This is a spoiler-free guide for people who wish to check out the game Zork Nemesis: The Forbidden Lands, a first-person point-and-click adventure game developed by Zombie LLC and published by Activision and released in 1996. This is not a walkthrough and is just meant as an intro to the game to help people get started playing it. During the 80s, game developer Infocom created many text adventure games, with Zork being their most famous series of games. Towards the end of the decade, Infocom made some poor business decisions and it also become tougher to make text adventures commercially viable so they were acquired by Activision and eventually closed. However, this didn’t mean the end of the Zork series and there were three commercial Zork games released in the 90s, Return to Zork in 1993, Zork Nemesis in 1996, and Zork: Grand Inquisitor in 1997. At the time Zork Nemesis was a bit of a divisive game, it did well critically and sold well but a few fans were put off by the game’s darker tone, which was a change from the heavily comedic tone of the previous game or two in the series. Some people were also put off by the game being influenced by Myst, a highly popular adventure game at the time. It seems like people have come around since then and appreciate the one-off change in tone, which still has dark humor but isn’t as silly as the games before and after it.
Why Should I Play It?
If you’re an adventure game or Zork fan, I think it’s worth playing. I think Zork fans will appreciate the change in tone while still feeling like a Zork game but even if you’ve never played a Zork game, fans of the genre should find it enjoyable. There’s a lot of variety in the environments, the plot is interesting, the acting in the FMV scenes is the right level of camp, it has an incredible soundtrack and for the most part the puzzle feel challenging but fair. If you’ve never played a Zork game before, the game does make references to the world established in previous games and you might get a little more from the game if you’ve played other Zork games, but it’s very standalone and doesn’t rely on playing other games to understand the story..
How Do I Get Started?
It’s easy to get the game running on modern computers. If you already own the game, you just need to copy the files to a directory and open it with ScummVM. If you don’t have the game, you can buy it on GOG or Steam and copy the files into ScummVM from there. The versions on those sites use DOSBox and I heard people say they ran into some bugs from there. I also strongly recommend the subtitles patch. The sound mixing in the game is sometimes a little off and it makes it hard to hear dialog while playing the game. The patch also makes the audio puzzles a little easier, which may or may not be a plus for you depending on how you feel about that style of puzzle.
Tips for Playing Zork Nemesis
There’s a couple things to keep in mind while playing the game that will help you avoid some headaches people can run into with this game, and to fully appreciate the game.
Save Often You will want to save regularly. There’s a few points where the player can die and a reload is required. As far as I know, there are no softlocks in this game that require you to restart the game because of something you missed or action you took.
Take Notes During the game, you will come across journals and other things that are used in puzzles in other parts of the game. I highly recommend having a notebook or paper to write notes and diagrams in so you have something to reference for these puzzles.
It’s Ok to Use Hints! Adventure games can be tough and puzzles that make sense to one person may not be easy for someone else. If you’re feeling frustrated by being stuck on a puzzle too long and it’s becoming less fun, consider looking up a hint. I feel like the guide on UHS Hints is good at helping the player without giving too much away.
I just did one of these a week ago but a bunch of cool things have come out since then that I’ve played and I think they’re worth checking out.
Gobliiins 5
After many years, we finally have a new Gobliiins! Gobliiins is an adventure game series that started in the early 90s, by French game designers Pierre Gilhodes and Muriel Tramis. After three games, they moved onto other things (like the wonderful Woodruff and the Schnibble of Azimuth) and then eventually the studio Coktel Vision closed. Years later Pierre released Gobliiins 4 in 2009 but I bounced off of this due to the ugly 3D graphics and early puzzles. I’ve heard it improves later on so I’ll have to give it another chance. Unfortunately I’ll have to do it from my physical copy since it’s not legally available on any digital stores.
Which brings us to 2023 and a new Gobliiins game after being crowdfunded on a couple sites. I had pretty low expectations but it’s actually a nice little game and everything I wanted as a fan of the original trilogy. It’s rough around the edges due to it being a solo dev game and Pierre’s first game in Adventure Game Studio, but it has everything I wanted like nice art, weird sound effects playing all the time, and goofy little guys. I don’t know if it would be the first game in the series that I would recommend to new players, that might still be Goblins 3, but I do think 5 is a solid entry in the series and worth checking out if you were a fan of previous games.
