;/a&gt;, &lt;a href="http://www.gnomeslair.com/2011/10/blackwell-deception-review.html"&gt;Blackwell Deception&lt;/a&gt;.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Regarding the &lt;i&gt;Steam &lt;/i&gt;launch and besides the obvious advantages of having the games available there too, the good news is that the Blackwells now feature achievements, upgraded engines and, in the case of &lt;i&gt;Blackwell Legacy&lt;/i&gt;, a brand new &lt;i&gt;Five Years Later&lt;/i&gt; commentary track. Not so obviously but definitely very kindly people that have already bought the games can contact &lt;a href="http://www.wadjeteyegames.com/"&gt;Wadjet Eye Games&lt;/a&gt; for their free &lt;i&gt;Steam &lt;/i&gt;coupons.&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="389" src="http://www.youtube.com/embed/knpNvbbqCQE" width="530"&gt;&lt;/iframe&gt;&lt;/center&gt;&lt;br /&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Everyone else can enter this here gnomic &lt;b&gt;Blackwell competition&lt;/b&gt; for a chance to win all four games on &lt;i&gt;Steam&lt;/i&gt;. All you'll have to do is leave a comment on this post (preferably with some sort of contact information) and &lt;b&gt;win one of three complete Blackwell Bundles&lt;/b&gt;. You have till Friday the 20th of January 2012 to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;THE WINNERS&lt;/b&gt;: &lt;a href="http://steamcommunity.com/id/jerizo/"&gt;Jerizo&lt;/a&gt;, &lt;a href="https://twitter.com/#!/haggisnl"&gt;Jan Jacob Mekes&lt;/a&gt; and &lt;a href="http://www.blogger.com/profile/14451258988873614736"&gt;Paul&lt;/a&gt;. Please do contact me for your codes. And congratulations!&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2012/01/oneiric-jonas-kyratzes-interview.html"&gt;The oneiric Jonas Kyratzes interview&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/03/gemini-rue-noir-review.html"&gt;Gemini Rue - a noir review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/egress-test-of-sts-417.html"&gt;Egress: The Test of STS-417&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/09/dream-machine-chapters-1-2-review.html"&gt;The Dream Machine (Ch. 1 &amp;amp; 2) review&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-8944988772019859229?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/NiY5jv0P0PY" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/NiY5jv0P0PY/blackwell-quadrilogy-steam-giveaway.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-_kOr_2sSgXc/TxPVxRZpSgI/AAAAAAAAIa4/9a9GfhZaekA/s72-c/blackwell+series.png" height="72" width="72" /><thr:total>31</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/blackwell-quadrilogy-steam-giveaway.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-938840850884578409</guid><pubDate>Sun, 15 Jan 2012 09:22:00 +0000</pubDate><atom:updated>2012-01-15T11:22:40.881+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>^_^ or Lazing on a Sunday Afternoon</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/--dHMLxocgGo/TxKaOITVLUI/AAAAAAAAIag/qyBKEBZ6-qQ/s1600/%255E_%255E.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/--dHMLxocgGo/TxKaOITVLUI/AAAAAAAAIag/qyBKEBZ6-qQ/s1600/%255E_%255E.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Why spend a night at the opera or&amp;nbsp;spend&amp;nbsp;yourself away on a day at the races when you can always stay home and play the latest freeware game by indie adventure maestro &lt;a href="http://ben304.blogspot.com/"&gt;Ben Chandler&lt;/a&gt;? Why not simply be a good reader and download and enjoy the brilliantly surreal &lt;b&gt;^_^ &lt;/b&gt;in a flash? It's a delightfully odd take on werebunnies, vampires, turntables and witches, you know. One actually sporting excellent graphics, excellent animations and excellently loud humour. Oh, and the game isn't a walk in the park either. You be lazing with it for the better part of your Sunday afternoon before getting to them deeply postmodern credits. Download ^_^ &lt;b&gt;&lt;a href="http://www.bigbluecup.com/games.php?action=detail&amp;amp;id=1524"&gt;here&lt;/a&gt;&lt;/b&gt;&amp;nbsp;and ignore all those silly &lt;i&gt;Queen &lt;/i&gt;references please.&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-938840850884578409?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/Ev2ucnUs42A" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/Ev2ucnUs42A/or-lazing-on-sunday-afternoon.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/--dHMLxocgGo/TxKaOITVLUI/AAAAAAAAIag/qyBKEBZ6-qQ/s72-c/%255E_%255E.png" height="72" width="72" /><thr:total>11</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/or-lazing-on-sunday-afternoon.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-8957687837108175009</guid><pubDate>Wed, 11 Jan 2012 11:51:00 +0000</pubDate><atom:updated>2012-01-11T13:51:04.225+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Retro</category><category domain="http://www.blogger.com/atom/ns#">Retro gaming</category><category domain="http://www.blogger.com/atom/ns#">EyeGameCandy</category><title>Eye^Game^Candy: Little Computer People</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-PAtHQoMfbWw/Tw12QsvLlwI/AAAAAAAAIZg/VyunIUiEJZ8/s1600/little+computer+people+c64+cover.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-PAtHQoMfbWw/Tw12QsvLlwI/AAAAAAAAIZg/VyunIUiEJZ8/s1600/little+computer+people+c64+cover.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-zdLiK2DmR7Q/Tw12RwTWOeI/AAAAAAAAIZo/PtSLRMUnySA/s1600/little+computer+people+c64+loading+screen.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-zdLiK2DmR7Q/Tw12RwTWOeI/AAAAAAAAIZo/PtSLRMUnySA/s1600/little+computer+people+c64+loading+screen.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-0p_H2L2ISmY/Tw12SzwgxkI/AAAAAAAAIZw/zkKr5TcTIos/s1600/little+computer+people+c64+screenshot.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-0p_H2L2ISmY/Tw12SzwgxkI/AAAAAAAAIZw/zkKr5TcTIos/s1600/little+computer+people+c64+screenshot.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
It might have inspired &lt;i&gt;The Sims&lt;/i&gt; and that happily forgotten &lt;i&gt;Tamagotchi &lt;/i&gt;craze, but David Crane's &lt;b&gt;Little Computer People&lt;/b&gt; was far from a commercial success back in 1985. Surely the&amp;nbsp;atrocious cover art couldn't have helped much... The game itself though remains fresh, unique, innovative, pretty brilliant and beautiful in a way only those chunky &lt;i&gt;Commodore 64&lt;/i&gt; games can be. And did you know that its complete title is &lt;i&gt;Little Computer People Discovery Kit &lt;/i&gt;and that it was also known as &lt;i&gt;House-on-a-Disk&lt;/i&gt;? Oh, I see...&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-8957687837108175009?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/iWhNa9gyfIc" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/iWhNa9gyfIc/eyegamecandy-little-computer-people.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-PAtHQoMfbWw/Tw12QsvLlwI/AAAAAAAAIZg/VyunIUiEJZ8/s72-c/little+computer+people+c64+cover.png" height="72" width="72" /><thr:total>14</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/eyegamecandy-little-computer-people.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-5531472419745165598</guid><pubDate>Tue, 10 Jan 2012 13:33:00 +0000</pubDate><atom:updated>2012-01-10T15:33:28.626+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Retro</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>Quest in Space with Space Quest</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-QcHHMc00eq0/Tww1VkWoOVI/AAAAAAAAIYw/rlidOMHCG5o/s1600/Space+Quest.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-QcHHMc00eq0/Tww1VkWoOVI/AAAAAAAAIYw/rlidOMHCG5o/s1600/Space+Quest.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Sierra &lt;/i&gt;is no more. Mark Crowe and Scott Murphy, the venerable &lt;i&gt;Two Guys from Andromeda&lt;/i&gt;, haven't designed an adventure game since the previous millenium, yet &lt;b&gt;Space Quest&lt;/b&gt; oddly refuses to simply lie down and die. It has instead gotten itself numerous &lt;a href="http://spacequest.wikia.com/wiki/Fan_Main_Page"&gt;fan&amp;nbsp;contributions&lt;/a&gt;,&amp;nbsp;maintains a healthy community, has gotten an almost decent &lt;a href="http://store.steampowered.com/app/10110"&gt;re-release&lt;/a&gt;, lives happily on &lt;a href="http://www.gog.com/en/gamecard/space_quest_4_5_6"&gt;gog.com&lt;/a&gt; and, well, generally keeps on being loved and cared for.&lt;/div&gt;
&lt;div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;div style="text-align: justify;"&gt;
Why? Simple really. &lt;i&gt;Space Quest&lt;/i&gt; remains the funniest,&amp;nbsp;most historically important and best designed comedy sci-fi adventure series ever. A series that helped evolve the genre, while featuring some of the weirdest characters, puzzles and settings imaginable. A series sporting the best known janitor in the history of science fiction: Roger Wilco.&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;div style="text-align: justify;"&gt;
Said Roger has happily embarked on two brand new adventures, or, to be precise, a new and a revamped old one. This being a most old fashioned blog though, I guess we'd better start with the old one first, shall we reader? Of course we shall, for I am indeed referring to the shiny, new and very freeware remake of &lt;b&gt;&lt;a href="http://www.infamous-adventures.com/sq2/index.php#"&gt;Space Quest II: Vohaul's Revenge&lt;/a&gt;&lt;/b&gt; by &lt;a href="http://www.infamous-adventures.com/home/"&gt;Infamous Adventures&lt;/a&gt;. It's a more or less straightforward remake of the original classic, but with a brand new point-and-click interface, shiny SVGA graphics, a full voice-over and a few other tiny but welcome changes. The puzzles remain as fiendish as ever and the&amp;nbsp;story is faithful to the 1987 release, meaning it once again involves those nefarious, cloned insurance salesmen.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-Dnx0Ep5XSns/Tww2AHxy9eI/AAAAAAAAIY4/Zm8UA5FWRzA/s1600/space+quest+ii+remake.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-Dnx0Ep5XSns/Tww2AHxy9eI/AAAAAAAAIY4/Zm8UA5FWRzA/s1600/space+quest+ii+remake.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
The other goodie of the day is &lt;b&gt;&lt;a href="http://www.sqvsb.com/"&gt;Space Quest: Vohaul Strikes Back&lt;/a&gt;&lt;/b&gt;. It is a fan sequel of sorts and the first full-length &lt;i&gt;Space Quest&lt;/i&gt; adventure in over a decade. It's also free to grab and, from what I've seen so far and besides the excellent visuals, plays really great. Here's the trailer:&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="309" src="http://www.youtube.com/embed/nwrdXfJzCIc" width="550"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2010/05/space-quest-retrospective-janitors-epic.html"&gt;A gnomic Space Quest retrospective&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/12/remembering-willy-beamish.html"&gt;Remembering Willy Beamish&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/10/blackwell-deception-review.html"&gt;The Blackwell Deception Review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2007/08/space-quest-iv-roger-wilco-and-time.html"&gt;Space Quest IV retro review&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-5531472419745165598?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/5dssdh6Bi3g" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/5dssdh6Bi3g/quest-in-space-with-space-quest.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-QcHHMc00eq0/Tww1VkWoOVI/AAAAAAAAIYw/rlidOMHCG5o/s72-c/Space+Quest.png" height="72" width="72" /><thr:total>8</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/quest-in-space-with-space-quest.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-2269812976808608755</guid><pubDate>Mon, 09 Jan 2012 08:41:00 +0000</pubDate><atom:updated>2012-01-09T10:41:36.044+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><category domain="http://www.blogger.com/atom/ns#">Magazine</category><title>Two wholesome issues of Adventure Lantern</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-vVgWW_DULvc/TwqnrtUQdlI/AAAAAAAAIXw/E9-u5f7X0DA/s1600/al+12.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-vVgWW_DULvc/TwqnrtUQdlI/AAAAAAAAIXw/E9-u5f7X0DA/s1600/al+12.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
