The 2024 what are we playing thread

Finished The Will of Arthur Flabbington. Not a bad start into 2024, I must say.

I really liked the mechanic around Arthur, although at the beginning of Act 2 it took a while before it dawned on me that he could do some useful things. The ending was also fun, although the revelations about Ada, John and Arthur soured the mood a bit.

Graphics were not spectacular, but at least it was always very clear what might be a usable object; usually my #1 reason for getting stuck! I did nearly miss the entire hardware store, though.

Most of the time I also had at least a general idea of what I should do next, just the how wasn’t always so obvious. Sometimes things played out differently than I was expecting. Like when hearing about the Red Beast, I was fairly certain I had to make Kimberly stick her head into the fountain, or walk her into the barbershop for a radical haircut. Now that would have been fun!

Also loved some of those references, especially the one to Baelin’s Route. That was unexpected, but well played :slight_smile:!

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Played Chants of Sennaar, a puzzle game centered around the translation of language, with a striking art-style. Very minimalist in the story-telling department, though.

The language puzzles are mostly nice and surprisingly varied, and the game provides the means to record the best guesses for each word before eventually revealing its true meaning. No need for pen and paper! There are also a few traditional puzzles that are fairly easy to solve, once the instructions have been translated. All in all there isn’t much to learn though, mostly the same 3 dozen words in each of the 5 different languages, thus limiting what the game can convey to the player. Compared to Heaven’s Vault, where the translation mechanic is much more in-depth, revealing more and more background information as the game progresses, what you learn here is strictly tied to what’s needed for progressing through the levels.

In addition to the languages, there’s a stealth mechanic, where you need to cross certain rooms without being noticed. This is also handled via pointing and clicking, and while these type of puzzles require an evermore precise timing, they are not really difficult to solve either.

My biggest issue, perhaps, is that even when all words are translated and all areas explored, the game still goes on for quite a while, making it feel like busywork without payoff in the form of new insights or discoveries. All in all, a fun game as long as there are new words and new rooms to unlock, but a bit boring during the final hour or two.

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I finished The Will of Arthur Flabbington yesterday. I had an extremely heavy cold, so I was out Thursday, but Friday I was able to play the game to some degree. I probably can’t say much that hasn’t been said already. Excellent game.

What I was probably stuck on the longest was the fish. Not in the way that seems to be common mind you, but rather getting the umbrella. So I suppose I should be saying it took me a long time to get into Ada’s house, but even when I finally got in there I figured there was no relation to that puzzle. And then when I left, suddenly the solution was just handed to me!

On Friday I found all that very challenging. On Saturday with a less sick brain the ending went surprisingly smoothly. And I loved the post-credits scene!

PS I funded the game so I’m probably extremely biased etc.

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After a break of a month on the final puzzle I picked up the Will of Arthur Flubberjohn again and finished it.
It only took me 17 hours in total. :grin:

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Thanks to the help of @Paul I finished Pirate Theme Park: A Short Adventure. It’s a very nice little adventure game. I loved the humor and the characters. If you haven’t played it you should do it immediately. (And I hope that @Paul’s next game will be out this year… :smile: )

Still to solve (this year):

  • Return to Monkey Island (yeah, I know, I’m very very late at the party :see_no_evil:)
  • The Will Of Arthur Flabbington
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Thanks, glad you enjoyed it!
I’m hoping my next one will be out by summer…

I just replayed MI1 and MI2 for the umpteenth time, mainly to make a list of all the types of background animation they have.
Having finished them back-to-back I feel like they both have excellent art and music, with MI2 just winning out on those, though I feel like MI1 is a lot better paced and has better locations.
Something random I hadn’t noticed before is that MI2 re-uses several of the inventory items’ art from MI1, like the lens, wine bottle, grey book, telescope, money, shovel, banana, etc.

Adventure games I’ll be playing next -

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Same here. I still think that MI1 is the best game in the series.

Which versions have you played? AFAIR only the M1 CD edition had the icons. This version was released in 1992 and thus after MI2. So MI1 has borrowed the artwork from MI2. :wink:

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Yeah, it was the CD edition of MI1, good point about it coming out after MI2…
I like how they feel very “related” to each other, with the verbs, the icons, the general look/feel, makes it feel like they flow into each other.

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Didn’t the original MI1 releases only have a text-based inventory? The Amiga version did for sure.
So it might actually be the other way round :slight_smile:.

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Yes, indeed. They had also more verbs.

And it’s likely that it is the other way around (see my answer above). :slight_smile:

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One other thing I just remembered with MI2, was that there was more pixel-hunting than I remember, with things like the knife, monocle, martini glass, crowbar, etc., which is mostly a result of the graphics being more detailed than MI1.

The way I’m planning on handling that in my next game, is having a character mention it if you haven’t already interacted with it.
Eg. if you haven’t picked up a knife on a kitchen table, there is an option to ask the chef about the knife, to draw your attention to it. But if you’ve already picked up the knife, that dialogue option is turned off.

I feel like this will be subtler than having a “hotspot highlight” button, and will also allow for more jokes from characters.

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