Undrium
Undrium is a free platformer by BitGlint Games, a small studio (single dev?) who has been remaking ZX Spectrum games and doing homages to that era for a while. To be honest, Rob does a much better explanation of the game and why it’s so good on his blog. So all I’ll really add is that as someone who was too young for that whole era, I just think it’s a really good game even when I have no nostalgia for that time and nothing to compare it too.
Dinocar
Dinocar is a really cute tabletop rpg where you play as dinosaurs driving cars and build a little dinosaur city in the process. I played this with my 3 and 6 year olds and we all had a great time, even if my 3 year old had no interest in following the rules. The art is great and the layout and game structure made sense to my 6 year old and I. The same designer also made the game Sprouts which I keep meaning to play as well.
Indiepocalypse #40
I’ve talked about it a billion times by now but the new issue of Indiepocalypse is out and as usual, very good. I just think Indiepocalypse is doing very good curation work and bringing more attention to a lot of neat indie games while helping some others get made in the process. I’ve discovered so many games through the zine and this issue is no exception. At the moment there’s also a little PWYW bundle ($1 minimum) where you can get a bunch of games that were commissioned for the zine. It’s good! Go check out an issue! You can buy them in cassette form now!
Aseprite 95
This isn’t a game. I just think it’s a nice theme if you use Aseprite and also have an attachment to Windows 95 because of nostalgia.
Doom II RPG
Technically it’s not a new game, it’s a port of a mobile game from over a decade ago. But the mobile version has been unplayable on iOS for a very long time now because Apple absolutely doesn’t care about games preservation so I’m very happy it exists. Back when mobile phones were starting to have more complex games on their platforms, John Carmack created a few turn-based rpgs using the Doom and Wolfenstein properties. Ars Technica goes into the history a bit more and how you can download it here but they’re actually very good games and worth checking out if you’re a fan of Doom or rpgs like Eye of the Beholder.
There were a lot of really cool indie games in April! Here’s some things you might be interested in! I hate writing intros!
The Aching
One of the games I was most excited for this month is The Aching. It’s an adventure game inspired by 80s Sierra adventure games but without the things in those games that annoy me like frequent softlocks, poor parser, and hugely problematic writing. I don’t mind deaths in adventure games but this doesn’t have those either and it actually has some fun puzzles that involve great harm happening to your character. I love the art and how it runs on basically everything, including DOS. It started as an entry in the DOS Games Jam I organize and it’s cool seeing how far it has come. It’s the first game publisher by DOS games publisher Hadrosaurus Software and hopefully many more will follow.
Breathe
Breathe is a relaxing walking simulator (their words, not mine!) by PRINCESS INTERNET CAFé. I was a huge fan of one of their previous games about a dying MMO, Running Back to You. I was impressed how this was made with a heavily modified version of Bitsy. It’s fun seeing how much people have changed Bitsy and I’m curious what they’ll do with it next.
Barren Planet
Barren Planet is another DOS game that came out this month! I love seeing games come out for platforms that are supposed to be dead but people continue making exciting things for them. Barren Planet is a turn-based strategy game where two corporations battle on another planet. The campaign starts off pretty simple but introduces new mechanics and units with each level. I also got to beta test this one too!
LesbiAnts
LesbiAnts is a rpg for the Game Boy with erotic elements. You play as a colony of ants investigating mysterious seed pods and fighting mutated insects. Not only do I love seeing games for “dead” platforms as stated above, it’s exciting to see queer games that Nintendo would never approve of being made for their platforms. The Itch page also has a playable demo in the browser if you want to try it out.
DOMINO CLUB Dream Gallery Jam
We also got a batch of new DOMINO CLUB games this month! DOMINO CLUB is a collective of game developers who anonymously create experimental games during jams that occur 1-2 times a year. Each jam has games doing really exciting and new things and there’s always a couple games in each jam that I absolutely love. If you’re looking for a place to start, why not try im doing better now or TRAUMAKT~4.SEXE
I keep seeing a post on one of the social media sites that instead of trying to make niche genres like Interactive Fiction more mainstream and financially viable, people should just focus on the craft instead. And since people keep sharing this weird take that I strongly disagree with, I guess I have to explain why I don’t like it.
I really don’t think it’s unreasonable to want interactive fiction to be more mainstream and commercially viable nor do I think it’s an unobtainable goal. A lot of people read so why couldn’t reading with some interactivity be commercially successful too? It was a financially viable genre for like, 10-15 years, and could still be considered one if you’re talking about companies like Choice of Games and games like Lifeline being huge hits. Depending on your definition of the genre, visual novels are a part of IF and are massively popular.