As this past month has been quite odd, I didn't get the chance to let you know that &lt;b&gt;&lt;a href="http://www.adventurelantern.com/"&gt;Adventure Lantern&lt;/a&gt;&lt;/b&gt;, the only adventure gaming focused PDF magazine around, has managed and published two whole issues of itself. Sadly (and once again) without any help by me, but I sincerely hope this will soon change. Anyway. Head over to the magazine's site and download both of them for some excellent reviews including those of &lt;i&gt;The Dig&lt;/i&gt;, &lt;i&gt;Salambo&lt;/i&gt;, &lt;i&gt;Murder in the Abbey&lt;/i&gt; and &lt;i&gt;The Book of Unwritten Tales&lt;/i&gt;. The mag is of course free to grab.&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-2269812976808608755?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/w6C5CU92jOA" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/w6C5CU92jOA/two-wholesome-issues-of-adventure.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-vVgWW_DULvc/TwqnrtUQdlI/AAAAAAAAIXw/E9-u5f7X0DA/s72-c/al+12.png" height="72" width="72" /><thr:total>8</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/two-wholesome-issues-of-adventure.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-6735457611156202243</guid><pubDate>Thu, 05 Jan 2012 13:11:00 +0000</pubDate><atom:updated>2012-01-05T15:11:26.038+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Ludology</category><category domain="http://www.blogger.com/atom/ns#">Interviews</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>The Oneiric Jonas Kyratzes Interview</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;Jonas Kyratzes&lt;/b&gt;, a creator this very &lt;i&gt;Lair &lt;/i&gt;can't help but honestly and deeply admire, has already given us an eclectic selection of excellent games (think &lt;a href="http://www.jonas-kyratzes.net/games/phenomenon-32/"&gt;Phenomenon 32&lt;/a&gt;, &lt;a href="http://www.jonas-kyratzes.net/games/the-book-of-living-magic/"&gt;The Book of Living Magic&lt;/a&gt; and &lt;a href="http://www.jonas-kyratzes.net/games/alphaland/"&gt;Alphaland&lt;/a&gt;), some wonderful &lt;a href="http://www.jonas-kyratzes.net/writing/the-oneiropolis-compendium/"&gt;stories&lt;/a&gt;, quite a few &lt;a href="http://www.jonas-kyratzes.net/writing/"&gt;insightful looks&lt;/a&gt; into the world of digital gaming, a &lt;a href="http://studios.amazon.com/scripts/8448"&gt;screenplay&lt;/a&gt; and even a number of &lt;a href="http://www.jonas-kyratzes.net/film/"&gt;short movies&lt;/a&gt;. Now, he's also provided us with this most interesting of interviews:&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-8BjhIxJNZSc/TwV8KoHQ-xI/AAAAAAAAIW0/ng6kD_VUlGA/s1600/Jonas.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-8BjhIxJNZSc/TwV8KoHQ-xI/AAAAAAAAIW0/ng6kD_VUlGA/s1600/Jonas.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Though I'm pretty sure the vast majority of &lt;i&gt;Gnome's Lair&lt;/i&gt; readers (all one of them) are familiar with you and your work, would you mind providing us with your explanation of who you are?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
My name is Jonas Kyratzes, and I... well, I do all sorts of stuff. Mostly I'm known for my games, such as &lt;a href="http://www.jonas-kyratzes.net/games/the-infinite-ocean/"&gt;The Infinite Ocean&lt;/a&gt; and &lt;a href="http://www.jonas-kyratzes.net/games/the-book-of-living-magic/"&gt;The Book of Living Magic&lt;/a&gt;. I'm part German, part Greek, and grew up in Thessaloniki, Greece. At the moment I live in Frankfurt, Germany with my wife and frequent collaborator,&amp;nbsp;&lt;a href="http://verena-kyratzes.net/"&gt;Verena&lt;/a&gt;.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;And why are you designing and creating games?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Because I love games! I love the medium and the enormous variety of experiences it can deliver. Because ideas for games come to me, and because I feel that certain types of games that I love aren't really being made much. And because I'm driven and obsessive and can't stop.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;But why aren't you only designing and creating games? What's with the literature and films? What is this &lt;i&gt;Oneiropolis Compendium&lt;/i&gt;?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Above all, I've always thought of myself as a writer, and I think I've always known that writing would be a big part of my life, even when I was planning on becoming a marine biologist. (I never wanted to be an astronaut as a child, I thought it was too dangerous. But I was very much in favour of expanding the space program! Just not with me in it.) Now it is an essential part of my identity.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
There's a novel that I've been working on for nearly a decade now, an immensely complex thing that I think is going to be simply fantastic, but I haven't had the time required to finish it. If you look at my work you will notice that one common characteristic is interconnectivity - one of my mottos is "everything is connected." The connections between individual story elements serve to pull everything together, giving it a sense of reality; you don't necessarily remember every detail about the &lt;i&gt;Lands of Dream&lt;/i&gt;, but they feel like a place. Well, that novel is the ultimate expression of that idea: it's easy to read, but feels very real, and the more you dig the more connections you find. I think it's one of the best things I've ever done, and when the right people read it, they will experience something very powerful.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
...all of which is wonderful, but kind of pointless given that the novel is unfinished and I'm having trouble getting a single short story published. So there.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Verena and I do have a children's book coming out in Greece soon, though, which I think will be marvellous. That's something I'm greatly looking forward to.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
The &lt;a href="http://www.jonas-kyratzes.net/writing/the-oneiropolis-compendium/"&gt;Oneiropolis Compendium&lt;/a&gt; is a series of images and stories, presented as a sort of encyclopaedia of the &lt;i&gt;Lands of Dream&lt;/i&gt;. It's part donation drive, part art project: people can donate money, and in exchange get original framed drawings. Every donation creates a new entry in the &lt;i&gt;Compendium &lt;/i&gt;- a new image and a new story. It's been a fascinating process, because people can suggest themes for their images, but the themes are always interpreted in a way unique to the&lt;i&gt; Lands of Dream&lt;/i&gt;, and so we've been exploring quite a few different aspects of that world. It also keeps us from starving, which is nice.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I'd do it all for free if I could, but unfortunately the economic reality does not allow that.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-53hvTI50DvM/TwWW0Sx2VaI/AAAAAAAAIXA/PblXHQMPTd8/s1600/Oneiropolis+Compendium.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-53hvTI50DvM/TwWW0Sx2VaI/AAAAAAAAIXA/PblXHQMPTd8/s1600/Oneiropolis+Compendium.png" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;The wonders of the &lt;i&gt;Compendium &lt;/i&gt;are many...&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;You have already based two games in the &lt;i&gt;Lands of Dream&lt;/i&gt; and are apparently working on a new one and even a book. How did you come up with the setting?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I don't know. I mean, the influence of H. P. Lovecraft and Lord Dunsany is obviously there, but I have no specific memory of coming up with the &lt;i&gt;Lands of Dream&lt;/i&gt;. I think it all grew naturally out of making &lt;a href="http://www.jonas-kyratzes.net/games/the-strange-and-somewhat-sinister-tale-of-the-house-at-desert-bridge/"&gt;The Strange and Somewhat Sinister Tale of the House at Desert Bridge&lt;/a&gt;. But I can tell you that I'm absolutely in love with that world.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
One day I will write a novel called &lt;i&gt;Oneiropolis&lt;/i&gt;, which will be the center of this tapestry of stories I'm weaving, and which will be quite unlike any other book you've read; I already know that writing it will be one of the greatest challenges and pleasures of my life, and I get excited just thinking about it. I hope I really will get the chance to do it, because I know that I'm not going to write a lot of books in my life, and this is going to be an incredibly important one for me.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Mind you, Verena's illustrations are simply amazing. Do you guys work together on capturing the games' and world's feel?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
It's never exactly the same: sometimes I come up with a story and Verena draws an image for it, sometimes Verena draws an image and I come up with a story for it. We always talk and exchange ideas; we influence each other, and the result always bears traces of both of us. It's an organic process, like having a child. That's why I felt that &lt;a href="http://www.jonas-kyratzes.net/games/the-book-of-living-magic/"&gt;The Book of Living Magic&lt;/a&gt; should be credited to both of us: I may have come up with the specifics of the story and the silly descriptions, but Verena's ideas are all over it.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Care to give us some hints regarding the next &lt;i&gt;Lands of Dream&lt;/i&gt; game?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
The one we're definitely making is &lt;i&gt;Ithaka of the Clouds&lt;/i&gt;, which will be the story of two gay trolls and their journey to the legendary city of the title. It's an adventure and a love story, partially inspired by the poetry of Constantine Cavafy, and it'll be huge (more than ten times the size of &lt;i&gt;The Book of Living Magic&lt;/i&gt;). Unfortunately it'll also take a very long time for us to finish.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
