GeorgGreatIn this double-feature I take an in-depth (and spoiler-free) look at the two follow-ups to the original King’s Quest. Let’s see whether or not they live up to the original!
Interesting thing to note is that King’s Quest 2 was the first Sierra game co-created with the help of Scott Murphy and Mark Crowe which would later go on to create the great Space Quest series, and the third game was programmed by Al Lowe (he was the lead programmer), the guy behind the equally monumental Leisure Suit Larry games.
Basically after the release of the original game, King’s Quest series was used as a training ground for future designers (at least according to Wikipedia), which kind of explains why most of the Sierra’s other major gaming franchises are generally more well-received than their main one.
If you want more of my thoughts on these games - this time in a spoiler-filled, no-stone-unturned manner – than these link will lead you to my written deconstruction of them, and believe me there is a lot I haven't even mentioned in the video for the sake of brevity:
King's Quest II: Romancing the Throne is the second installment in the King's Quest series by Sierra On-Line. It uses the same AGI game engine as King's Quest I: Quest for the Crown and features King Graham as the player character. The title is a spoof of the 1984 film “Romancing the Stone”. King's Quest III: To Heir Is Human is the third installment in the King's Quest series of computer games produced by Sierra On-Line. It was the first game in the series not to feature King Graham as the player character. The game was released for the Apple II and PC in 1986. The latter was the first Sierra game to be DOS-based instead of using a self-booting disk, as well as the first to feature EGA and Hercules graphics support. A year later, it was rereleased with the slightly improved AGI V3 engine.
Kings Quest 2 (1985) & Kings Quest 3 (1986) - DOS Game Review - GeorgGreatGeorgGreat2015-12-19 | In this double-feature I take an in-depth (and spoiler-free) look at the two follow-ups to the original King’s Quest. Let’s see whether or not they live up to the original!
Interesting thing to note is that King’s Quest 2 was the first Sierra game co-created with the help of Scott Murphy and Mark Crowe which would later go on to create the great Space Quest series, and the third game was programmed by Al Lowe (he was the lead programmer), the guy behind the equally monumental Leisure Suit Larry games.
Basically after the release of the original game, King’s Quest series was used as a training ground for future designers (at least according to Wikipedia), which kind of explains why most of the Sierra’s other major gaming franchises are generally more well-received than their main one.
If you want more of my thoughts on these games - this time in a spoiler-filled, no-stone-unturned manner – than these link will lead you to my written deconstruction of them, and believe me there is a lot I haven't even mentioned in the video for the sake of brevity:
King's Quest II: Romancing the Throne is the second installment in the King's Quest series by Sierra On-Line. It uses the same AGI game engine as King's Quest I: Quest for the Crown and features King Graham as the player character. The title is a spoof of the 1984 film “Romancing the Stone”. King's Quest III: To Heir Is Human is the third installment in the King's Quest series of computer games produced by Sierra On-Line. It was the first game in the series not to feature King Graham as the player character. The game was released for the Apple II and PC in 1986. The latter was the first Sierra game to be DOS-based instead of using a self-booting disk, as well as the first to feature EGA and Hercules graphics support. A year later, it was rereleased with the slightly improved AGI V3 engine.
Facebook: facebook.com/GeorgGreat-621681214586363Ultima VII: This Game Is Too RealGeorgGreat2025-09-19 | This long-form video game essay is an in-depth analysis of Ultima 7: The Black Gate (1992). Majuular created an excellent Ultima retrospective that explains this series, so this is not an “Ultima explained.” Instead, it is a video game analysis and critique of Ultima VII as art — exploring its themes, its storytelling, and its search for meaning.
Over the years I’ve been influenced by creators like Action Button, Hbomberguy, Noah Caldwell-Gervais, and Power Pak. I’ve always gravitated toward the tradition of serious long-form game essays: videos that examine games as literature, as cultural commentary, and as reflections on the human condition. If you’ve seen my previous Ultima videos, that won’t surprise you — but with Ultima 7, I could really spread my wings.
I tried to be particular with the structure of this video. Ultima 7 immerses you in its world so that you notice the nuance of its subtle storytelling. I mirrored its approach: for around the first 30 minutes, I focus on the gameplay elements and the world-building. Only then do we slowly move toward the heavier themes.
A lot of little things are set up in those early sections — not quite Chekhov’s guns, but still — that allow me to examine the game’s themes with greater depth and emotion later on. The descent into the Abyss is gradual. If we jumped right in, we’d simply fall.
