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2 hrs ago


lankgod finished The Legend of Zelda: Ocarina of Time
When I was a kid my aunt bought me the strategy guide for this game after I got Oracle of Seasons for Game Boy. She offered to return the guide and get me something else but I was like nah bro I fucking want this game so bad I’m gonna get it eventually

2 hrs ago


flaco finished Planet Laika

3 hrs ago


ade finished Way of the Samurai
My brother and I were spellbound by this when we were kids, but I'm not convinced that we ever knew how to progress. As an adult, I'm even more fascinated with it, and I've finally seen multiple endings. Seriously, this game just drops you into its world and trusts you to figure it all out through trial and error. As a first-time player, you will get into fights that you never intended to, and you will die. In Way of the Samurai, death means restarting your playthrough. You can quicksave during time changes, but that's about all. Nearing death in the heat of combat? Well, you'd better make yourself an opening to pick up food from the ground, and you'd better clear your eating animation that feels just a bit too long. The question then becomes, are you hooked enough to keep banging your head on this thing? I was, and it was worth the frustration. This is a truly enrapturing game with many, many flaws, but it's an experience that I won't soon forget.

3 hrs ago


6 hrs ago


DeviousJinjo finished Zork
I wish that I could tell you that Zork is anywhere near the gigantic leap in the history of computer games that much of the world seems to think it is, but I've played Colossal Cave, or Adventure, or Colossal Cave Adventure, or The-Game-That-Did-Most-Of-This-Immediately-Before-Zork. That said, I should admit that prior to now, I'd been selling Zork short. It definitely IS meaningfully different from its predecessor and stands in its own right as one of gaming's critical progenitors.

Zork, unlike Colossal Cave, is not limited to a two or three word text parser and doesn't reduce most item-based verbs down to the word "use." This is, in my somewhat controversial opinion, both positive and negative. Colossal Cave's limitations force a certain simplicity onto the player's interactions with the world. The player can intuit pretty quickly what sorts of things they can do, and how those commands must be formatted. Zork introduces more complexity, which in my previously more pessimistic read translated to more confusion and a greater tendency toward misinterpretation. The English language is a hot, filthy mess, and given the choice between an ultra-primitive computer program attempting to wrangle that mess in all its complexity like Zork does, and a slightly more primitive program constructing its own clearer, more simplistic language, I, as a 21st century player, am actually inclined to choose the latter.

Having finished Zork 1, I mostly stand by this preference, but I have found the appeal in Zork's more advanced parsing. While it may be more frustrating or overwhelming at times, there's something to be said for the mystery provided by that wider possibility space. The options on any given "screen" of Zork are less apparent, and that can lead to greater creativity on the part of the player. It's exciting to come up with a course of action that would be outside the capabilities of Colossal Cave and see it play out. In other regards it's an important quality of life improvement. In Zork you don't have to type "get sack" and THEN "get bottle", you can type a single line: "get sack and bottle." More importantly, upon closer inspection I've found that Zork 1 never ACTUALLY demands much complexity of the player at all... it's more just the threat of it that had me digging in my heels. Zork's difficulty has much more to do with its sense of humor and its classic moon logic than anything else, though a more limited option set does help one feel their way out of such things more easily.

In many ways, Zork still feels to me like a clone of a more inspired game. At the same time, having spent more time with it, I do think that there is value in Zork's audacious tampering. It develops its tools in an interesting direction, layers on some more interesting prose, and creates something more playful than its inspiration. Zork's parser is genuinely impressive from an early programming perspective, breaking down sentences in an effective and intuitive way. Besides, it's hard to take Zork too harshly to task for borderline plagiarizing Colossal Cave when that still requires replacing all of the puzzles it's made of. I feel it's also worth noting that in 1977, Zork was already more than Zork 1. The original mainframe version of the game basically contained all of Zork 1 and half of Zork 2 before it was organized and inflated into the full trilogy. With this being the case, I find it hard not to toss Zork a few more mental points for raw ambition... especially considering there was so little else going on in the nascent world of gaming in 1977. The fact of the matter is, Zork is still a more enjoyable experience than any other piece of software produced in its year, with some unique strengths that hold up fairly well even to this day.

6 hrs ago



23 hrs ago



flaco backloggd Aqua Aqua

1 day ago


1 day ago


Herbert followed Doodstormer

1 day ago



Herbert commented on goop_lord's review of Pseudoregalia
feels like we waited 30 years for someone to understand that part of what makes Super Mario 64 so fun is that you've got a whole host of moves that you don't need to use most of the time, and if you use them well then you can get yourself into all sorts of interesting trouble

1 day ago



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