We're currently thinking about making another &lt;i&gt;Lands of Dream&lt;/i&gt; game before that, but I don't have any details yet.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Now, how about a comment on the popularity of such a unique and text heavy game as the &lt;i&gt;Book of Living Magic&lt;/i&gt;?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I think it shows that the common ideas about what's popular are not quite right. Sure, the game didn't get millions of plays. But a lot of people would have thought that the players on Flash portals like &lt;a href="http://www.kongregate.com/games/JonasKyratzes/the-book-of-living-magic"&gt;Kongregate &lt;/a&gt;would hate it, and instead it got a massive outpouring of love that for a while pushed it to the front page. Imagine what could have happened if it'd had some proper support and publicity.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I think a lot of what is said about what's popular is just self-fulfilling prophecy: if all you make available is dumb games, people will play dumb games. If you keep insisting only dumb games are good, people will start to think that it's true. Then every now and then they'll play something else, and be surprised that they like it.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I'm sure some people would say Interactive Fiction is dead. But look at Andrew Plotkin!&lt;/div&gt;
&lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-eD5MYaA58zY/TwWYnCQKIdI/AAAAAAAAIXM/Du_9JpWIDww/s1600/nexus+city.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-eD5MYaA58zY/TwWYnCQKIdI/AAAAAAAAIXM/Du_9JpWIDww/s1600/nexus+city.png" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Nexus City&lt;/i&gt; or when Terry Met Jonas.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Oh, and could you tell us a bit on that little something you are working on with Terry Cavanagh?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I don't quite know where to start. Think a JRPG set in an alternate-history Arizona, a western written by an Egyptian on peyote. Not that I take drugs (or even drink alcohol), but I don't think anyone's made a game like this before.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
And it's Terry fricking Cavanagh designing it, so you know it's going to be crazy and awesome. I have no idea when it will be finished - it's a big project and we both have much to do - but it sure as hell will be memorable.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;And what are you working on right now? I seem to have noticed something about a shmup and a certain tribe of communist space cats.&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I'm in the polishing stages of a game called &lt;i&gt;Traitor&lt;/i&gt;, which is a fairly straightforward shmup with a rather peculiar setting. Quite unlike any of my previous games, really - much less focused on story, in a way, much more typical of casual games, but hopefully interesting and subversive in its own way.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
When I'm done with that, I'm going back to &lt;i&gt;Catroidvania: Communist Space Cats of Venus&lt;/i&gt;. I'd gotten quite far with that before, but I'm going to make some radical changes to my previous concept to make it more fun and less convoluted. As the title suggests, it's a Metroidvania-style game set on Venus, where the &lt;i&gt;Communist Space Cats&lt;/i&gt; are rebelling against their evil oppressors, the &lt;i&gt;Capitalist Dogs of Uranus&lt;/i&gt;. It's a silly, cartoony sort of game, which will hopefully bring a grin to the faces of the 99%.&lt;/div&gt;
&lt;br /&gt;
&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-mbD9lqcw4Z0/TwWZcV0w27I/AAAAAAAAIXY/_si8a2NfOUE/s1600/communist+space+cats.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-mbD9lqcw4Z0/TwWZcV0w27I/AAAAAAAAIXY/_si8a2NfOUE/s1600/communist+space+cats.png" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Pigs and Dogs vs Communist Cats it is then.&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;How do you start designing a game? Do you first come up with a story? A mechanic? The visuals? Do you simply ask the cat?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I ask the cat, but she always ignores me or suggests I make a game about dismembering mice, so I'm forced to come up with my own ideas.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
It's a hard process to describe. Ideas don't come to me fully formed, but as... well, I'd say they come to me as cores. I get a central something, a vibe, a group of interlocking elements that define what the game is going to be, and then I build on that. The details are flexible, but the soul of the game is there from the beginning.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;How fares the cat?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Fine, fine. Except that I'm writing this on New Year's Eve, and she's starting to get freaked out by the fireworks. Soon she will probably start hiding under the table.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Something else I've been wondering about was the sheer variety of the games you've created. How can someone design everything from point-and-click adventures and interactive fiction to RPGs and platformers?&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I don't want to repeat myself. That's very important to me - I discard entire concepts because they feel too similar to something I've already done, or to something I'm planning to do. Verena thinks I overdo it sometimes, but I believe very strongly in this principle. It feels absolutely essential to me, to who I am and to my work.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I've sat here for a long time, trying to find a way of articulating how I feel. It's not easy, and I don't want to make it sound like I'm condemning everyone who works in a different way. But personally, when it comes to the things that I make, I want each and every one of them to be itself. The measure of success is not whether something is appreciated by the maximum amount of people, but how well it succeeds at being that which it sets out to be. That's what I find interesting, that's what I enjoy and seek out - in people as well as in art. And I think that it's easy to lose that if you don't work hard to be true to each game individually.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
There's another aspect - and this is where it gets painfully pretentious - that affects my choices, and that's my awareness of my work as a whole. I am very aware of the fact that time runs only in one direction, and the choices we make are permanent. Now we are in the world, but soon we will not be - soon everything we have done will be a whole, a completed story rather than one in progress. Whether we want to or not, whenever we create something, we are actually creating two things: the individual work, but also a part of the larger tapestry. Well, I want my tapestry to be quite mad, and to say in enormous letters: YOU CAN DO ALL THESE THINGS AND MANY MORE! NOW FUCK OFF.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Is there a common thread running along your creations?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
There are common themes: acts of creation, acts of defiance. History and our place in it, especially when it comes to war and oppression. The ways we divide ourselves against each other and trying to overcome that. And ducks. Ducks seem to crop up a lot.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;As most of your games have some subtle or not-so-subtle political references, well, do you feel that gaming could work as a tool to engage people with things that matter?&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
If it's used as a tool, not very well - that's just propaganda, and propaganda is boring. If art is a tool for politics, that means that politics are extraneous to art (just as with "art games"). But I don't think politics are extraneous to art! In fact, I think the opposite is true. Art needs to have teeth, to be connected to the real world. It's those artists who see themselves as floating above normal people, as being outside history and writing only about timeless matters, who are the ones that produce ephemeral shit that doesn't last.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Artists have a responsibility. A lot of them don't like it. But being an adult is all about recognizing that you have responsibilities that you didn't choose; that you are part of something, part of civilization and society, part of humankind. The desire to pretend you are beyond that is as childish as the libertarian fantasy that your actions are not dependent on those of other people.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Any comments on the &lt;i&gt;Wikileaks Stories&lt;/i&gt; initiative?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
It was an interesting attempt, and one that was certainly worth making. Was it a success? I wouldn't say so. Could we have done something different? Maybe. I think its real failure came because it didn't get enough support from the indie scene or from so-called "alternative" groups (we got more attention from the mainstream media, for God's sake!). I guess &lt;i&gt;Games For Change&lt;/i&gt; aren't quite so comfortable when Democrats are questioned, and the indie scene is still a lot more infantile than it would like to let on.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Those may be harsh words, but harsh words are necessary when freedom of speech is being carefully dismantled and artists fail to speak out. People only realize that when it's already too late.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;On to something completely different then. Are you optimistic when it comes to the future of mankind? Any insights? Some advice perhaps?&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I go back and forth on that. On the one hand you've got clear signs of a population waking up: &lt;i&gt;Occupy Wall Street&lt;/i&gt; and the &lt;i&gt;Arab Spring&lt;/i&gt; show that not everyone is willing to surrender. But again and again I am left flabbergasted by the degree to which people have internalized the propaganda of capitalism, supporting the very people who exploit them and vilifying anyone who wants to inject the slightest bit of reason into the political situation. How do you argue with someone who thinks the United States are a socialist country?&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
The truth is that governments are getting more and more extreme, giving themselves the right to abduct, murder and torture at will and enforcing economic decisions that enrich a tiny minority while plunging the rest into poverty. There is not the slightest concern for democracy, human rights, or even system stability. And entirely too many people are still willing to go along with this, to blame scapegoats or even themselves. Some even relish finally having someone to hate again - be it Muslims or Turkish people or Greeks.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I don't know. There's hope, but only if people act, and act strongly. You can't gently nudge these governments into a better direction. You can't vote for a reasonable Democrat or a compassionate Conservative - it's nonsense, they're all going to continue the same policies. The only answer lies in genuine democratic processes and fundamental economic changes. And those can only be achieved by fighting for them.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Finally, what should we expect from you in the following couple or so of years?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