Obviously capitalism is bad and there’s more to making games than if they can make a lot of money but why shouldn’t we push for more visibility of games that are only considered “niche” because don’t pander to some bro gamer culture. If we’re talking about games made with Twine and Ink, it’s one of the most approachable ways to make games and one of the genres where I see the most queer stories. I really think that the thing that keeps IF from being bigger, especially with non-parser IF, is that a lot of people who love to read just don’t know about it.
A few months ago I thought it would be funny to do a ton of reviews of FMV games in the form of a Leonard Maltin review guide and make it into a zine. Then after a day or two I got bored of the idea and moved on. Who knows, maybe I’ll come back to the idea. I’ve certainly played enough games for me to review. There’s also a lot of caveats with this kind of thing like “what is a FMV game?” and a medium like video even being considered a game genre in the first place. The format these reviews followed as the game title, year, the number of stars out of 5 that I would give it, the developer, some of the actors, and then my thoughts. Anyway, here’s my dump of reviews I had done for the zine.
7th Guest, The. (1993). 2 ½. Dev: Trilobyte. Robert Hirschboeck, Debra Ritz Mason. This game was groundbreaking when it was released but it’s hard to recommend now. Conceptually the game isn’t a bad idea, you wander around a haunted house and do puzzles, and successfully completing a puzzle means being rewarded with some fun FMV. Unfortunately many of the puzzles you are required to do require lots of trial and error or they’re just not fun to do. Maybe they were the standard at the time but mazes and sliding tile puzzles are exhausting these days. There’s a few gems in there though such as the famous cake puzzle where you need to divide a cake into equal sizes with the same number of pieces. The parts of the game outside the puzzles are charming though. Robert Hirschboeck is a lot of fun to watch in his over the top performance as the evil Stauf and the soundtrack by George “The Fat Man” Sanger remains a classic.
Book of Watermarks, The (1999). 2 ½. Dev: Watermarks. Jack Donner. This Myst-clone won’t be for most, but those that are into the aesthetics and music will find it delightful. The game has the aesthetics of a Pure Moods compilation music cd commercial from the mid 90s. Features music by Enya’s sister. The game has almost no plot so the only reason to play it is for the art and music. The game is short and the puzzles aren’t difficult, but many may not finish it because the slow player movement speed makes the game feel like a chore. This game was released in Japan only but all the cutscenes are in English so readers will be able to play it.
Conspiracies (2003). 1 1/2. Dev: Anima PPD. Agelos Vougas, Anestis Kokkinidis. In this bizarre adventure game you play as Nick Delios, a detective who exclusively wears grey sweatpants and hoodies, as you investigate a murder of a small-time crook. This case takes the player all around the world, to outer space, traveling through time, and also a concert for a Greek blues band that the developers seem to be a fan of since you must watch a music video featuring them. Doing a game inspired by the Tex Murphy series is a great idea in theory but the game fails to replicate anything that made those games fun. Puzzles are often illogical, the limited inventory space is frustrating when you need to guess what is actually needed, and the plot is impossible to understand. The only scenario where I can recommend this game is if you want to keep a walkthrough open and experience the strange fever dream that is this game.
Conspiracies 2: Lethal Networks (2011). 1 ½ . Dev: Anima PPD. Agelos Vougas, Anestis Kokkinidis. Nick Delios returns in a mystery that can’t even replicate the weird charm the original game had. The studio spent eight years working on the game but all of the issues that existed in the original game return. The only improvements that make it into the game are some minor visual updates. I suppose it’s impressive that even with the big time gap between sequels, even though the game itself is only set a few months after the first, they were able to get the actors to return.
Contradiction (2015). 4. Dev: Baggy Cat. Rupert Booth, Paul Darrow, Anarosa De Eizaguirre Butler. In Contradiction you play as Detective Inspector Jenks, who is investigating the murder of a young woman in a small town in England. You explore the town, asking the residents questions about her and other conversation topics. During these conversations, you will be able to snip together pieces that form a contradiction and confront the people about them to learn more. The highlight of the game is the performance of Detective Inspector Jenks, wonderfully played by Rupert Booth. While most performances in the game are fairly grounded, Rupert’s performance is over the top, in a way that’s reminiscent of Nicholas Cage, but never gets annoying. It’s such a joy to watch him talk to other characters who almost seem like they’re struggling to comprehend the behavior of such an unusual person. Of course, none of this would matter if the gameplay was bad, but the gameplay loop of asking people questions and using that info to find contradictions works very well. I would love to see a sequel.