Timestamps: 00:00:00 - Intro 00:01:15 - First impressions 00:03:51 - Game mechanics 00:08:43 - Barmaid 00:12:55 - Immersive world 00:17:49 - World-building 00:24:47 - Iolo 00:26:44 - Lord British 00:28:51 - World: final thoughts 00:29:49 - Vesper 00:34:57 - Masterfully executed? 00:38:04 - Girl in the shelter 00:43:53 - Harpies 00:45:27 - Silamo 00:50:40 - Serpent's Hold 00:53:51 - Owen 00:57:37 - The Fellowship 01:00:51 - Communism 01:01:54 - Alagner 01:05:00 - The Fellowship philosophy 01:08:05 - Maybe it isn't the philosophy... 01:11:43 - Sam 01:16:12 - The Abyss
#ultima #videoessay #videogames #retrogaming #retrospectiveUltima VI (1990): RPG that Redefined a Genre | Retrospective CritiqueGeorgGreat2022-11-05 | In this in-depth review/analysis I will critique a CRPG video game Ultima 6: The False Prophet for the MS-DOS. A postcolonial, existential, fantasy RPG that made history.
Ultima VI: The False Prophet, released by Origin Systems in 1990, is the sixth part in the role-playing video game series of Ultima. It is the third and final game in the "Age of Enlightenment" trilogy. Ultima VI sees the player return to Britannia, at war with a race of gargoyles from another land, struggling to stop a prophecy from ending their race. The player must help defend Britannia against these gargoyles, and ultimately discover the secrets about both lands and its peoples.
Ultima VI continues to advance the technology of the Ultima series. The game world is larger, with a 1024x1024 tile map seamlessly connected and to scale. World interactivity is further increased with object manipulation, movement, and crafting. Graphics and sound are likewise advanced with the use of new sound card technology and VGA graphics cards, and the user interface is streamlined with the use of point-and-click icons.
Ultima VI was followed by Ultima VII: The Black Gate in 1992.
My Social Links: Wordpress (where I put my spoiler-filled deconstructions of games): georggreat.wordpress.com Facebook: facebook.com/GeorgGreat-621681214586363 Twitter: twitter.com/GeorgGreatUltima V (1988): One Of The Bleakest Settings In RPGs | Retrospective CritiqueGeorgGreat2022-07-30 | In this retrospective review/analysis I will critique a dystopian RPG video game Ultima 5: Warriors of Destiny for the MS-DOS.
Ultima V: Warriors of Destiny is the fifth entry in the role-playing video game series Ultima released in March 1988. It is the second in the "Age of Enlightenment" trilogy. The game's story takes a darker turn from its predecessor Ultima IV. Britannia's king Lord British is missing, replaced by a tyrant named Lord Blackthorn. The player must navigate a totalitarian world bent on enforcing its virtues through draconian means.
Ultima V sports numerous advances from Ultima IV. The game world is larger, with more towns, further detailed dungeons, and an expansive Underworld to explore. Dialog with NPCs hosts more choices to make during conversation. World interactivity is further increased with new options to search, manipulate, and explore the player's surroundings.
Ultima V was followed by Ultima VI: The False Prophet in 1990.
My Social Links: Wordpress (where I put my spoiler-filled deconstructions of games): georggreat.wordpress.com Facebook: facebook.com/GeorgGreat-621681214586363 Twitter: twitter.com/GeorgGreatSpace Quest III: The Pirates of Pestulon (1989) In-Depth ReviewGeorgGreat2022-02-19 | An in-depth analysis/critique of Space Quest 3 by Sierra On-Line for MS-DOS. ...Please don't show this video to Mark Crowe and Scott Murphy.
Frank Herbert's Dune (1965's original story) is my favorite book, so it's genuinely a dream come true to explore it so thoroughly and through such an appropriate methodology. I sincerely hope that I'd managed to do justice to this masterpiece of not just science fiction, but of literature as a whole.
Footage from: Son of the White Mare, Naissancee, Dune (2021), Dune (1984), Dune (2000), Lawrence of Arabia, Gladiator, Apocalypse Now, Lord of the Rings, Hobbit, Star Wars, Ulysses, Heart of Darkness
My Social Links: Wordpress (where I put my spoiler-filled deconstructions of games): georggreat.wordpress.com Facebook: facebook.com/GeorgGreat-621681214586363 Twitter: twitter.com/GeorgGreatUltima IV (1985): Analysis of an RPG MasterpieceGeorgGreat2021-08-22 | An in-depth review/critique of Ultima 4: Quest of the Avatar, a CRPG for DOS, which is also the first true philosophical video game ever made.