That's hard to predict. It depends on what takes off. If I had any choice in the matter, I'd like to focus on writing screenplays and books, but for now games seem to be the main thing. Depending on how the next few months go - &lt;i&gt;Traitor&lt;/i&gt;, &lt;i&gt;Catroidvania&lt;/i&gt;, the children's book - the situation could evolve in all sorts of directions. We'll see.&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/cryptozookeeper-interview.html"&gt;The Cryptozookeeper Interview&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/08/book-of-living-magic-reviewed.html"&gt;The Book of Living Magic (Reviewed?)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/zenobi-presents-behind-closed-doors-5.html"&gt;Behind Closed Doors 5&lt;/a&gt;&amp;nbsp;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/05/alphaland-prequel-of-beta.html"&gt;Alphaland: The Prequel of a BETA&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-6735457611156202243?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/yxjQNJP8dug" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/yxjQNJP8dug/oneiric-jonas-kyratzes-interview.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-8BjhIxJNZSc/TwV8KoHQ-xI/AAAAAAAAIW0/ng6kD_VUlGA/s72-c/Jonas.png" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/oneiric-jonas-kyratzes-interview.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-7841237573897928263</guid><pubDate>Wed, 04 Jan 2012 15:16:00 +0000</pubDate><atom:updated>2012-01-04T17:16:51.286+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Creative</category><title>Happy New Year and some Gnomic Plans</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-Wj_B4X2e8mM/TwRrsWE72gI/AAAAAAAAIWQ/XMLLLY3TlPE/s1600/kandinsky.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-Wj_B4X2e8mM/TwRrsWE72gI/AAAAAAAAIWQ/XMLLLY3TlPE/s1600/kandinsky.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Well, belated as is this might sound, happy 2012 reader! I know I should have wished you all the best a bit earlier, but things here were far from calm. Actually they still are pretty stressful, but I do hope that everything will turn out okay. Preferably before the end of this very month.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Anyway, on to some gnomic news and plans then, for if things go decently, I do hope that 2012 will be a most creative year indeed. First of all, I've been working on some new content for this very blog, that -among other stuff- will include an interview I've been wanting to do for ages, new kinds of content, quite a few reviews, some game design focused articles and a ton of old, freeware and indie games.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Moving on, I have to admit that I've started work on at least two very exciting adventure game related projects, but I really can't say much more just now. Should everything go according to plan, you'll be able to find out more about them before March. Should, now, everything go better than planned, then, well, you'll be simply blown away! Or so I hope.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
What's more, I've also been working on a variety of gaming projects and ideas. Then again, as the past has obviously proven, simultaneously working on all sorts of things is not the best of ideas. I've thus come up with a properly cunning plan: I'll focus on less stuff. This means that I'll try and only work on that big, commercial game I've subtly mentioned before, a new &lt;i&gt;Manic Miner&lt;/i&gt; inspired &lt;i&gt;VVVVVV &lt;/i&gt;level that might be a bit like a remake and a short text-based political game. If I actually manage to finish those two last projects, I'll go on and finally release that ever-changing &lt;i&gt;Wikileaks Stories&lt;/i&gt; piece of interactive fiction and even design a short adventure game.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Mind you, &lt;i&gt;Gnome's Lair&lt;/i&gt; will very soon be turning six years old...&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-7841237573897928263?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/4E-SqHh0164" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/4E-SqHh0164/happy-new-year-and-some-gnomic-plans.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-Wj_B4X2e8mM/TwRrsWE72gI/AAAAAAAAIWQ/XMLLLY3TlPE/s72-c/kandinsky.png" height="72" width="72" /><thr:total>5</thr:total><feedburner:origLink>http://www.gnomeslair.com/2012/01/happy-new-year-and-some-gnomic-plans.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-8650275214759689839</guid><pubDate>Wed, 21 Dec 2011 15:07:00 +0000</pubDate><atom:updated>2011-12-21T17:47:55.528+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><title>A Bagfull of Wrong for Free!</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-6M-KaZdtRfg/TvH4dd6eYiI/AAAAAAAAIUc/4wzX6g4Z1OQ/s1600/squidmas.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-6M-KaZdtRfg/TvH4dd6eYiI/AAAAAAAAIUc/4wzX6g4Z1OQ/s1600/squidmas.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Wishing everyone a kind and touching &lt;i&gt;Merry Squidmas&lt;/i&gt; the brilliant game developing mind responsible for the &lt;b&gt;Bagfull of Wrong&lt;/b&gt; collection of indie games&amp;nbsp;and firm &lt;i&gt;Gnome's Lair&lt;/i&gt; favourite Rob Fearon, has decided to let everyone grab his lovely games for free. Just follow this link to the &lt;b&gt;&lt;a href="http://bagfullofwrong.co.uk/bagfullofwords/2011/12/merry-squidmas-everyone/"&gt;&lt;span id="goog_1357556659"&gt;&lt;/span&gt;Bagfull of Wrong&lt;span id="goog_1357556660"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/b&gt; and grab some of the best arena shooters ever accompanied by a fantastically weird take on &lt;i&gt;Pac-Man&lt;/i&gt; (only with pretty colours). And do remember that donating something might just be the kind thing to do. You only have till Boxing Day (whenever that one might be).&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-8650275214759689839?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/zxki3-2QsMQ" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/zxki3-2QsMQ/bagfull-of-wrong-for-free.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-6M-KaZdtRfg/TvH4dd6eYiI/AAAAAAAAIUc/4wzX6g4Z1OQ/s72-c/squidmas.png" height="72" width="72" /><thr:total>11</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/12/bagfull-of-wrong-for-free.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-7289175800068209872</guid><pubDate>Tue, 20 Dec 2011 13:36:00 +0000</pubDate><atom:updated>2011-12-20T15:36:48.444+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Retro</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Retro gaming</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>Remembering Willy Beamish</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-kMryy0oaZO4/TvBi7S7BSrI/AAAAAAAAITU/zaXHMXT4fpc/s1600/Adventures+of+Willy+Beamish.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-kMryy0oaZO4/TvBi7S7BSrI/AAAAAAAAITU/zaXHMXT4fpc/s1600/Adventures+of+Willy+Beamish.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
From all the games I have ever played, there is only one I have firmly associated with Christmas and the whole wintery festive period (I sadly don't seem to particularly care for this one much anymore, what&amp;nbsp;with me being an apparently empty/logical shell of a gnome and all). Said game is none other than &lt;b&gt;The Adventures of Willy Beamish&lt;/b&gt;; a game designed by Jeff Tunnell, developed by &lt;i&gt;Dynamix &lt;/i&gt;and published by &lt;i&gt;Sierra &lt;/i&gt;back in the too distant sounding 1991. A game I was reading about in every gaming mag of the era, an expensive VGA offering in a big box, and a most excellent Xmas present by my parents.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I distinctly remember being incredibly excited about it, yet somehow &lt;i&gt;carefully &lt;/i&gt;opening its box to discover a ton of 5.25" disks, one of the best manuals ever designed, a &lt;i&gt;Sierra &lt;/i&gt;catalog, some feelies of sorts and those amazing, colourful &lt;i&gt;Willy Beamish&lt;/i&gt; stickers that ended up on my room's door. I also remember waiting impatiently for what felt like ages for the game to install itself on my 40MB hard-drive and playing it for hours to the sounds of an old &lt;i&gt;Platters &lt;/i&gt;LP. Hmm, this must be why I also associate this kind of music with the holiday season and, apparently, why I was listening to 50s music while photographing my dearest of all game boxes:&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-012jprpqyaY/TvBlAXr0a1I/AAAAAAAAITc/cS6kQ7mtPIE/s1600/Willy+Beamish+Box+Manual.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-012jprpqyaY/TvBlAXr0a1I/AAAAAAAAITc/cS6kQ7mtPIE/s1600/Willy+Beamish+Box+Manual.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
Interestingly though, I have never played the game since finally beating it later in 1992, admittedly with the help of a learned, yet younger, friend who I am sure must have gotten his hands on some sort of rare at the times walkthrough. But, why haven't I played it again after all those years, then? Why have I abstained from its many charms? Well, truth is, I somehow feel I might just spoil its memory and have decided to only periodically re-read the manual. Besides, I do actually remember &lt;i&gt;Willy Beamish&lt;/i&gt; pretty vividly.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I remember its fantastic &lt;i&gt;Dragon's Lair&lt;/i&gt;-esque graphics; they were the first of their sort in a point-and-click adventure. I remember the stunning animations and (low-res, I'm afraid) cartoon quality&amp;nbsp;cut-scenes. I remember the way it showcased the capabilities of my very first PC soundcard. I remember how the story of a nine year old boy trying to competitively play video games while avoiding parental troubles and getting the girl, somehow turned into a ghost infested attempt at foiling an evil corporation. I remember getting sent off to military school and dying a dozen lushly animated deaths. I remember cajoling my in-game parents and entering my frog into competitions. I remember exploring the sanitised darkness of 90s American suburbia and being both shocked and delighted. I remember enjoying the subtle humour. I remember getting hopelessly stuck, but, above all, I warmly remember loving it.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-p4I73RQtYDU/TvBmB7ca-II/AAAAAAAAITk/_I38YI9ekaE/s1600/Willy+Beamish+Dynamix.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-p4I73RQtYDU/TvBmB7ca-II/AAAAAAAAITk/_I38YI9ekaE/s1600/Willy+Beamish+Dynamix.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
I also remember things I didn't quite notice back then. I remember that &lt;i&gt;Willy Beamish&lt;/i&gt; sported an incredibly simple (or &lt;i&gt;elegant&lt;/i&gt; if you prefer) interface, one of the first ones to feature a smart cursor, yet remaining incredibly difficult. I remember the dead ends and pointlessly punishing arcade sequences too. And the fact that the trouble-meter was a very smart way of letting players know whether they were on the right track.&lt;br /&gt;
&lt;br /&gt;