Dancing for Cats (2021). 5. Dev: Jonny Hopkins. I may be slightly biased because this game features my cat, but I think you could make a strong argument that this cat-focused rhythm game is the best game of all time.
Devo Presents: Adventures of the Smart Patrol (1996). 1. Dev: Inscape. Jamie Rega, Gerald V. Casale, Tom Finnegan. Even hardcore Devo fans will want to stay away from this mess. Interesting visuals can’t make up for the dull puzzles, flat humor, and a frustrating timer that makes this game a chore to play. Stay away but do check out Inscape’s other games. Fans may at least enjoy hearing some new music by Devo as well as muzak versions of their classic hits.
Killing Time (1995). 2. Dev: Studio 3DO. This horror FPS has good ideas but poor design makes it a boring experience. If Trilobyte decided to make a FPS instead of the 7th Guest, it would be like this, a shooter with puzzles in a fairly open world with lots of FMV. The FMV scenes are integrated with the world, meaning you walk up to nodes and the FMV of ghosts starts playing without it going into a cutscene. Weirdly enough, when they decided to bring it to PC and Mac, instead of just porting the 3DO version, they remade the game so the levels are better designed, and added a couple new weapons too. Unfortunately the FMV is lower quality and they made the enemies bullet spongy so neither version is ideal.
Myst (1993). 4 ½. Dev: Cyan. Rand Miller, Robyn Miller. The game that helped start the multimedia revolution holds up better than most of the games that followed it. Exploring the various worlds is still a joy, with the exception of one or two parts, and the game is nowhere near as difficult as I remember it being once you figure out the gameplay loop. The performances by the developer are a campy treat and serve as a nice reward for making progress in the game. Go with the most recent Myst remake if your computer can run it.
Pyst (1996). 1. Dev: Parrot Interactive. John Goodman. This parody of Myst is awful. None of the humor in the game works. The premise of the game is that the island of Pyst, a parody of Myst island, has become a tourist destination that has been trashed by all of the visitors. You flip through a series of postcards containing photos of locations from Pyst island, and click around to discover animations and jokes. None of it works. Even the appearance of John Goodman does nothing. The only redeeming feature of this whole debacle is the Making of Pyst video which is an amusing fever dream. A special edition was followed a year later that featured teasers for some of their upcoming games, including an unreleased parody of the Myst sequel Riven called Driven where the joke seems to be that lots of cars exist in the world.
Riven: The Sequel to Myst (1997). 5. Dev: Cyan. Rand Miller, John Keston, Sheila Goold. Cyan builds on what they established with Myst to deliver one of the best in the genre. While the worlds created in Myst are a joy to explore, every island in Riven feels as though it could be a real place, including the puzzles which feel like tools in a functioning world and not just puzzles for the sake of having obstacles. It is one of the finest examples of worldbuilding in games. The acting is also a big leap over the performances in the original game. My only complaint is that it’s a little too difficult.
She Sees Red (2019). 3. Dev: Rhinotales. Veronika Plyashkevich. She Sees Red is an interactive movie about a detective investigating a murder inside of a nightclub. Each playthrough of the game is about 30 minutes long and you are expected to play through the game a couple of times to learn all the pieces of the plot. I thought the 30 minute runtime for a single viewing was perfect and really appreciated being able to skip scenes I’ve seen before. Like a lot of FMV games, there are Good and Bad choices but you’re not given any insight into which one leads to a more favorable outcome and unfortunately the writing is often much better in the Good choice. However you’re expected to explore all of these choices to figure out the entire plot. Despite the occasionally inconsistent writing, most of it is pretty good regardless of the decisions you make. The acting is enjoyable as well, especially by the lead actress.
Space Ace (1983). 1 ½. Dev: Advanced Microcomputer Systems. Space Ace is the second game by Don Bluth Productions. Just like Dragon’s Lair, it featured animation being played from a laserdisc. Space Ace introduced a few innovations to the laserdisc game format. Unfortunately the game still suffers from the same flaws that Dragon’s Lair has. There’s only one correct action during almost all sequences and failure to do the action leads to you repeating the same series of quick time sequences until you press the correct series of buttons. This forces you to focus entirely on looking for flashing yellow spots on the screen instead of being able to appreciate the incredible animation by Don Bluth Productions. It feels like a big disappointment compared to the interesting variety of creatures you find in the castle from Dragon’s Lair. Much like Dragon’s Lair 1 and 2, it’s more fun watching Space Ace be played than to actually play it.
