Friday 19 April 2024

Wayne's World - Welcome to Uncle Nutzy's Clubhouse

by Michael


This logo reminds me of another adventure game publisher...

So, last post, I said the game wasn’t as bad as I expected.  And that’s still true.  But it is far from the “Pinnacle of Entertainment Software” as their logo in the game loading sequence claims.


I probably could have finished the game in this session, but I really needed to take a break.  


Recapping from the last time, we’ve crossed 5 of the 10 items off of our to-do list.  So let’s see how to handle the rest of them.  First, my thoughts before I started out:

  • Advertising - I’ll need to find the mascot mouse or a replacement to pep up the ad agency staff

  • Volunteers - I need to befriend the biker gang

  • TV air time - I’ll need to steal the time slot somehow from the gadget guy

  • Electronic totals board - I’ll need to use the remote control to commandeer the televisions/computers from either the TV studio or the invention business

  • Pizza ingredients - need to be obtained, somehow, from the supermarket


And it turns out that I’m right on 4 out of 5 of these.  Let’s see how I worked this out.

Wednesday 17 April 2024

Missed Classic 129: Valhalla (1983) - Introduction

 Written by Morpheus Kitami

Its time for a marathon. Today's topic, Eldritch Games, the company behind The Hound of Shadow and Daughter of Serpents. Two horror adventure games that got missed the first time through, and seemingly ones that deserve the title Missed Classic. But an astute reader will have already noticed that this isn't The Hound of Shadow. Like all good stories, it does not start where you think.

Wait, what do you mean Vetinari started up Hound of Shadow? Serves me right for first writing this entry in 2022.

The principal team behind Eldritch Games consists of Chris Elliot, Richard Edwards, Mike Lewis and Carl Cropley. Mr. Elliot did not do anything before Hound of Shadow, at least that I know of. Lewis and Cropley were friends long before, and we'll get to them quickly. Today's title covers a game Richard Edwards had a hand in, the Norse mythology driven Valhalla...which is an adventure game with real-time gameplay. Can't I get a game without some annoying aspect like that?

And this game has combat. Not sure how extensive it is, but that is apparently part of the game. I remember someone once telling me adventure games were generally not violent. I can't help but feel like I've never seen one that was about non-violence...uh..Leisure Suit Larry...?

Sunday 14 April 2024

BloodNet – WON!

 by Will Moczarski



Whatever the case: I’m back. Those are the words I ended my previous BloodNet post with, and they are just as suitable for picking up on it again. That was on May 19, 2023, so it almost took me a year to be “back” this time, hopefully for good. Now I could bore you with long explanations why it took me so long but I think it doesn’t matter at this point. Whatever the case: I’m back.

Last time, I finally jumped over the huge stumbling block that was the fight inside Grant’s Tomb. The spike in difficulty had been unprecedented at that point and the remainder of the game was comparatively easy. I finished BloodNet on May 22, 2023 riding high on my previous success, clocking in at 28 hours. Fortunately, I recorded my playthrough. Also, I wrote much of this post back then but because I had to get back into the plot (as is probably the case with you) I decided to rewrite most of it (you'll notice by the shift from past to present tense when the new introduction ends).

So, where were we? I won the fight at Grant’s Tomb, killing Abraham Van Helsing in the process. Also, I freed Alexander Tennant only to see him die on me. To make things worse, he told me that Van Helsing was not really dead. I’d have to stab his heart to make sure. From looking at my notes I figured that was fair game since I hadn’t managed to find Deirdre yet (my main objective once upon a time). It was time to shape up and tie up with some loose ends.

Now going back out into the streets felt strangely satisfying having spent so many hours inside that damn tomb (although the in-game time hardly advanced, naturally). I stocked up on ammo at Vince’s and only then did I notice (or remember, really) that my proud party of six had shrunk to only three members. Rymma Fizz and Monique St. Clair had stuck it out but the others would never come back from the tomb. 

I decided not to repeat the fight hoping for a better result as I still had some potential party members waiting for me out in the streets. Also, I had been stuck in cyberspace, not being able to continue with the “lost kids” plot. Going over my notes I figured that Chuck was likely the right person to talk to, so I went out to add him to my party. (I had tried that in some of my earlier save states but he didn’t seem like a good fighter to me. Maybe he’s of more use to me in the cyberspace.)

Now especially during the endgame I was quite happy that I had been really thorough at keeping notes. I could quickly look up where to find other party members such as Garrick Fizz who’d finally be reunited with his wife Rymma now. He was on the same street corner as Chuck, too, which was kind of convenient...

Saturday 13 April 2024

Missed Classic: Hound of Shadow - A Murder is Announced

Written by Vetinari

Whoever may have had an however fleeting or passing acquaintance with other famous Lovecraft-adjacent games (or even just stood downwind of someone who had), when faced with a title like The Hound of Shadow knows exactly what to expect: one of the most iconic creatures in the Cthulhu Mythos, the Hound of Tindalos.

The main characteristic of these creatures is that once a human becomes known to them as a prey, they will pursue the victim through anything to reach their quarry.

Say hello to my little friend.
So, starting the game proper I had quite a good idea of what I would be facing, at least in terms of the main antagonist. Something relentless, that would hunt down the investigator without mercy wherever and whenever he would be.

Thursday 11 April 2024

Wayne's World - Whoa, We're Halfway There

by Michael


So, how to start off this post?  How about a shocking thought:  this game is nowhere near as bad as I expected.

I'm not saying it's great.  I'm not even saying that it's good.  But there's actually a few things in here so far that are actually an improvement over the last game I played for the blog.  A LucasArts game, remember.


For example, some commenters on that last review were distressed by the lack of tool tips or mouse-over item descriptions.  This game has both.  It has icons that function very similarly to that of old-school LucasFilm games, where you can select an action, and then whip around the screen, the names of items showing at the bottom of the screen.  Not only do most items have a description when you look at them, but often, different descriptions when either Wayne or Garth is looking at the item.