Then again, that's enough with my memories. Anyone else care to reminiscent on the festive joys of gaming? Well, that's what comments are for I suppose.&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/03/kings-quest-iii-redux-review.html"&gt;King's Quest III Redux - the review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/05/scummvm-classic-adventure-appreciation.html"&gt;The ScummVM classic adventure appreciation tool&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/07/eyegamecandy-bat.html"&gt;Eye^Game^Candy: B.A.T.&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/09/dream-machine-chapters-1-2-review.html"&gt;The amazing Dream Machine&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-7289175800068209872?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/FcUFmgjAOAM" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/FcUFmgjAOAM/remembering-willy-beamish.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-kMryy0oaZO4/TvBi7S7BSrI/AAAAAAAAITU/zaXHMXT4fpc/s72-c/Adventures+of+Willy+Beamish.png" height="72" width="72" /><thr:total>9</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/12/remembering-willy-beamish.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-8354800761469637846</guid><pubDate>Sat, 17 Dec 2011 10:36:00 +0000</pubDate><atom:updated>2011-12-17T12:36:09.079+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><title>Let Oíche Mhaith gently disturb you</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-sxFIbFotkCc/TuxvrxS7wBI/AAAAAAAAISI/pSPWhHv2rok/s1600/Disturbing+Gaming.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-sxFIbFotkCc/TuxvrxS7wBI/AAAAAAAAISI/pSPWhHv2rok/s1600/Disturbing+Gaming.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Did you know that &lt;a href="http://www.increpare.com/"&gt;increpare&lt;/a&gt; and &lt;a href="http://distractionware.com/blog/"&gt;Terry Cavanagh&lt;/a&gt; were flatmates? Neither did I, but they apparently are. They also made a new &lt;i&gt;sui generis&lt;/i&gt; game together and you can play it on &lt;a href="http://www.newgrounds.com/portal/view/585928"&gt;&lt;b&gt;Newgrounds&lt;/b&gt;&lt;/a&gt;. Now! For Free! And be disturbed!&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-8354800761469637846?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/5-0djJI_JHE" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/5-0djJI_JHE/let-oiche-mhaith-gently-disturb-you.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-sxFIbFotkCc/TuxvrxS7wBI/AAAAAAAAISI/pSPWhHv2rok/s72-c/Disturbing+Gaming.png" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/12/let-oiche-mhaith-gently-disturb-you.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-8034225175181387969</guid><pubDate>Thu, 15 Dec 2011 12:46:00 +0000</pubDate><atom:updated>2011-12-15T15:00:56.528+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Analog</category><category domain="http://www.blogger.com/atom/ns#">Retro</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Interviews</category><category domain="http://www.blogger.com/atom/ns#">Magazine</category><title>Continue &amp; the Quest for the Perfect Online Mag</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-olKX4Xt-R7o/TunjRlP-TCI/AAAAAAAAIRU/A_OgoZ7uaUQ/s1600/Continue+Magazine.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-olKX4Xt-R7o/TunjRlP-TCI/AAAAAAAAIRU/A_OgoZ7uaUQ/s1600/Continue+Magazine.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I always loved reading quality gaming mags and, ignoring the Greek&amp;nbsp;atrocities I was exposed to during my tenderer years, I frankly can't complain. I have enjoyed such brilliant publications as &lt;i&gt;PC Zone&lt;/i&gt;, &lt;i&gt;Zero &lt;/i&gt;and &lt;i&gt;C+VG&lt;/i&gt; for many years and even managed to overcome the current mag crisis and&amp;nbsp;subsequent&amp;nbsp;drop in quality with the help of &lt;i&gt;Retro Gamer&lt;/i&gt; and a&amp;nbsp;variety&amp;nbsp;of online offerings ranging from &lt;i&gt;Adventure Lantern&lt;/i&gt; to the now defunct &lt;i&gt;Retroaction&lt;/i&gt;.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Happily, things are about to get better. Much better actually, as a team of game journalism veterans have joined &amp;nbsp;former &lt;i&gt;PC Zoner&lt;/i&gt; Paul Presley (who&amp;nbsp;incidentally wrote the funniest &lt;i&gt;Total Carnage&lt;/i&gt; review possible a mere 15 or so years ago)&amp;nbsp;in creating the wildly ambitious &lt;b&gt;Continue &lt;/b&gt;mag. It will be a (mostly) online magazine covering all kinds of gaming via the excellent medium of&amp;nbsp;lengthy&amp;nbsp;and well-written features. It will not sport any reviews -a brave and wise choice- and will be published four times a year. Apparently a limited print version will also be made available.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
You can already download the excellent and impressively hefty preview/demo issue over at the &lt;b&gt;&lt;a href="http://www.continuemag.com/"&gt;Continue&lt;/a&gt; &lt;/b&gt;site and get a taste of things to come. Then again, you can find out more about the mag by reading the words of its esteemed editor: Mr. &lt;b&gt;Paul Presley&lt;/b&gt;. Interview right after this logo:&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-5AxO3AZ535s/TunkLYr0gTI/AAAAAAAAIRc/R2oJ19ppyzA/s1600/continue.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="62" src="http://3.bp.blogspot.com/-5AxO3AZ535s/TunkLYr0gTI/AAAAAAAAIRc/R2oJ19ppyzA/s400/continue.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;So, a new, ambitious, online gaming magazine. Why?&lt;/b&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Continue is basically the gaming magazine I've always wanted to both make and read. It's always frustrated me as a games journalist that by and large, and for all the fancy frills and bows we'd put on top of them, that pretty much every games magazine out there was little more than a glorified product catalogue. The magazines I'd actually pay for and read were those that celebrated the subject matter they covered, that told interesting stories about their chosen fields. Magazines like Wired, Rolling Stone, Hotdog and the long-departed Neon (UK film mags). I always felt there was room for a magazine to try this about the entirety of gaming culture, rather than just append the odd feature to a review/preview-heavy publication to fill some sort of perceived remit or to simply dress game previews up as 'features'.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;And one with no reviews at all. That's a most definitely brave choice. Care to elaborate?&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
There will always be a place for reviews, but unfortunately for traditional print (and print-style) magazines, that place is increasingly on the web. Magazines can't hope to compete with the immediacy of a review site that puts its opinions out the same day the game is released. On top of that, 'professional' reviews are becoming ever more obsolete. A triple-A title will sell through the roof regardless of reviews simply down to hype and brand recognition. Equally, niche titles such as all those European street cleaning simulators and whatnot all find an audience too, regardless of the slating they might get from jaded journalists.
With Continue being quarterly, we'd rather sit back and write interesting features about the games we're already playing. We're more relaxed about it all. I care less about what exciting new thing is coming half a year down the line and more about the games I've already bought and am playing right now. That's where Continue's focus is. The best kind of magazine, I've always felt, is the one that makes you feel like you're all part of the same club, rather than one that dictates to the reader what to do.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;What aspects of gaming will Continue cover?&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
All gaming! By which I mean videogames, PC games, board games, pen and paper RPGs, card games (CCGs, traditional, whatever), ARGs, reality games, social games, etc. etc. For a long time we've been seeing the boundaries between gaming 'sub-cultures' breaking down. Dungeons &amp;amp; Dragons 4th Edition has seen an incredible renaissance in tabletop RPGs over the last couple of years, board game clubs are springing up everywhere. I know that I love gaming in all its forms, I'm not solely a videogamer, or a PC gamer and so on. I just love games, full stop. Gaming has always been relegated as a non-serious pastime by the wider world, hopefully we can start to show that gaming is as important a leisure activity to our generation as music, film, TV, theatre, books and so on are to previous generations.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;You've been writing for PC Zone and a for quite a few of the truly great gaming mags. Could you kindly -and briefly- talk a bit about the rest of the team?&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
We're small. We're a start-up and looking to grow. Continue's core is essentially a three-man/woman team working virtually (i.e. from our homes), backed up by some of the best freelance writers and artists working today. We're all professionals mind you, all of us have extensive magazine publishing and game industry experience and we're not setting out with a 'fanzine' mentality. Basically, I like to think of myself as Jim Phelps at the start of every episode of Mission: Impossible, sitting in my swanky apartment, thumbing through my IMF folder, picking the right team for the right job.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;What would you say distinguishes Continue from other gaming publications?&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
We're any good? &amp;lt;Joke&amp;gt;&amp;nbsp;&lt;joke&gt;We've mentioned earlier the whole 'no reviews' thing, but really it's just the whole approach. We're text-heavy, we're not scared of words, we're not filling every page with screenshots of the latest, greatest thing. We're more relaxed, a magazine you can dip in and out of. We're quarterly so we can take the time to really go deeply into our subjects rather than scrambling to meet impossibly tight deadlines every other week. We're digital, so you can read us on just about any mobile platform or desktop screen around (and we will be producing dedicated tablet/mobile versions post-launch of the first issue proper). We're globally-focused, so just as we're all used to playing games virtually across the world, so Continue brings you stories from all corners of the Earth.&amp;nbsp;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;&lt;br /&gt;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;&lt;b&gt;Any idea of when the first full issue will be available?&amp;nbsp;&lt;/b&gt;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;&lt;br /&gt;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;Soon. Very, very soon. Unless you're reading this after our launch in which case, then. Very, very then.&amp;nbsp; 
&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;&lt;br /&gt;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;&lt;b&gt;Could you kindly describe the print version of the magazine?&amp;nbsp;&lt;/b&gt;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;&lt;br /&gt;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;First and foremost, Continue is a digital title. However, we are looking to produce a (very) limited, some say 'collectible' run of print copies for those that still love the feel of ink on their hands and paper cuts on their fingers (hmm, free plasters with issue 1? Hey marketing, look into that will you). The website (&lt;a href="http://www.continuemag.com/"&gt;www.continuemag.com&lt;/a&gt;) will have details up soon on how to go about pre-ordering copies of the print version, which will basically be the same magazine as the digital version, but more useful as an impromptu fly swatter than your desktop PC.