Under a Killing Moon (1994). 4. Dev: Access Software. James Earl Jones, Brian Keith, Russell Means, Margot Kidder, Chris Jones. This soft reboot of the Tex Murphy series delights with its futuristic noir setting, puzzles, and performances. The frequent tonal shifts and hammy performances may be off putting to some but I found it charming. The controls may take some getting used to but it’s an interesting approach to navigating an adventure game and I came to appreciate it by the end. Puzzles are mostly good too but players will be frustrated by the cliched shredded paper puzzles and stealth section.
Yeli Orog (2018). 3. Dev: Yeli Orog Games. A first person horror adventure game that might be worth checking out if you want something about an hour long. The game is a slideshow like Myst but uses video to show leaves moving in the breeze and waves crashing on the shore to make the scenery feel more alive. Most interactive items are either highlighted or glowing, eliminating the need for pixel hunting. Despite the short length, the ability to save would have been appreciated. Yeli Orog is about a bizarre stone tablet written in the Celtiberian language found during an archaeological dig. The game is at its best when it’s focused on horror and surrealism and drags when it’s trying to explain the lore. The FMV looks great. Aside from a puzzle near the end that I found frustrating, most of the puzzles felt fair and the game moves quickly. It’s free!
This is a spoiler-free guide for people who wish to check out the game The Legend of Kyrandia, a point-and-click adventure game developed by Westwood and released in 1992. This is not a walkthrough and is just meant as an intro to the game to help people get started playing it. Before Westwood became famous for developing RTS, they made games in a variety of genres like RPGs and adventure games. One of their series before creating Command & Conquer was the fantasy series Legend of Kyrandia. The first game was released in 1992, with the sequels The Legend of Kyrandia: Hand of Fate and The Legend of Kyrandia: Malcolm’s Revenge released in 1993 and 1994.
Why Should I Play It?
If you’re an adventure game or Westwood fan and have an interest in its history, I think it’s worth checking out. Just as a heads up, the game has some dated gameplay mechanics like being able to softlock, when a player can get stuck without knowing it and has to restart the game or load a save before they took an action that made the game impossible to complete. It also has a maze that goes on for way too long and I would maybe recommend just using a walkthrough to power through it. I still find the game charming though. The art and music are great and it has some fun characters like the antagonist Malcolm.
How Do I Get Started?
It’s easy to get the game running on modern computers. If you already own the game, you just need to copy the files to a directory and open it with ScummVM. If you don’t have the game, you can buy it on GOG. Make sure the ScummVM settings have the Adlib version of the soundtrack selected. It is the best version and by default it is not being used when you download it from GOG.
Tips for Playing The Legend of Kyrandia
There’s a few things to keep in mind while playing the game that will help you avoid most of the headaches people can run into with this game.
Make a Map Mapping everything is essential while playing this game. The game has a lot of rooms, with a few of them not having anything to interact with. It’s not a bad thing, it’s to help show off the game’s great pixel and add to the atmosphere, but it does make the world a little harder to navigate. Each room has a name so for my map I just wrote the names in boxes and had them connect to each other and it wasn’t an issue for me. There’s also a gigantic maze at one part of the game and a map is required to complete it.
Save Often You will want to save frequently and create a lot of save files. There are points in the game where you can mess up and will be unable to complete the game so you’ll want points you can return to if that happens. There’s also a few points where the player can die and a reload is required. I would also save before you use items since there are some parts where using an item incorrectly results in it getting destroyed. You’ll probably know when an item wasn’t used correctly and have to reload.
Item Management You have a limited inventory space and the game will give you a few items you never use. This isn’t too much of an issue but still something that’s good to know. Just make sure you know where items are when you drop them, in case you need them later.
Turn Walk Speed to Max Eventually you’ll get bored of your slow walk speed, especially with the frequent empty rooms, and wish you could walk faster. Luckily the game provides this option and it’s easy to change in the options menu.
Issues with the game aside, I’m having fun playing it and hope you’ll consider joining us in the Adventure Game Club discord this month to play through the game and discuss it!
This is the first in a series of guides about how to get into older games. There’s plenty of walkthroughs for older games but often I’ve found myself wishing for videos or guides that just told me how to get started playing a game, what patches I should use, what versions of the game are the best, and tips for playing the game. There’s no spoilers in this guide and it’s just to help new players get started. I hope to do these for a lot of old games I enjoy so other people can check them out as well.
What Is Colossal Cave Adventure?
