After having foiled Vohaul's plans in Space Quest 1 and 2, it seems that famous galactic space-hero, Roger Wilco would have to do it again. Armed with nothing but his charming personality, good looks, quick wits, a pocket full of acidic ooze and a cigar stub, I exited the time pod for the last time.
The Sequel Police dispatch station was empty, and their aircraft sat quietly in its hangar. The only other place to check was off to the right, where there had previously been a guard but now only a strange tunnel entrance lay ahead. Presumably, all of the Sequel Police were chasing my shadows around space and time, so they thankfully couldn't get in my way.
The tunnel entrance had a rather complicated locking system, but I was carrying what is commonly known as "a fool's lockpick", by which I mean a glass jar full of incredibly corrosive green ooze. Being very careful not to spill any on myself (something that would mean certain death), I melted the lock and that seemed to have the effect I was looking for.
Sunday, 31 May 2015
Space Quest IV: Part 2: Babes, Burger Time and Back to the Future
Last time, on Space Quest IV...
So we've arrived in the past. Well, it's the future to Roger, but the past compared to where we were and oh no I've gone cross-eyed. Best not to worry about that too much and instead lets just get on with the game. We've arrived on a desolate looking planet, but thankfully it seems free of both cyborgs and other futuristic dangers so lets go and take a look around.
A brief wander leads to us meeting some local wildlife, and this avian fellow has brought us home, presumably to meet the family. How nice. The other guest, a Sequel Policeman (officer?), fared less well and has been impaled on a stray branch. A quick search of the dead (?) police officer gets us a piece of paper with some gum in it. These cyborgs don't seem to have the capacity to chew gum, so where did he get this from? Either way, it contains half a time code so we'll keep it next to that dangerous ooze for later.
So we've arrived in the past. Well, it's the future to Roger, but the past compared to where we were and oh no I've gone cross-eyed. Best not to worry about that too much and instead lets just get on with the game. We've arrived on a desolate looking planet, but thankfully it seems free of both cyborgs and other futuristic dangers so lets go and take a look around.
A brief wander leads to us meeting some local wildlife, and this avian fellow has brought us home, presumably to meet the family. How nice. The other guest, a Sequel Policeman (officer?), fared less well and has been impaled on a stray branch. A quick search of the dead (?) police officer gets us a piece of paper with some gum in it. These cyborgs don't seem to have the capacity to chew gum, so where did he get this from? Either way, it contains half a time code so we'll keep it next to that dangerous ooze for later.
Space Quest IV: Roger Wilco and the Time Rippers (1991)
Roger Wilco is a hero that is very easy to relate to, he's just an ordinary man who finds himself in extraordinary situations. He begins the first game as a janitor, but at the start of this game he has managed to foil Sludge Vohauls plan to destroy Xenon, escape the clutches of Sludge Vohaul's revenge, help the Two Guys from Andromeda and salvage a half-decent space-worthy ship. Now he finds himself at a seedy bar, taking a rest on his way back home, and regaling the locals with tales of his impressive feats.
Thursday, 28 May 2015
Xenonauts: I Want To Believe
Previously on this blog, I've written at length about my feelings towards UFO: Enemy Unknown (also known as X-COM: UFO Defense). It's a great game, that should have spawned more sequels and imitators than it did. Of those that have been made, Xenonauts is perhaps the purest of those successors.
It's entire reason for existing is due to the love for that original game, truly a game made by fans for the fans, and it certainly shows. It doesn't blindly recreate, nor wildly re-imagine it's ancestor, but rather seeks to create something very similar and yet with a myriad of improvements and refinements.
Tuesday, 12 May 2015
Cyberpunk: Shadowrun Returns
This past weekend I finally got around to playing one of my oldest Kickstarter-backed games, the cyberpunk RPG Shadowrun Returns. Based on the pen-and-paper RPG series Shadowrun, the game was full of promise from the start and definitely delivered on that. It presents you with a futuristic RPG setting, which also contains a plethora of fantasy elements. I'll let the game's website describe it in more detail:
The year is 2054. Magic has returned to the world, awakening powerful creatures of myth and legend. Technology merges with flesh and consciousness. Elves, trolls, orks and dwarves walk among us, while ruthless corporations bleed the world dry. You are a shadowrunner – a mercenary living on the fringes of society, in the shadows of massive corporate arcologies, surviving day-by-day on skill and instinct alone. When the powerful or the desperate need a job done, you get it done… by any means necessary.
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