&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;&lt;br /&gt;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;And after we thank the kind Paul (thanks!) for taking the time to answer the above questions, on to an even shorter interview -the aptly named &lt;i&gt;&lt;span style="font-size: large;"&gt;interview no.2 of this post&lt;/span&gt;&lt;/i&gt;- with &lt;b&gt;Richard Cobbett&lt;/b&gt;; a brilliant writer who will also be contributing to &lt;i&gt;Continue&lt;/i&gt;:&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;joke&gt;&lt;br /&gt;&lt;/joke&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Why did you decide to join the Continue writing team?&lt;/b&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Paul asked me a few months ago, when the mag was being designed. We've both been around the UK games journalism scene for... uh... a fair while, and he thought it would be good to have a column taking an old-school look at current trends. The first one is in the preview issue, looking at how gaming's barriers of entry have changed over the years. Seemed like a good intro.&amp;nbsp;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;Do you believe that such a unique mag will manage to find its audience?&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Hopefully, though right now the whole industry is in a pretty hefty state of flux that makes predicting anything more than a little tricky. The idea though is solid. As I've said many times, the main advantage of the web is that you can find more or less whatever you want about anything you care to look for. Magazines, in print or otherwise, have the edge when it comes to presenting the cool things you *didn't* know you want to read - like Chris Donlan's feature about his grandfather surviving WW2 with Monopoly - which can be so easily drowned out by the ever-increasing pace of the daily news churn.&amp;nbsp;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
What interests me about it specifically is that while Continue is for gamers, it casts a much wider net than simply computer games, consoles, and generic things like reviews. I've never played a P&amp;amp;P RPG for instance, and I don't play board games. Why would I actively search for news about either? I wouldn't. And I don't. Something like this can put the awesome stories from those worlds right in front of me though, and hopefully open whole new avenues of interest and intrigue I never knew I was missing out on. A truly great writer might even persuade me to finally stop making fun of bards, though I doubt I ever will. Bards are rubbish.
&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;What can we expect from you on Continue?&amp;nbsp;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
At the moment, I'm just doing a column. As a freelance writer type though, I'm surprisingly open to writing more...&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/p/online-classic-gaming-magazines.html"&gt;Vintage and Retro Gaming Magazines - the archive&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/melonade-on-couch-gnomes-lair-interview.html"&gt;The Gnome's Lair Interview (yes, really)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/10/abandoned-times-magazine-second-coming.html"&gt;Abandoned Times Magazine: the second coming&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/02/little-something-on-indie-game-magazine.html"&gt;The Indie Game Magazine&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-8034225175181387969?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/QGbHN5_6a2U" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/QGbHN5_6a2U/continue-quest-for-perfect-online-mag.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-olKX4Xt-R7o/TunjRlP-TCI/AAAAAAAAIRU/A_OgoZ7uaUQ/s72-c/Continue+Magazine.png" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/12/continue-quest-for-perfect-online-mag.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-201022642231804644</guid><pubDate>Tue, 13 Dec 2011 09:24:00 +0000</pubDate><atom:updated>2011-12-13T11:24:51.052+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>The Xmas Blackwell Bundle</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-hlh9hDl2dAQ/TucYBj_WOLI/AAAAAAAAIP0/KMpK6QGwAPE/s1600/blackwell+bundle.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-hlh9hDl2dAQ/TucYBj_WOLI/AAAAAAAAIP0/KMpK6QGwAPE/s1600/blackwell+bundle.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
As I have already &lt;a href="http://www.gnomeslair.com/2011/11/humble-introversion-bundle.html"&gt;mentioned&lt;/a&gt; I simply cannot blog each and every gaming bundle that launches. It seems there is one announced/launched/unleashed every week and I frankly cannot be bothered. Besides, I am quite aware of the fact that you are not made of money reader.&amp;nbsp;I'm thus sticking to the important ones, and&amp;nbsp;&lt;i&gt;Indieroyale&lt;/i&gt;'s &lt;b&gt;&lt;a href="http://www.indieroyale.com/"&gt;Xmas Bundle&lt;/a&gt;&lt;/b&gt; definitely feels both important and like an excellent chance to grab some fantastic adventure games for a ridiculously low price.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
The bundle, you see, includes six games, three of which are none other than &lt;i&gt;Wadjet Eye&lt;/i&gt;'s &lt;b&gt;Blackwell Legacy&lt;/b&gt; (&lt;a href="http://www.gnomeslair.com/2010/09/blackwell-legacy-review.html"&gt;review&lt;/a&gt;), &lt;b&gt;Blackwell Unbound&lt;/b&gt; (&lt;a href="http://www.gnomeslair.com/2010/10/blackwell-unbound-review.html"&gt;review&lt;/a&gt;) and &lt;b&gt;Blackwell&amp;nbsp;Convergence&lt;/b&gt; (&lt;a href="http://www.gnomeslair.com/2010/10/blackwell-convergence-review.html"&gt;review&lt;/a&gt;). If you can't be bothered to read the reviews I took the time to link to, well, know that those &lt;i&gt;Blackwell &lt;/i&gt;indie adventures are three brilliant indie point-and-clickers with excellent writing, lovely retro-styled graphics, quality voice-overs, relatively easy but interesting puzzles, subtle humour and some amazing characters. They are all about ghosts and New York too, and the versions this bundle is offering include new voices, a new commentary, bug fixes and an assortment of little cosmetic&amp;nbsp;enhancements. It's a proper remastered version, it is, and one that will happily let you play with it on &lt;i&gt;Steam &lt;/i&gt;and &lt;i&gt;Desura &lt;/i&gt;too. Yes, for the very first time.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;Blackwell &lt;/i&gt;games aside, you'll also be getting &lt;b&gt;Eets&lt;/b&gt;, &lt;b&gt;Dino D-Day&lt;/b&gt; and &lt;b&gt;The Oil Blue&lt;/b&gt;. Now, I don't know much about these ones, but I do know that &lt;i&gt;The Oil Blue&lt;/i&gt; sounds like a very intriguing, satirical oil-drilling thing, &lt;i&gt;Dino D-Day&lt;/i&gt; seems as interesting as your average FPS and that &lt;i&gt;Eets &lt;/i&gt;has some beautiful graphics. Actually, &lt;i&gt;Eets &lt;/i&gt;has been created by the makers of &lt;i&gt;Shank &lt;/i&gt;and is a &lt;i&gt;Lemmings &lt;/i&gt;inspired puzzler, meaning it simply cannot be all bad. Anyway, better hop over to &lt;a href="http://www.indieroyale.com/"&gt;IndieRoyale&lt;/a&gt;, find out more about the games yourself and then grab some indie lovelies.&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/03/gemini-rue-noir-review.html"&gt;Gemini Rue - a noir review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/zenobi-presents-behind-closed-doors-5.html"&gt;Zenobi presents Behind Closed Doors 5&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/09/case-of-vanishing-entree.html"&gt;The Case of the Vanishing Entree&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/from-mouth-of-indie-dev.html"&gt;From the Mouth of the Indie Dev&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-201022642231804644?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/ZXuurQmvtmk" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/ZXuurQmvtmk/xmas-blackwell-bundle.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-hlh9hDl2dAQ/TucYBj_WOLI/AAAAAAAAIP0/KMpK6QGwAPE/s72-c/blackwell+bundle.png" height="72" width="72" /><thr:total>3</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/12/xmas-blackwell-bundle.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-1655905390800865720</guid><pubDate>Thu, 08 Dec 2011 10:26:00 +0000</pubDate><atom:updated>2011-12-08T12:58:43.646+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">PC Games</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><title>Terry Cavanagh presents At A Distance</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-BLvxgKyQcMM/TuCRlhyrIEI/AAAAAAAAIOs/7SEzPwYL6S0/s1600/At+A+Distance.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-BLvxgKyQcMM/TuCRlhyrIEI/AAAAAAAAIOs/7SEzPwYL6S0/s1600/At+A+Distance.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Terry Cavanagh is a brilliant game designer, an inspired artists and -from what my dark sources tell me- a very good person too. Following the release and well-deserved success of the &lt;a href="http://www.gnomeslair.com/2011/01/vvvvvv-belated-review.html"&gt;second best platformer of all time&lt;/a&gt;, he has been coming up with some incredibly wild designs while, hopefully, working on a very intriguing CRPG. Anyway, following the release of &lt;a href="http://www.gnomeslair.com/2011/02/american-dream.html"&gt;American Dream&lt;/a&gt; and &lt;a href="http://www.kongregate.com/games/TerryCavanagh_B/heros-adventure"&gt;Hero's Adventure&lt;/a&gt; Terry has finally unleashed the ground-breaking &lt;b&gt;At A Distance&lt;/b&gt;. A game that has already confused, frustrated and brilliantly entertained visitors of more than a few gaming exhibitions.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;i&gt;At A Distance&lt;/i&gt;, you see, is a psychedelic two-player puzzle game that's been designed to be played on two computers running side by side. It is a game sporting unique visuals, an amazing atmosphere, fantastic mechanics and an uncanny ability to feel like a collaborative board game that has somehow made it inside a computer. It is thus an original and very much indie offering in which the right player will be looking at something like this:&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-LBo4ijWfM10/TuCV254Pb8I/AAAAAAAAIO8/Y7xbz3szJQg/s1600/At+A+Distance+ingame.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="221" src="http://3.bp.blogspot.com/-LBo4ijWfM10/TuCV254Pb8I/AAAAAAAAIO8/Y7xbz3szJQg/s400/At+A+Distance+ingame.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