Colossal Cave Adventure is a text adventure game released in 1976 and is one of the first adventure games. It was later expanded upon in 1977 by Don Woods and this is the version most people are familiar with. Players explore a cave system in search of treasure, all while learning spells and encountering fantastical creatures like a giant snake and dragon.
If you’re an adventure game or interactive fiction fan and have an interest in its history, it’s worth checking out. The game mostly held up for me once I realized it’s a game that requires multiple attempts, just like a roguelike, and I learned to really enjoy mapping everything as I explored the caves. For a long time, it was considered the first adventure game and has inspired many game designers like Roberta Williams, the creator of King’s Quest and who recently remade this game with Ken Williams as Colossal Cave, and inspired games like Rogue and Zork.
How Do I Get Started?
The version I recommend is the 350-point version found on the Interactive Fiction Database titled Advent.z5. It’s free and easy to get running. Once you have it downloaded, you will also need something to run it. There’s a lot of applications that can play interactive fiction and text adventures, but one I enjoy using is Gargoyle. It’s free and easy to use. You just open Advent.z5 and it will start running.
How Do I Play Text Adventures?
Personally, I wouldn’t really recommend Colossal Cave Adventure as someone’s first text adventure. There are games built for introducing new players to the genre that also happen to be better games as well, like Emily Short’s game Bronze. That said, here’s some tips for getting started playing text adventures. Text adventures are controlled by typing in commands and seeing what information the computer returns. Commands generally include directions like North, South, East, West, Up, and Down, which can also be shortened to the first letter. Commands also include examining and using objects (LOOK or EXAMINE/X (object), and checking your inventory (type INVENTORY). I would also recommend this video for more tips on playing text adventures.
Tips for Playing Colossal Cave Adventure
Mapping everything in Colossal Cave Adventure is essential. It is impossible to keep track of all the rooms and some early text adventures had parts where movement between rooms isn’t what you would expect. There are parts of the game where if you go East to a room and then West, you will not end up in the room you started in. If you don’t want to map everything by hand on paper, I recommend using Trizbort. It’s a tool to do the map making electronically and makes it easier to move rooms around or make changes. I like having a little map on paper when I’m done playing an adventure game but this is completely a personal choice.
The game will ask you at the beginning if you want instructions and it’s important to say yes. The game deducts a couple points and will make it impossible to get a max score, but it gives you important information for solving a puzzle and doubles the amount of time you can keep your lantern on in the cave without having to get batteries. Keep in mind when playing CCA that it is a game meant to be attempted multiple times, like a roguelike or learning how to speedrun a game. Your lantern may run out and while you can get batteries, you must complete some steps to do that and may run out of time. This sounds like a tremendous headache but restarting a text adventure isn’t a big time sink like it is in graphical adventure games and should only take a minute to get back to where you were with a much more optimized path.
That all said, it was still one of the first ever adventure games and has a few illogical puzzles. Consider playing with a friend over something like a Discord voice chat. Older text adventures seem to work best when sharing ideas with others and working together to solve puzzles. Understandable, getting someone else to play a 50-year-old game may not be feasible so if you’re playing alone, just a reminder that it’s ok to look up hints when you feel like you’re stuck.
I enjoyed playing this game for the first time ever a month ago and I hope you’ll consider trying it after reading this guide. If you still have questions, leave it in the comments and I’ll get back to you. I also run a monthly adventure game discussion club Discord and we would be happy to help you there as well!
Happy New Year! 2023 has barely started and there’s already so much I’m excited to play this year and thought I would write about some of them. As usual with these sorts of lists, there’s going to be so many games I just forget to list. Some of my favorite games are those that come from nowhere or are games made by single developers so this will probably actually not even be close to what my favorite games of the year are. Some of these games are available on other platforms but because of my unusually specific interests, all of them are on the PC and most are adventure games.
She Dreams Elsewhere
She Dreams Elsewhere is a surreal RPG with a stunning art style. The art and creature design look wild and I’m looking forward to exploring this world when the game comes out.
Tactical Breach Wizards
Tactical Breach Wizards is the newest game by Tom Francis, designer of Gunpoint and Heat Signature. It looks to be a fun tactics game with a fantasy influence and the screenshots showing off dialog indicate that it has the same humor his earlier games had.
Acronia
Acronia is a queer DOS game inspired by Apogee-era shareware games such as Duke Nukem 1 and BioMenace. I loved the alpha version of the game that is available on their Itch page and hope that we see a full version released this year.