Timestamps: 00:00 - Start of the Game 03:21 - Dialogues as Puzzles 05:22 - Magic System 06:14 - Karma 07:00 - First Battle 08:23 - The Quest 09:55 - Utopia 12:40 - Town-solving 16:07 - Journey to Compassion 18:00 - Travelling to Trinsic 20:52 - Trinsic, Honor & The Bull 24:38 - Exploration 27:15 - Dungeons 29:02 - Improvements over Ultima 3 32:00 - Battle System 35:11 - Densely-packed Open-world 39:19 - Routing 42:59 - Gating Puzzles 45:27 - Structure 48:01 - Progression 52:51 - Philosophy 01:04:10 - Conclusion
#Ultima #RPG #CRPG
Ultima IV: Quest of the Avatar, first released in 1985 for the Apple II, is the fourth in the series of Ultima role-playing video games. It is the first in the "Age of Enlightenment" trilogy, shifting the series from the hack and slash, dungeon crawl gameplay of its "Age of Darkness" predecessors towards an ethically-nuanced, story-driven approach. Ultima IV has a much larger game world than its predecessors, with an overworld map sixteen times the size of Ultima III and puzzle-filled dungeon rooms to explore. Ultima IV further advances the franchise with dialog improvements, new means of travel and exploration, and world interactivity.
In 1996 Computer Gaming World named Ultima IV as #2 on its Best Games of All Time list on the PC. Designer Richard Garriott considers this game to be among his favorites from the Ultima series.
So... yeah, continuing the tradition of the Ultima III review, I deliver another "hot" take (well... as hot as a take on a 40 year old game can be) - this time praising SQ2 as one of the best puzzlesolving games I've played. Now I need to address that - even though I love it to bits - I don't consider this game a masterpiece per say (like the original), mainly because of how, unlike the original, this one isn't as packed with content and variety. Due to that the flaws stick out even more: specifically the drab start of the space station segment. If this game was funnier or had as grand a structure as the first one - it would be a 10/10, but as it is it's more like 9/10. Oh, and yes, I didn't mind the mazes - they add variety and tension to the game. Without them the game would be far less involving, I'd say. It is a dick move to put one at the very start though :\
When I'm able to, I'll put up a spoiler-filled written analysis of Space Quest I here: ***COMING SOON***
Space Quest II: Chapter II – Vohaul's Revenge, commonly known as Space Quest II: Vohaul's Revenge, is a graphic adventure game released on November 14, 1987 by Sierra On-Line. It was the sequel to Space Quest I: The Sarien Encounter, again using Sierra's AGI game engine.
My Social Links: Wordpress (where I put my spoiler-filled deconstructions of games): georggreat.wordpress.com Facebook: facebook.com/GeorgGreat-621681214586363 Twitter: twitter.com/GeorgGreatUltima III: Exodus (1983) | The RPG That Defined A Genre | Retrospective CritiqueGeorgGreat2020-09-05 | This is an in-depth review/analysis of Ultima 3: Exodus for MS-DOS. It's well documented how influential this game is for the development of RPGs (JRPGs like Final Fantasy and Phantasy Star used it as a template for two decades straight), so I focused more on the actual design and structure of the game rather than its impact.
In this video I've managed to avoid pretty much all of the major spoilers for the game. Bringing up the entire Ambrosia continent, for instance, would not add anything to the critique of the overarching gameplay system and progression, but not mentioning it can preserve the surprise of its discovery for potential players. Describing the money grind seems pointless as well since it's rather obvious this time around.
When I'm able to, I'll put up a spoiler-filled written analysis of Ultima III here (I swear I'll put them up eventually!):
***COMING SOON***
Ultima III: Exodus is the third game in the series of Ultima role-playing video games. Exodus is also the name of the game's principal antagonist. It is the final installment in the "Age of Darkness" trilogy. Released in 1983, it was the first Ultima game published by Origin Systems. Originally developed for the Apple II, Exodus was eventually ported to 13 other platforms, including a NES/Famicom remake.
Ultima III was followed by Ultima IV: Quest of the Avatar in 1985.