whereas the left player will be admiring this:&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-EBQtTM2By9s/TuCVyGfQCoI/AAAAAAAAIO0/Rg3P4NTA364/s1600/At+A+Distance+screen.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="230" src="http://1.bp.blogspot.com/-EBQtTM2By9s/TuCVyGfQCoI/AAAAAAAAIO0/Rg3P4NTA364/s400/At+A+Distance+screen.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Both players will have to try things out, discuss, think, navigate, jump and come up with puzzle solving ideas all the while looking at each others screens. Intrigued? Good, you should be, for I'm not saying anything else, besides pointing out that though you could tackle the game by yourself, really reader, don't. Simply visit the &lt;b&gt;&lt;a href="http://distractionware.com/atadistance/"&gt;At A Distance&lt;/a&gt;&lt;/b&gt; site and download the game for free for it has finally been publicly released.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/09/excellent-free-games-for-falling-leaves.html"&gt;Some excellent, fresh, free games&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/08/book-of-living-magic-reviewed.html"&gt;The Book of Living Magic (Reviewed?)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/cryptozookeeper-interview.html"&gt;Cryptozookeeper Interview&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/fate-of-world-tipping-point-review.html"&gt;Fate of the World: Tipping Point&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-1655905390800865720?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/qge_PtZXRpQ" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/qge_PtZXRpQ/terry-cavanagh-presents-at-distance.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-BLvxgKyQcMM/TuCRlhyrIEI/AAAAAAAAIOs/7SEzPwYL6S0/s72-c/At+A+Distance.png" height="72" width="72" /><thr:total>4</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/12/terry-cavanagh-presents-at-distance.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-8562744304152784672</guid><pubDate>Tue, 06 Dec 2011 09:47:00 +0000</pubDate><atom:updated>2011-12-06T12:33:04.690+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">varia</category><title>Remember Remember the 6th of December</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-SWHz8E7dA2c/Tt3lkMfkzLI/AAAAAAAAIN0/o7FJaKlD6oI/s1600/steel.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-SWHz8E7dA2c/Tt3lkMfkzLI/AAAAAAAAIN0/o7FJaKlD6oI/s1600/steel.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Three years ago, on the 6th of December 2008 the police, without provocation, murdered a 15 year old boy in the streets of Athens leading to mass outrage, grief and the greatest and most dynamic demonstrations in years. Athens burned, the government almost collapsed, the police trembled and the people, having just rediscovered their power, seemed to be preparing for the battles ahead. Well, those battles are here and what better way to commemorate the murder of Alexandros Grigoropoulos than taking part in today's demonstrations? None really, but as the vast majority of the readers of this blog are not in fact residents of Greece I'll suggest something else: &lt;b&gt;support the heroically striking steel workers&lt;/b&gt;.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Following drastic pay cuts, mass lay-offs and hundreds of workplace "accidents", they have entered their second month of strike and though the support among Greek society is indeed huge, you have to understand that said society is actually collapsing. People are living on the streets, youth unemployment has exceeded 40%, taxes are rising, shops are closing, pensions are vanishing, nobody gets properly paid and, well, though we have so far managed to support the striking workers, I really can't see how much longer we can last. People from around the world have to help by spreading the solidarity and donating as much as they can via this bank account:&amp;nbsp;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;IBAN: GR 40 0110 2000 0000 2006 2330 152
&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Every donation counts; the bank account belongs to the workers union. And do remember that these workers aren't just striking for themselves. They are striking for the people of the world. They will win.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Oh, and hadn't Alexandros been shot down he would only be 18 years old now...&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-8562744304152784672?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/TG_RtqsqOmM" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/TG_RtqsqOmM/remember-remember-6th-of-december.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-SWHz8E7dA2c/Tt3lkMfkzLI/AAAAAAAAIN0/o7FJaKlD6oI/s72-c/steel.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/12/remember-remember-6th-of-december.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-1740614772484334144</guid><pubDate>Mon, 05 Dec 2011 13:46:00 +0000</pubDate><atom:updated>2011-12-05T17:07:02.987+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><category domain="http://www.blogger.com/atom/ns#">Adventure Games</category><title>The Book of Unwritten Tales Sale &amp; First Impressions</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-pLGbn1pvVks/TtzaWJ7sSeI/AAAAAAAAINE/G8_9_VcY0BQ/s1600/bout.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-pLGbn1pvVks/TtzaWJ7sSeI/AAAAAAAAINE/G8_9_VcY0BQ/s1600/bout.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Let's start off with the news bit: indie, European point-and-click adventure game&amp;nbsp;&lt;b&gt;&lt;a href="http://bout.kingart-games.com/"&gt;The Book of Unwritten Tales&lt;/a&gt;&lt;/b&gt; can now be grabbed with a hefty 20% discount and is happily accompanied by a further 20% discount gift coupon that can apparently be gifted to a misanthropic friend of yours. Mind you, this being a holiday offer, it will only be available up to the 24th of December and only for the downloadable version of the game that can be grabbed via the &lt;a href="https://store6.esellerate.net/store/checkout/CustomLayout.aspx?s=STR6968992946&amp;amp;pc=&amp;amp;page=OnePageCatalog.htm"&gt;King Art Online Store&lt;/a&gt;. You know what to do now, don't you? Buy it now and thank me later. Yes, truffles will be fine. Truffle-oil too.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Supposing you haven't heard of &lt;b&gt;The Book of Unwritten Tales&lt;/b&gt;, well, reader, there's always the thing's &lt;b&gt;&lt;a href="http://bout.kingart-games.com/demo_download.html"&gt;free demo&lt;/a&gt;&amp;nbsp;&lt;/b&gt;you know. It should be all you need to be convinced of the &lt;i&gt;Book&lt;/i&gt;'s quality, elegant interface, overall polish, well-written plot, intriguing puzzles and stunning graphics. If you feel that more info will be necessary, you could alternatively google for its glowing reviews, wait for the upcoming &lt;i&gt;Gnome's Lair&lt;/i&gt; review (this is a huge game, you know...) or just read my first impressions that are following this very paragraph.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
So, I suppose the main question is: what do I so far think? Well, after only 5 hours of gameplay and having thus only scratched the game's surface, I must admit I'm deeply impressed. &lt;i&gt;The Book of Unwritten Tales&lt;/i&gt; is the first full-length, full-blown, non-retroesque, properly ambitious and definitely quality adventure game I've played since, I believe, &lt;i&gt;Scratches&lt;/i&gt;. Actually, as this is a humorous fantasy offering and I have criminally missed &lt;i&gt;The Whispered World&lt;/i&gt;, this is one of the truly rare games that evoke the glory days of the genre. &lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
The first thing that stands out is of course the visual richness of &lt;i&gt;BoUT&lt;/i&gt;. Every background is lively, happily zoomable and scrollable, filled with detail, perfectly&amp;nbsp;lighted, varied, unique and based on some truly amazing artwork. What's more, the 3D characters are of the same high quality and blend-in effortlessly, thus creating a beautiful, coherent and happily HD whole.&amp;nbsp;These, reader, are some of the best graphics ever to appear in an adventure game. Ever!&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Even more impressively, both the music and the game's voice-over stand up to the visual quality on offer, as do the writing, the puzzles and the pacing. &lt;i&gt;BoUT &lt;/i&gt;is indeed a very well designed game. It starts off with an excellent yet wisely brief introduction, goes on to a short playable bit that acts as a tutorial for the intuitive control system and then moves on to to the proper game and introduces the second (of four!) playable&amp;nbsp;characters. The puzzles, though never too difficult (so far at least) are quite varied and seem to get progressively more challenging and elaborate. Oh, and the humour actually works, but more on this and the rest of the game in the forthcoming review which should appear pretty soon.&amp;nbsp;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Now, if you'll excuse me I have a weird furry creature to guide, while Death remains buried following an elaborate and pretty hopeless&amp;nbsp;business&amp;nbsp;scheme...&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/09/dream-machine-chapters-1-2-review.html"&gt;The Dream Machine Chapters 1 &amp;amp; 2 review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/11/egress-test-of-sts-417.html"&gt;Egress - The Test of STS-417&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/10/blackwell-deception-review.html"&gt;The Blackwell Deception review&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2011/10/calm-and-postapocalyptic-serenity.html"&gt;Calm and postapocalyptic serenity&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-1740614772484334144?