The Crimson Diamond
The Crimson Diamond is a point-and-click adventure game strongly influenced by Sierra’s 1989 adventure game The Colonel’s Bequest. I’ve been following the development of the game for a while now through the developer’s weekly dev streams and the demo on the game’s Steam page and everything indicates this should be a great mystery to solve.
Super Space Club
Super Space Club is a chill arcade space shooter. I really like everything about the presentation of the game and there’s a demo on Steam too.
The Drifter
The Drifter is a point-and-click adventure by Powerhoof, developers of games like Crawl. This is their first commercial adventure game but they’ve done a few short, free adventure games that I’ve enjoyed. It’s developed with their Unity plugin PowerQuest and it’s nice seeing another tool pop up for adventure game developers as well.
Exophobia
Exophobia is a Metroidvania FPS inspired by FPS from the 90s. I enjoyed my time with the demo when it came out. I don’t know if the Blake Stone series was an inspiration for this game but it reminds me of that era of FPS instead of most of the retro FPS revival shooters that seem to be inspired by ID Software and Build-engine games.
Rosewater
Rosewater is the next point-and-click adventure by developer Grundislav Games. It’s a western set in the same universe as their previous game, Lamplight City. I’m excited for the diverse cast of characters, focus on multiple solutions, and love the rotoscoped animations.
Frogsong
Frogsong is a cute action-adventure where you play as a frog named Chorus and need to explore strange lands so you can save your village. I really liked playing the demo with my daughter and we’re both looking forward to the full game scheduled for release early this year.
SKALD: Against the Black Priory
SKALD is a party-based rpg inspired by 80s CRPGs. I haven’t played the demo yet but I really like how it looks, I’m interested in the setting they’ve been showing off so far, and as a fan of the era of games that inspired it, I’m looking forward to seeing how they modernize that style of game.
Firmament
As a longtime fan of Cyan and the Myst games, it is always a huge delight to see them create new adventure games. I was a big fan of Obduction, their last game that was set outside of the Myst series and this is looking great as well. The game was designed for, but does not require, VR devices and after playing their Myst remake in 2021, I would say they have a very good grasp on how to design games for virtual reality.
Old Skies
Old Skies is the newest game developed by point-and-click adventure game studio Wadjet Eye Games. While they’ve produced other adventure games in recent years like The Excavation of Hob’s Barrow, this will be the first they’ve developed since Unavowed. The time travel premise sounds like a lot of fun and it features great art by Ben Chandler.
Hellscreen
Hellscreen is a fast-paced FPS set to enter Early Access early this year. The game has a novel mechanic of having a rear-view mirror to help you see what’s happening as you fight. I really like the use of color and cosmic horror theme.
Agent 64
Agent 64 is a new FPS inspired by Rare’s classic N64 games Goldeneye and Perfect Dark. I think it emulates the style of those games perfectly and the demo, which is available on the Steam page, was a lot of fun.
Thirsty Suitors
Thirsty Suitors looks like a very stylish adventure game with a fun variety of mini-games to keep players engaged and as a fan of the writers involved, I’m sure the story will be a delight to follow as well. A demo is available on the Steam page.
Loco Motive
I loved the original version of this game that appeared in the 2020 AdventureX game jam and this looks like a nice remake of that game with improved graphics. I’m interested in seeing how they expand the story as well.
Slayers X/Dreamsettler
I was a huge fan of Hypnospace Outlaw so it’s a delight to see that we’re getting two games set in that universe coming out this year. Slayers X is a FPS with numetal vibes that seems to be inspired by Build-engine era FPS, games like Duke Nukem 3D and Blood, that is “designed” by Zane, one of the characters from Hypnospace Outlaw. I enjoyed the demo and I’m looking forward to playing more.
Dreamsettler looks to be closer to a sequel to the original game but this time inspired by early 00’s internet. I’m looking forward to exploring that world again.
Akka Arrh
Llamasoft has been delivering bangers for over 40 years now and this looks like another one. Akka Arrh is a remake of a prototype of a game that was never released until it was leaked very recently and has everything you’d expect from a Jeff Minter game like bulls, audio samples, and bright, flashing colors.
Gobliiins 5
Gobliiins 5 is another entry in the adventure game series created in the 90s by Pierre Gilhodes and Muriel Tramis. Coktel Vision developed the three games in the 90s with Pierra developing a 4th game in the series in 2009. While I bounced off Gobliiins 4 because of its dull 3D graphics and puzzles (which I heard improve later in the game), I am hoping this is a return to form. I already think the return to 2D graphics is an improvement and it’s fun watching the game get developed in Adventure Game Studio through its Kickstarter updates.
