3 replies on “Nerding Day: Wayne’s World: The Adventure Game Strategy Guide”
Bad games really do all have sewer levels
To those of you not familiar with old-school adventure games: like 80%+ of what was described here was pretty standard for the genre. The pixel hunting, the overly complex interaction menu, the moon-logic required to figure out the puzzles, the soft-locks if you missed something–all standard, even in the good ones.
With some distance from having played them and reading this, it’s totally baffling this was a real genre with many beloved games.
“You can have pretend conversations with them at their grave or in your darkest moments, but you’re aware it’s just a memory speaking back, a reflection of how you felt filled with your own needs and regrets.”
Wow. You woke up this morning and chose violence. Like, damn.
3 replies on “Nerding Day: Wayne’s World: The Adventure Game Strategy Guide”
Bad games really do all have sewer levels
To those of you not familiar with old-school adventure games: like 80%+ of what was described here was pretty standard for the genre. The pixel hunting, the overly complex interaction menu, the moon-logic required to figure out the puzzles, the soft-locks if you missed something–all standard, even in the good ones.
With some distance from having played them and reading this, it’s totally baffling this was a real genre with many beloved games.
“You can have pretend conversations with them at their grave or in your darkest moments, but you’re aware it’s just a memory speaking back, a reflection of how you felt filled with your own needs and regrets.”
Wow. You woke up this morning and chose violence. Like, damn.