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/vr/ - Retro Games


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5447096 No.5447096 [Reply] [Original]

>> No.5447107

They're cool.

>> No.5447127

>>5447096
Quest for Glory is the only real deal for me. The raw puzzlers are nice, but I like the way Quest for Glory gives you a little more variance in approach. It tends to boil down simplistically but hey, I still love it so damn much.

>> No.5447215

Recently started playing point and clicks actually.

I've just finished playing Myst, and man what a fucking obtuse game that was. I feel for the people who got stuck on puzzles with no internet growing up. I only really got stuck on the chest puzzle where you need to empty it so it can float. Like wtf that chest looked metallic. .

I've started playing grim fandango, liking it so far, I've purchased day of the tentacle too.

>> No.5447242

>>5447096
Classic fun. I dont smoke much anymore, but when i do i usually play some old sierra games. They hit you right in the imagination.

>> No.5447243

>>5447215
>the tentacle too.
Play maniac mansion

>> No.5447268

>>5447096
Pretty chill genre

>> No.5447275

>>5447127
Amen to this. Really open style was cool. Solid humor and atmosphere in 1-4. Haven’t played 5

>> No.5447289

>>5447096
Depends, I loved quest for glory vga

>> No.5447498
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5447498

>>5447096
Tricky genre; potential for bringing the worst out of a bad designer or the best from a good one. Lucasfilm/Arts games are usually a safe bet, but even they could slip up occasionally

>>5447127
>>5447275
>>5447289
QfG is fantastic hybrid but, for better of worse, it can't really compete on the same grounds with the more orthodox genre entries (again, this could be considered for the better) since it's more about overcoming situations with skill training than about finding the solution to "puzzles". The flexibility was something the straight genre could have learn a lot from though

>> No.5447505
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5447505

For me, it's Open Season.

>> No.5447509

>>5447215
>what a fucking obtuse game that was
What? If there's anything Myst isn't, it's obtuse. The entire point of the game is being logical.
>I only really got stuck on...
You're going on about how obtuse it is, but only got stuck on one puzzle (and a pretty easy one at that)?

>> No.5447513

>>5447215
Imo both myst and grim fandango are outliers that don't represent the indicate and press genre well. There's just no point when you don't have a dozen verbs to choose from and an inventory full of useless junk.

>> No.5447531
File: 165 KB, 320x200, The_Secret_of_Monkey_Island_(DOS)_26.gif [View same] [iqdb] [saucenao] [google]
5447531

>>5447513
I, for one think hefty collections of items and the classic "sentence construction" approach were the biggest appeal of Inventory scrollers/Mousevanias. Oversimplifying it with just a couple (and eventually even just one) possible interactions didn't make the genre any favors

>> No.5447870

>>5447531
Exactly. I love Grim Fandango for its graphics and atmosphere but the lack of detail in the interractions with the game-world quickly turns it into a game about getting from point A to point B as fast as possible. There is no incentive to linger and experiment.

>> No.5447906

https://www.youtube.com/watch?v=F64wDQJLWMQ

>> No.5447909

https://www.youtube.com/watch?v=Qzv8CfwM7Bc

>> No.5447991

>>5447107
they're gay

>> No.5448623

>>5447096
One of the only genres that died for a good reason. There's only a couple of decent games in the entire genre.

>> No.5449693

>>5448623
I'd love to hear which ones you consider to be the best because to me a lot of the sierra and lucas arts games are about on the same level of quality, and that already means there are a dozen good games.

>> No.5449838

I really like old point and click games, but that might just be because I'm a poorfag using Linux so I need games that run well with emulators with modest demands. Has there been an effort to make new games that are ScummVM compatible the same way people make text adventures that are Z-machine compatible?

>> No.5449846

>>5447531
The same thing happened to text adventures, where now they're just hitting space over and over and selecting a branch from a menu. We have strayed far from God.

For a white it seemed like this brand of command construction seemed to be the way interactions in games were going since even Daggerfall had a similar dialogue system.

>> No.5449851

>>5449846
It's not even a "retroer is better" thing. The gameplay feels more immersive and interesting with some sort of command line describing what your input does. Also there's tons of narrative potential to it, not even for comedic stuff like >>5447531 necessarily

>> No.5449864

>>5449851
I just think it takes away the defining aspect of an adventure game to remove such things. If you take it away, do something interesting (Loom's magic for example), don't just do nothing.

>> No.5449867
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5449867

>hand biscuit
>skull biscuit
>parrot biscuit

>> No.5449906

>>5449867
There's an option in CMI that enables/disables a sentence line in the bottom of the screen, but I don't really remember if it comes disabled by default