Twitter: twitter.com/GeorgGreatUltima II: The Revenge of the Enchantress (1982) In-Depth ReviewGeorgGreat2020-02-29 | This is a retrospective critique/analysis of Ultima 2 (1982) for MS-DOS. The game is rather different from the original, yet more in details than core principles, which is why I draw a lot of comparisons to the first game over the course of the video. Next one will be far more secluded, as it marks a drastic departure from the first two games.
I should mention that there is actually another viable build that I’ve discovered after recording – if you put ALL the stats in agility (making an elf thief), reaching a 55 mark, you can buy an axe and with that grind at pretty much the same efficiency rate as a human female wizard – the prices will be extreme, but you’ll be killing enemies faster than her.
Also important to mention that the “beginners hell” is only an issue if you DON’T know what to do, aka, if you are playing the game for the first time. If you know what to do, as in – that you have to get the ship ASAP – you can pretty much start with any character and beat the game. But you have to learn it (as well as optimal grinding locations, the gateway network and so on) through play – a play that leaves almost no room for error. So that recreation of my experience with restarting the game half a dozen times is going to be pretty universal across the board.
But still, the intentional way of playing is by using a character you’ve created – the overpowered ship is merely an oversight. That is why I described in detail how playing the game as intended (using a correct build) is… well… terrible. I mean once you know of the ship it’s all mute, but it’s still something that should be covered, as it is the intended way to play the game, which is why I left it in the video.
When I'm able to, I'll put up a spoiler-filled written analysis of Ultima II here:
***COMING SOON***
Ultima II: The Revenge of the Enchantress, released on August 24, 1982 for the Apple II (USCO# PA-317-502), is the second role-playing video game in the Ultima series, and the second installment in Ultima's "Age of Darkness" trilogy. It was also the only official Ultima game published by Sierra On-Line. Controversy with Sierra over royalties for the PC port of this game led the series creator Richard Garriott to start his own company, Origin Systems. The plot of Ultima II revolves around the evil enchantress Minax, taking over the world and exacting revenge on the player for the player's defeat of Mondain in Ultima. The player travels through time to acquire the means to defeat Minax and restore the world to peace. Ultima II has a larger game world than Ultima I, and hosts advances in graphics and in gameplay.
My Social Links: Wordpress (where I put my spoiler-filled deconstructions of games): georggreat.wordpress.com Facebook: facebook.com/GeorgGreat-621681214586363 Twitter: twitter.com/GeorgGreatSpace Quest I: The Sarien Encounter Review (1986) - GeorgGreatGeorgGreat2020-01-18 | This is an in-depth review/analysis of Space Quest 1 for MS-DOS, the iconic Sierra adventure game that set the bar for all the titles to come. In the first half of the video I discuss the most notorious element of this game: the dead man walking syndrome, while in the latter half I try to examine the minutia of Space Quest’s game design.
This video is a bit more analytical in style than the previous one, hence the lack of the “retelling of my experience” from Ultima review, which may seem counterintuitive (since I literally praise this game for being an immersive sci-fi adventure), but I really wanted to avoid spoiling puzzle solutions and withhold as much as I could *without* harming the analysis. Not only that – this game sort of doesn’t need that as much as Ultima did, since Space Quest, frankly, speaks for itself. What I want is for people that watch this video to be able to jump into Space Quest and get the most out of what it offers – if I just recap what will happen to them, I’ll simply spoil their experience. But again, the analysis was the priority – I didn’t compromise my critique for the sake of hiding spoilers, so if anything is amiss in the review it’s… Well… Simply because I suck at critique ^_^
When I'm able to, I'll put up a spoiler-filled written analysis of Space Quest I here: ***COMING SOON***
Space Quest: Chapter I – The Sarien Encounter, commonly known as Space Quest I, is a graphic adventure game released in October 1986 by Sierra On-Line. It is the first game in the Space Quest series. It quickly became a hit, selling in excess of 100,000 copies. Total sales are believed to be around 200,000 to date, not including the many compilations it has been included in.
My Social Links: Wordpress (where I put my spoiler-filled deconstructions of games): georggreat.wordpress.com Facebook: facebook.com/GeorgGreat-621681214586363 Twitter: twitter.com/GeorgGreatUltima I: The First Age of Darkness Review (1981, 1986) - GeorgGreatGeorgGreat2019-12-14 | This is an in-depth review/analysis of the DOS version of Ultima 1 made by the lovable Richard Garriot, aka Lord British. I was originally planning this to be a video covering the basics of what defines an RPG, but Ultima turned out to be… Different from what I was expecting.
