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About JHoo

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  1. Space Quest III. My grandfather bought me the Space Quest collection as a spur of the moment thing, which makes me think it was probably marked down at Tandy's. I found it really weird, but when I started solving puzzles and changing things in the game world it got pretty magical.
  2. * Inside an Escher print * A casino run by dogs * A museum where cyrogenically frozen people are used as mannequins * A ship in a bottle * The inside of a genie's lamp * The waiting room outside Valhalla
  3. Hmmmm, I'm trying to remember... if I'm not mistaken it was Space Quest III but I'd have been playing it around 1995. My grandpa had either bought me the Space Quest collection on a whim when he went shopping for computer stuff (his story) or been given it for free when he bought a mouse (my older brother's version) I'm more inclined to believe it was a present since it was promoting SQ6 and also the ImagiNation Network so I think it was pretty new. Space Quest III was the most accessible one in the pack - the zombie in SQIV freaked us out, the manual didn't seem to have the codes for SQIVGA, SQII was just so unforgiving and SQV opened with that damn Starcon Aptitude Test - and we battled our way through it. Though dated at the time it was strangely engaging. I hope it isn't just nostalgia that makes me regard it as one of the best adventure games ever... Secret of Monkey Island followed pretty soon afterwards. I played Curse on a PC Gamer demo disc and thought it was incredible. Bought the Monkey Island collection but then found out it was just Secret and LeChuck's Revenge. But once I got over my initial disappointment I found out they were stunningly good games. Sierra vs LucasArts? They don't need to fight. They both rock.
  4. I work on adventure games in AGS as a hobby, but I'm not particularly interested in making it a profession. Which is probably for the best since I'm not too good at it
  5. I haven't read everything in this thread (textbook example of tl;dr anyone?) but I read most of Avi's and I think the issue isn't with the games, as such, but the fact that you're interested in something else. Through everything you say it seems that you want to experience an interactive story and explore a world with little to interrupt your progress. But they're called 'games' because they are challenges within a structure of rules to be overcome in order to win and be rewarded. Just like a game of football or a board game - it's how it all started. Now that they are a media form of their own they're a lot more broad with what they do, but to me unless there are challenges and obstacles it isn't a game. It sounds like you want a really advanced sort of Choose Your Own Adventure book. Also the e-Reader that pops up a puzzle analogy to me was weird because the disconnect is clear - an eReader does not require input. Videogames do not function without input. Comparing the two doesn't make a lot of sense. The only recent gaming frustration I can compare is in Assassin's Creed Revelations, when I was issued a rather arbitrary mission. I needed a Janissary Guard uniform which I could only get by assassinating a particular Janissary outside a heavily guarded mosque and hide the body in a hay bail without being detected. Why that particular Janissary? Why that hay bail? Why, realistically, wouldn't I wait until their was a change over of the guards or until there were less on patrol? Why not even follow the guard after he has finished duty and kill him in an alleyway before he can get back to his barracks? Or maybe not even kill him but mug him and steal his uniform? But in spite of the free-roaming allowed in the game there was only one way to do that sequence. THAT is the only kind of puzzle/challenge that bothers me. One that doesn't fit neatly enough into the story.
  6. Tallied them up. I'm probably missing a couple, but I got 51 games (including a couple of freeware AGS games that are of a decent length and Telltale seasons as one game). 11 of them are LucasArts, 9 of them Sierra.
  7. Everyone talks about Wasteland 2 and DFA... don't forget Shadowrun Returns. 1.8 million is nothing to be sneezed at and that seemed to snap up a lot of the retro dollar, too. Although this is the one Kickstart I wanted to see work I've basically accepted that it's almost certainly going to fail. I know they had a marketing strategy but, really, I think it may be misguided and they are definitely running late on it.
  8. They gave Jane a shout-out when Gabriel Knight was in the Game Club. Maybe they should play SQ IV and give Scott and Mark a similar shout-out?
  9. Well, technically they said 'predictions' so we're not certain that it won't be SQ or feature Roger, though it looks likely. In the live chat Scott talked about being in talks with Activision for the license and having to 'wait and see'. The mood became a little more negative when Paul Trowe appeared on the chat feed talking in ALL CAPS about how a particular Activision exec was 'screwing them over'. The more I think about it... Scott and Mark should have waited a little while before starting this. As somebody said, the fact that they are, literally, two guys working on this gives them trouble compared to the other Kickstarters and they've had silly, little problems that have cost them quite a bit. If they had polished the pitch, negotiated earlier and waited for a while till there's no longer a glut of projects out there this could have gone a lot better. I mean, if their pitch video began with their airport skit they'd be a lot more popular. A comment I read on a SQ site from Chris Pope suggested he's holding off on publicity, interviews specifically, till around this time. I have no idea why. An announcement of some kind..?
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