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/4XiXZJYSCks" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/4XiXZJYSCks/book-of-unwritten-tales-sale-first.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-pLGbn1pvVks/TtzaWJ7sSeI/AAAAAAAAINE/G8_9_VcY0BQ/s72-c/bout.png" height="72" width="72" /><thr:total>14</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/12/book-of-unwritten-tales-sale-first.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-3124118189933287515</guid><pubDate>Tue, 29 Nov 2011 09:50:00 +0000</pubDate><atom:updated>2011-11-29T14:02:00.338+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Indie</category><category domain="http://www.blogger.com/atom/ns#">Interactive Fiction</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Non-Retro</category><title>Zenobi presents Behind Closed Doors 5</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-cpD6ZsrI6f0/TtSrIxz1_cI/AAAAAAAAIJc/v4mc1L5Wx_8/s1600/behind+closed+doors.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-cpD6ZsrI6f0/TtSrIxz1_cI/AAAAAAAAIJc/v4mc1L5Wx_8/s1600/behind+closed+doors.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;b&gt;&lt;a href="http://www.zenobi.co.uk/"&gt;Zenobi&lt;/a&gt; &lt;/b&gt;has been a truly independent text adventure developer and publisher that has miraculously survived for over 20 years know, as any &lt;b&gt;ZX Spectrum&lt;/b&gt; -and, indeed, &lt;b&gt;Atari ST&lt;/b&gt;- adventurer will most probably tell you. Though it hasn't published a game in over 10 years, it is still offering its dozens of classic games on a DVD packed with interactive fiction, graphic adventures, one action game, scans of reviews and every emulator you could ask for. Quite a departure from tapes and disks apparently, and, what's more, its brave founder and creator of brilliantly surreal fantasy adventures, the Balrog (who was &lt;a href="http://www.gnomeslair.com/2008/05/few-gnomish-questions-balrog-of-zenobi.html"&gt;interviewed on Gnome's Lair&lt;/a&gt; some time ago), is still at the company's helm, and, incredibly, back to designing games too!&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Yes, it's very much true, there's a new &lt;i&gt;Zenobi &lt;/i&gt;text adventure available and it has been coded by the Balrog himself: &lt;b&gt;Behind Closed Doors 5&lt;/b&gt;. You can download it for free over at the &lt;b&gt;&lt;a href="http://pages.123-reg.co.uk/balrog-7274/wwwzenobicouk/id2.html"&gt;Balrog's Bits&lt;/a&gt;&lt;/b&gt; section of &lt;a href="http://www.zenobi.co.uk/"&gt;zenobi.co.uk&lt;/a&gt; or follow this rather handy &lt;b&gt;&lt;a href="http://www.fileden.com/files/2008/9/10/2090067/Doors5q.zip"&gt;direct link&lt;/a&gt;&lt;/b&gt;. The game was created with &lt;a href="http://gimcrackd.com/etc/src/"&gt;Twine&lt;/a&gt; and is thus a point-and-click, choose-your-own-adventure type of affair, that brilliantly continues the proud tradition of the &lt;i&gt;Behind Closed Doors&lt;/i&gt; series that began back in &lt;a href="http://www.worldofspectrum.org/infoseekid.cgi?id=0005998"&gt;1988&lt;/a&gt;. It is thus an elaborate, humorous, fantasy, toilet-centered affair and a tribute to &lt;i&gt;Zenobi Software&lt;/i&gt;; to play it, you'll have to open the downloaded file with your browser. Oh, and there are some actual puzzles in there too.&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Related @ &lt;i&gt;Gnome's Lair&lt;/i&gt;:&lt;/b&gt;&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2008/05/zenobi-software-loading-screens.html"&gt;Zenobi Software: the loading screens&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2010/10/rogue-of-multiverse.html"&gt;Rogue of the Multiverse&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2007/08/lurking-horror-by-infocom-retro-review.html"&gt;The Lurking Horror by Infocom&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.gnomeslair.com/2010/09/get-lamp-dvd-review.html"&gt;Get Lamp review&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-3124118189933287515?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/XKURaSaShWo" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/XKURaSaShWo/zenobi-presents-behind-closed-doors-5.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-cpD6ZsrI6f0/TtSrIxz1_cI/AAAAAAAAIJc/v4mc1L5Wx_8/s72-c/behind+closed+doors.png" height="72" width="72" /><thr:total>6</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/11/zenobi-presents-behind-closed-doors-5.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-3498238564917223626</guid><pubDate>Mon, 28 Nov 2011 07:53:00 +0000</pubDate><atom:updated>2011-11-28T10:18:29.916+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Interviews</category><category domain="http://www.blogger.com/atom/ns#">Creative</category><title>Melonade on a Couch: the Gnome's Lair interview</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-e1C-0Qd4d8E/TtNB5Bsj3pI/AAAAAAAAII0/5Hedp2Mz29c/s1600/The+Couch.png" imageanchor="1" style="margin-left: 0.3em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-e1C-0Qd4d8E/TtNB5Bsj3pI/AAAAAAAAII0/5Hedp2Mz29c/s1600/The+Couch.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Ah, the dialectical motion of the world. It does lead to such intriguing and slightly ironic situations, doesn't it? I mean, it feels like only yesterday when I was interviewing the multi-talented game designer/visual artist &lt;a href="http://www.gnomeslair.com/2010/01/ten-gnomish-questions-ben-chandler.html"&gt;Ben Chandler&lt;/a&gt; and then, suddenly, there I was being interviewed myself by the very same man. Why? Well, why not I suppose. You can read the whole interview over at the &lt;b&gt;&lt;a href="http://www.hardydev.com/2011/11/25/ben304%E2%80%B2s-chat-couch-interview-with-konstantinos-gnome-dimopoulos/"&gt;Hardy Developer's Journal&lt;/a&gt;&lt;/b&gt;.&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
I do go on about such profoundly deep and meaningful stuff as my deep inability to finish a game, the glories of indie creativity, a certain &lt;i&gt;iOS &lt;/i&gt;project of mine, &lt;i&gt;Gabriel Knight&lt;/i&gt;, favourite games, future projects, blogging and such astoundingly tedious stuff as my fascination with cities. I also say the following (consider this a teaser):&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;blockquote&gt;
&lt;i&gt;And that is why I’m currently working on some smaller and hopefully interesting projects (including one Wikileaks Stories text adventure sort of thing), but mainly focusing on a pretty big iOS game with a group of artists and programmers.&amp;nbsp;&lt;/i&gt;&lt;/blockquote&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; [...]&lt;br /&gt;
&lt;blockquote&gt;
&lt;i&gt;I simply feel that games -a truly wide medium- can and should engage political themes. The mainstream is after all already bombarding the masses with the deeply political themes of imperialist war, militarism and crypto-fascism.&amp;nbsp;&amp;nbsp;&lt;/i&gt;&lt;/blockquote&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; [...]&lt;br /&gt;
&lt;blockquote&gt;
&lt;i&gt;Truth be said my obsession with cities has led me to playing such offerings as GTA IV and the SimCity series, only to be mildly disappointed by the fact that the vast majority of game designers seem unable to understand urban planning, let alone cities themselves.&lt;/i&gt;&lt;/blockquote&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-3498238564917223626?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/HSgq1CyebbQ" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/HSgq1CyebbQ/melonade-on-couch-gnomes-lair-interview.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-e1C-0Qd4d8E/TtNB5Bsj3pI/AAAAAAAAII0/5Hedp2Mz29c/s72-c/The+Couch.png" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/11/melonade-on-couch-gnomes-lair-interview.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-20638322.post-8081826985938377293</guid><pubDate>Fri, 25 Nov 2011 13:39:00 +0000</pubDate><atom:updated>2011-11-25T16:44:02.853+02:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Retro</category><category domain="http://www.blogger.com/atom/ns#">Freebies</category><category domain="http://www.blogger.com/atom/ns#">Magazine</category><title>Free Vintage Gaming Magazines</title><description>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-65GpiLlpkqs/Ts-aDfowVOI/AAAAAAAAIIk/YOpBweLagwU/s1600/Retro+Old+Gaming+Magazines.png" imageanchor="1" style="margin-left: 0.7em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-65GpiLlpkqs/Ts-aDfowVOI/AAAAAAAAIIk/YOpBweLagwU/s1600/Retro+Old+Gaming+Magazines.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: justify;"&gt;
Something I've been preparing on and off for quite some time now is finally ready. Hooray, eh? Anyway. Just follow the link to the brand new &lt;b&gt;&lt;a href="http://www.gnomeslair.com/p/online-classic-gaming-magazines.html"&gt;Retro Gaming Magazines&lt;/a&gt;&lt;/b&gt; page on &lt;i&gt;Gnome's Lair&lt;/i&gt; and once again enjoy those lovable vintage gaming mags. For free. Mind you, the page already features a rich selection and will also get constant updates whenever something intersting is discovered or pointed my way. Hope you enjoy it!&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/20638322-8081826985938377293?l=www.gnomeslair.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/gnomeslair/RrGx/~4/xd_sVb8Is48" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/gnomeslair/RrGx/~3/xd_sVb8Is48/free-vintage-gaming-magazines.html</link><author>noreply@blogger.com (gnome)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-65GpiLlpkqs/Ts-aDfowVOI/AAAAAAAAIIk/YOpBweLagwU/s72-c/Retro+Old+Gaming+Magazines.png" height="72" width="72" /><thr:total>10</thr:total><feedburner:origLink>http://www.gnomeslair.com/2011/11/free-vintage-gaming-magazines.html</feedburner:origLink></item></channel></rss>