[I] doesn’t exist
[I] doesn’t exist is a text adventure in the spirit of games like Zork but is aimed at being more approachable by having beautiful pixel art and a conversational approach to interact with the game instead of the traditional approach of using a specific set of verbs. Commercial text adventures are rare today so it’s exciting to see this being made.
Nighthawks
Nighthawks is a RPG written and designed by Richard Cobbett (Sunless Sea/Sunless Skies) with art by Ben Chandler (Technobabylon, PISS), and produced by Wadjet Eye Games. From following the Kickstarter updates, the worldbuilding seems like a lot of fun and it should be a pretty lengthy game.
Captain Disaster 3
This year we should see the third game in the Captain Disaster series. The first two games were fun sci-fi adventures and I’m really impressed by the improvement in art style in the screenshots that have been posted so far.
Little Nemo and the Nightmare Fiends
Little Nemo and the Nightmare Fiends is a 2D platformer based on the Little Nemo comic series. I think the art is fantastic and as a fan of the character ever since I played the NES game many years ago, it’s nice to see another video game being made starring the character.
A Long Journey to an Uncertain End
A Long Journey to an Uncertain End is a sci-fi management sim where you recruit a crew for your ship and take jobs to keep ahead of your abusive Ex. I like the art and it looks very gay.
Wonky Works
Wonky Works is the newest game in development by ondydev. I don’t know much about it but I’m a fan of the developer’s previous games like Tres-Bashers and Binky’s Trash Service
Tachyon Dreams 3
The Tachyon Dreams games are a series of short, comedy sci-fi games influenced by Sierra’s graphic parser games from the 80s like Space Quest. I had fun playing the first two games and it was nice that they were available as Pay-What-You-Want so I’m looking forward to another one. The third game is planned to come out at the end of January or early February.
Sam & Max Season 3 Remaster
It’s not really a new game but I’ve enjoyed the remasters of Telltale’s Sam & Max games by Skunkape. They make the games look like how I remember the game looking and not how they actually looked, and are generally hands off with the content of the game, only making small changes to parts where the humor has not and other small enhancements. The Sam & Max series got better with each season so I’m looking forward to revisiting the best one Telltale made.
A Highland Song
A Highland Song is a new adventure game by Inkle, creators of games like 80 Days and Overboard. I really enjoy the setting and beautiful 2.5D art, and my enjoyment of Inkle’s previous games make this an instant purchase for me when this comes out.
El Paso, Elsewhere
El Paso, Elsewhere is a third-person shooter by Strange Scaffold where you fight werewolves and vampires in a massive hotel. In the early 00’s we had a wave of shooters utilizing features like Bullet Time and diving while shooting after the massive success of Max Payne and then getting dropped completely so it’s exciting to me to see a game revisit this era of action games.
Incubus – A Ghost Hunter’s Tale
I’m a fan of Darkling Room’s Dark Fall series of adventure games and this looks like another fun ghost hunting adventure by the developer. Ghost hunting isn’t something I follow or know anything about but I still think it’s kinda fun getting a peek at that community through these games. I think it looks nice for a game by a small team and I will always get excited by the addition of FMV to adventure games.
System Shock
After a long period of development, Nightdive’s remake of System Shock is finally coming out soon. The game has run into its issues, it had to make the switch from Unity to Unreal, switch art styles, and reduce its scope, but the game is shaping up to be a solid remake of the classic. With System Shock 3 seeming like it’s no longer in development, this might be all we’re getting from the series for a long time.
Phonopolis
Amanita Design has been designing point-and-click adventures for decades so I’m very interested in checking out Phonopolis when it comes out. The game looks like a drastic departure in style from their previous games but the stop-motion animation style they’re going for in this game looks cool to me and I’m interested in seeing how moving to 3D changes how they design adventure games.
Alone in the Dark
Being a fan of Alone in the Dark is the video game equivalent of being a Weezer fan. There hasn’t been a good entry in the series since the first game and even that one gets harder to recommend to people because of the gameplay mechanics aging poorly over time. However, this one is a remake of the first game, set in the early 1900s, and has two playable characters again so could this finally be another good Alone in the Dark game? Maybe?
ScummVM support for Director
This is not a new game but it’s very important to me. ScummVM has been working on adding support for games made in Director for a long time now and maybe this is the year where we finally see it implemented. Imagine a future where you can play Bad Day on the Midway without having to fire up a virtual machine running Windows 95.