If you’re interested, the reason I've chosen to make this a “gradual journey of discovery” style video is because I figured it to be the best way of reflecting the main appeal of this game – the uncovering of ambiguous game mechanics through exploration. If I were to simply explain the game and how it works from the point of view of someone who understands it, this notion of discovery would be completely lost in the review. The gameplay system of Ultima is nothing without the experience of unraveling it, hence the structure of this video, in which I try to preserve the experience I personally got from the game and use it as a basis for the analysis in the second half of the video.
When I'm able to, I'll put up a spoiler-filled written analysis of Ultima I here:
***COMING SOON***
Ultima, later known as Ultima I: The First Age of Darkness or simply Ultima I, is the first game in the Ultima series of role-playing video games created by Richard Garriott, originally released for the Apple II. It was first published in the United States by California Pacific Computer Company, which registered a copyright for the game on September 2, 1980 and officially released it in June 1981. Since its release, the game has been completely re-coded and ported to many different platforms. The 1986 re-code of Ultima is the most commonly known and available version of the game.
Twitter: twitter.com/GeorgGreatThe Secret of Monkey Island (1990) - Analysis - GeorgGreatGeorgGreat2018-07-28 | This is an analysis/in-depth review of the original Secret of Monkey Island for DOS. In this video I’ll be going over… Pretty much every major aspect of the game, specifically: its puzzle design, dialogues (specifics of its format and structure) and the various ways in which it manifests its defining self-awareness (be it from forth wall breaking meta-humor or subversion of the player’s expectations).
As you can probably tell, this video turned out to be a bit long, so if you want to watch it in chunks – here is the timetable for each topic I discuss in the video: 00:00 - Intro 01:27 - Developers 03:12 - The general appeal of puzzle-solving 13:28 - Dialogue trees 16:08 - Timed dialogues 21:12 - Fourth-wall breaking 28:55 - Basic structure of the dialogue format 49:45 - Multiple/branching puzzle design 54:49 - Unsolvable puzzles 1:00:50 - Creative dialogue construction 1:12:07 - Variety in puzzles 1:13:27 - Sword-fighting 1:19:45 - Continuity in meta-humor (attention to detail) 1:25:35 - Part 2 of SoMI 1:29:17 - Comparative analysis of the SoMI’s dialogue format 1:40:07 - Non-essential implications of multiple puzzles 1:43:10 - Pacing of the puzzle-solving gameplay experience 1:48:32 - Conclusion
Written, complete and spoiler-filled deconstruction of the game:
***COMING SOME TIME IN THE NEAR FUTURE***
The Secret of Monkey Island (alternatively known as Monkey Island I) is a 1990 point-and-click graphic adventure game developed and published by Lucasfilm Games. It takes place in a fantastic version of the Caribbean during the age of piracy. The player assumes the role of Guybrush Threepwood, a young man who dreams of becoming a pirate and explores fictional islands while solving puzzles.The game was conceived in 1988 by Lucasfilm employee Ron Gilbert, who designed it with Tim Schafer and Dave Grossman.
My Social Links: Wordpress (where I put my spoiler-filled deconstructions of games): georggreat.wordpress.com Google+: plus.google.com/+GeorgGreat Facebook: facebook.com/GeorgGreat-621681214586363DOOM (1993) - An In-Depth DOS Game Review - GeorgGreatGeorgGreat2016-11-05 | This is an In-depth analysis/review of the original Doom, and by extension the examination of the design aesthetic that is quite unique to this game and the genre it helped define… or should I say “subgenre”, since, as the FPS games evolved, they’ve distanced themselves from this specific quality. And no, I’m not just talking about how in Doom there is a skillful gameplay with no cutscenes, dialogues or story (although it is certainly a part of it) – it actually goes slightly deeper than that.
In the “theory” segment of the video I describe this game as a “mindless game of pure gameplay” but it’s important to understand that I put a special significance into this particular wording, specifically the word “mindless”. Someone might justifiably call Super Mario World or Half-life as mindless games of pure gameplay, since their stories lack a certain degree of depth, however when referring to Doom I actually mean that the gameplay itself is mindless. In Super Mario World or Half-Life the gameplay is designed around constantly introducing new mechanics which you have to adapt to – you constantly have to learn new things and that is what prevents this gameplay from being purely mindless – you’re constantly mentally engaged in the game. Doom lays out everything it has mechanically by the half-way point and even that it does so slow – you might not even notice anything changing, and then tries to juggle around the established mechanics in hopes of you being distracted from the fact that there wasn’t anything new introduced for hours on end. The key here is the phrase: “It creates a repetitive gameplay that manages to be interesting without becoming overly involving” because it highlights the true nature of Doom’s timeless quality: it isn’t boring enough to make you stop playing, yet isn’t mentally engaging enough to warrant your conscious participation. It sort of strikes a certain cord with the player (considering that he likes the game enough to play), almost akin to putting the player in a trance of sorts, in which he doesn’t think about anything in the game at hand, yet at the same time distracted enough to not drift away either, since he needs to pay attention to what sort of combination of familiar mechanics (in other words, a pattern) he will have to deal with. He basically remains in this mindless state of “trance” (for the lack of a better word) of running around a maze with nothing guiding his actions but pure impulse – there is no conscious choice happening here, but a lot of subconscious ones – and that becomes an almost therapeutic experience.
There are almost no other games (outside of its genre of old-school Doom clones) that truly capture that niche design aesthetic. They either becoming too repetitive to prevent you from drifting away (games like Tetris, Robotron or Kaboom) or too diverse to be mindless and meditative in the first place (Games like Half-Life, Super Mario World, Starcraft and so on), which is not bad in itself but it highlights the place of Doom in the larger scheme of gaming as a whole. That is actually why I used so many comparisons to Wolfenstein 3D and the more advanced shooters – I wanted to pinpoint the sweet spot between the two extremes that Doom occupies. So all in all – in this particular aspect lays the true beauty of Doom and this “feeling” is incredibly hard to pinpoint and describe, so hopefully I’ve done a decent enough job of at least somehow capturing this “mindless trance” of Doom.
Oh… and about the old games monologue at the end… I’m a sentimental guy, what can I say :)
If for some reason you want to see an even deeper and complete analysis of Doom, then please be free to check out my written deconstruction of the game:
***COMING SOON***
Doom is a 1993 science fiction horror-themed first-person shooter (FPS) video game by id Software. It is considered one of the most significant and influential titles in video game history, for having helped to pioneer the now-ubiquitous first-person shooter. The original game was divided into three nine-level episodes and was distributed via shareware and mail order. The Ultimate Doom, an updated release of the original game featuring a fourth episode, was released in 1995 and sold at retail.
My Social Links: Wordpress (where I put my spoiler-filled deconstructions of games): georggreat.wordpress.com Google+: plus.google.com/+GeorgGreat Facebook: facebook.com/GeorgGreat-621681214586363Alone in the Dark (1992) - DOS Game Review - GeorgGreatGeorgGreat2016-05-01 | This is a Spoiler-free, in-depth review of the Frédérick Raynal’s “Alone in the Dark”, along with an analysis of an entire genre of Survival Horror games (Pre-Resident Evil 4 ones, I mean) that this game helped defining .
This video turned out to be longer than the previous ones mainly because, this is the first time I’ve tackled one of the fundamental genres. What I mean by that is that, in the previous reviews I’ve covered games which could be defined by their differences to the most prominent titles of their respective genres: I explained how text-insert interface distinguishes from the point&click one and how a platformer with limited controls achieves different goals to platformers with flowing, canonic controls.
Alone in the Dark, however, is the most prominent title of its genre (rivaled only by Resident Evil in terms of its influence on the game industry), so in order to analyze its game-design philosophy I had to go slightly deeper than in those videos, hence the comparisons to other mediums, contemplations on the types of conflicts and the over-generalization of the nature of fear… and yes, I know that my comments about the origin of fear were rather shallow, but this video was already massive as it is and I had to draw the line somewhere: originally I wanted to go much more in-depth on the psychology on fear, but I decided not to, since there was no reason to go any deeper than “the fear of getting killed,” as it would overshadow the game itself and distract from the overarching critique… it was basically unnecessary. When, and if, the time comes, I will talk about it more, but not today.
There is also a little debate as to whether or not this was the original survival horror game, which I carefully avoided in the video by simply calling this game “a template” of the genre. However I thought I should give my two cents on the issue: even though there was a number of horror-themed games as well as games that exhibited a similar game-design approach or had similar mechanics to that of Alone in the Dark – I do, nevertheless, consider it to be the first true survival horror game. In my opinion, before this game came out – all those mechanics were just a collection of nebulous ideas, with the developers having no clear vision of how to make them work together in a cohesive manner, but when this game came out – it molded this disjointed array of ideas in a definitive package and showed the correct direction for the way to make horror games. Basically only after the release of Alone in the Dark it was evident that it is not simply a collection of gimmicky mechanics – it was a new genre.
And lastly, yes, the pictures at around 22:55 mark are not accidental – they are indeed depictions of the original sources of the in-game content within Lovecraftian mythos: “Nightgaunt” from “The Dream-Quest of Unknown Kadath” is the origin of those two demon figures that serve as the first puzzle;“Deep Ones”, that appear latter in the game, originated in "The Shadow Over Innsmouth"; The final boss of the game in his tree form reminded me of the short story "The Tree", however I’m not sure that was the original inspiration for the game here; The worm in the cellar is definitely Cthonian from “Cement Surroundings” (which wasn’t written by Lovecraft, btw); “Pickman’s Model” is the primary source of inspiration for the game, as its the majority of this game’s plot and thematic elements are based off this story - the mad painter and his diary are pretty much retellings of this book, the mansion, the rats, etc.; And finally the “Necronomicon” as well as its writer Abdul Alhazred are prominent, re-occurring images from Lovecraftian mythos, and they both are present in this game.
If you're interested in checking out a Spoiler-Filled, no-stone-unturned analysis of Alone in the Dark then here is my written deconstruction of this game:
*Will be available soon*
Alone in the Dark is a survival horror video game originally designed by Frédérick Raynal and developed and published by Infogrames for the PC. Alone in the Dark was released on DOS in 1992, ported for the 3DO by Krisalis in 1994, and ported for iOS by Atari in 2014. Set in 1920s Louisiana, the game challenges the player to guide the player character out of a haunted mansion, advancing by solving puzzles while either banishing, slaying, or eluding various ghosts and monsters. The player can collect and use weapons, manage a weight-based inventory system, and explore a partially nonlinear map.
Google+: plus.google.com/+GeorgGreatKings Quest I: Quest for the Crown (1983, 1987) - DOS Game Review - GeorgGreatGeorgGreat2015-12-05 | This is a Spoiler-free, in-depth look at the original King’s Quest and the noble subgenre of the Graphic Adventure Games with a Text-Insert Interface. Once again, I examine the DOS version, as it is by far the most accessible one to the audiences, and therefore the most relevant one.
In this video I would advise you to pay special attention to the analysis of the difference between the Text-insert and the Point ‘n’ Click interfaces – it is fascinating to see how a simple choice of the user interface can have such a profound and fundamental effect on a game. Also this will come in handy in the future episodes.
The game itself was interesting to review – it has many ideas that are truly brilliant and which, for some reason, were never picked up by other developers – and even if they were, they were never as bold in their ambition as in this game. It’s a shame really; even the sequel has only the shadow of the uncompromising gameplay freedom that the original game provided.
If you're interested in checking out a Spoiler-Filled, no-stone-unturned analysis of King's Quest I then here is my written deconstruction of this game:
King's Quest I is a 1983 adventure game, originally published for the IBM PCjr simply as King's Quest. It is part of the King's Quest series of adventure video games. The story and the general design of the game were developed by Roberta Williams. Link to King’s Quest 1+2+3 Pack on GOG.com: http://www.gog.com/game/kings_quest_1_2_3 My Social Links:
Facebook: facebook.com/GeorgGreat-621681214586363Prince of Persia (1989, 1990) - DOS Game Review - GeorgGreatGeorgGreat2015-11-08 | This is a Spoiler-Free review of the original Prince of Persia... Well, the one on DOS, because the Apple II version is inferior in every way. Also, even though the Amiga version is slightly better (better sound and more consistent visuals), it's much harder to run on modern PC's, so I figured that the DOS version would be more relevant.
This is the game that defined the genre of Cinematic/Realistic Platformers and in this video I cover it in-depth, examining every aspect of its gameplay and how it all works together. What I want you to pay special attention to is the part where I elaborate on the controls of the game and how they make you feel the weight of the character and increase immersion in the game, because it is, pretty much, the fundament of the entire genre.
If you're interested in checking out a Spoiler-Filled, no-stone-unturned analysis of Prince of Persia then here is my written deconstruction of this game:
Prince of Persia is a 1989 fantasy cinematic platformer originally developed and published by Brøderbund and designed by Jordan Mechner for the Apple II. In the game, players control an unnamed protagonist who must venture through a series of dungeons to defeat the Grand Vizier Jaffar and save an imprisoned princess.Wizardry VII: Crusaders of the Dark Savant Review (Part 2) - GeorgGreatGeorgGreat2015-09-20 | Well, this is the second and final part of my massive, in-depth, spoiler-free review of the legendary Wizardry VII. The previous video ended on a question “why did the developer need to sustain Forced Immersion, even though it will unavoidably alienate many players?” In this video I will attempt to find out the answer.
In this video we will delve deep into the world of Wizardry VII and examine the setting of the game, the lore and the way it is exposed to the player. We’ll cover the atmosphere of the game and the way it changes over time, along with trying to get the general “feel” of the said atmosphere. Lastly, we’ll go over the overarching, literary meaning of the entire game.
It’s a completely spoiler-free review, so what I did in the video is merely state the message/meaning of the game, without telling how exactly was it conveyed or why do I believe that this is indeed the true meaning of Wizardry VII. So if you’re interested in learning how exactly did I come to this conclusion then check-out my spoiler-filled, no-stone-unturned, written deconstruction of Wizardry VII in which I go in excruciating detail over every aspect of the game, including the ending and its literary applications:
Wizardry VII: Crusaders of the Dark Savant is the seventh title in the Wizardry series of western role-playing video games by Sir-Tech Software, Inc (with David W. Bradley as the lead game designer). It is also the second - and the best - entry in the 'Dark Savant' trilogy. The game was published in 1992 by Sir-Tech, originally developed for DOS.
I would highly recommend getting this game as it is very cheap and provides hundreds of hours’ worth of content… assuming that you can tolerate the dated visuals and hardcore gameplay of the old. Also I recommend using GOG, as it includes the original DOS version of the game, which is far superior to its “golden” re-release.
Lastly, I wanted to say that even though this is an “in-character” game review, it is not as much about the characters or their interactions as it is about the game at hand. The entire aesthetic of the video is aimed at reflecting the atmosphere and the “feel” of the game in order to make a complete review. Basically, the idea is to fully realize the potential of the video format as a reviewing medium by utilizing the visuals, audio, structure and story aspects as much as the usual analysis of the game.
I know that sounds over-zealous on my part, especially considering that this is the first video I’ve ever made, but that is why I’m asking for you feedback – there are bound to be mistakes and some questionable decisions on my part, and I need you to notify me about them, so that I would be able to improve and make better videos. So overall, thank you for your participation!
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Google+: google.com/+GeorgGreat Facebook: facebook.com/GeorgGreat-621681214586363 Twitter: twitter.com/GeorgGreatWizardry VII: Crusaders of the Dark Savant Review (Part 1) - GeorgGreatGeorgGreat2015-09-12 | This is the first video I’ve ever made. It is a Spoiler-Free examination of one of the most notable, classic RPG games, from a perspective of someone who has never played it before 2014 (Because I started making this video in 2014).
In the first part we shall cover how the game establishes its tone (both aesthetically and gameplay-wise), go over the core gameplay mechanics (such as the battle and RPG systems), as well as making a brief overview of the Wizardry series' history.
Wizardry VII: Crusaders of the Dark Savant is the seventh title in the Wizardry series of western role-playing video games by Sir-Tech Software, Inc (with David W. Bradley as the lead game designer). It is also the second - and the best - entry in the 'Dark Savant' trilogy. The game was published in 1992 by Sir-Tech, originally developed for DOS.
I would highly recommend getting this game as it is very cheap and provides hundreds of hours’ worth of content… assuming that you can tolerate the dated visuals and hardcore gameplay of the old. Also I recommend using GOG, as it includes the original DOS version of the game, which is far superior to its “gold” re-release.
Lastly, I wanted to say that even though this is an “in-character” game review, it is not as much about the characters or their interactions as it is about the game at hand. The entire aesthetic of the video is aimed at reflecting the atmosphere and the “feel” of the game in order to make a complete review. Basically, the idea is to fully realize the potential of the video format as a reviewing medium by utilizing the visuals, audio, structure and story aspects as much as the usual analysis of the game.
I know that sounds over-zealous on my part, especially considering that this is the first video I’ve ever made, but that is why I’m asking for you feedback – there are bound to be mistakes and some questionable decisions on my part, and I need you to notify me about them, so that I would be able to improve and make better videos in the future.