This was supposed to be an analysis of Beyond a Steel Sky, Revolution Software’s newly released sequel to their 1990s cyberpunk thriller Beneath a Steel Sky. But BeyASS is a buggy mess. And though it has now been patched enough that I could play it beginning to end, it’s not yet sufficiently fixed to warrant playing a second time or do a full analysis. I’ll wait for a few more patches come out.
In the meantime, I went back to BenASS to see how it compares. Is Beneath a Steel Sky really the classic it’s held up to be? I’ll be analysing its structure using four Puzzle Dependency Charts that map out the whole game.
Shame on me for failing to post anything for over a year. I’ve been working on some puzzles and ideas of my own, but have nothing to reveal yet. As part of that work, I’ve been expanding my knowledge of Puzzle Dependency Charts so will instead share some information about them, including two full charts for LucasArts flawed masterpiece, The Dig.
Puzzle Dependency Charts (or Graphs, or Diagrams) are an excellent tool for designing and refining interconnected puzzles. Online discussions usually focus on their use in the classic LucasArts adventure games since Ron Gilbert of Monkey Island fame developed them to help design his games. But they are not limited to computer games and would be helpful for designing physical Escape Rooms or any multi-stage puzzle.
The Witness is a computer puzzle game from 2016. It’s great to look at, with challenging but satisfying puzzles and a few moments of genius.
Despite its high points, it has to be said that I was massively underwhelmed by the game overall and bored before I reached the end. The attempts to make the game deep by throwing in an assortment of philosophical sound and video recordings sits somewhere between lazy and insulting. Wired have already done an excellent dissection job, though I would choose the adjective “hollow” to describe the experience of playing The Witness, rather than “empty”.
The distinction is subtle, but the game really does look great on the surface. Its desert island setting is covered with perspective tricks and puzzles requiring you to be standing in just the right place so you can trace paths between separate buildings or across vast landscapes. The design of the puzzles in general is great, with LOTS of them, and a minority that are pure frustration. It’s a worthwhile reward at the centre of it all that’s missing, and the game falsely implies you’re going to receive one with its enigmatic wrapping suggesting questions to be answered come the end. Instead, the only reward for solving puzzles are more pretty graphics and more puzzles.
But if you want a challenge, I’d still recommend picking up a copy of the game. Just don’t expect to find meaning, or plot, or satisfying conclusions in it. Most importantly, if you get bored, walk away and come back when you feel in the mood again. Pushing through the game because you’re expecting something to happen rather than because you’re enjoying solving the puzzles will just suck the joy out of the experience. » Read more
Agent A is your typical point-and-click / escape room adventure game. It’s lifted above the average by nice graphics and a great selection of puzzles with few moments of frustration or tedium.
The basic plot is that Ruby La Rouge, an enemy spy with an awful accent, has killed your boss and several of your fellow Agents. You’re Agent A, the best in the business, and it’s up to you to confront Ruby in her hideaway. No sooner have you found your way through the front door, then Ruby turns the tables and traps you inside with her vicious cat.
What follows is a short but charming homage to spy films as you crack safes, reveal secret rooms hidden behind bookcases, and put oversized precious jewels to good uses. » Read more
A final present from me for Christmas! This time it’s a Picross puzzle.
A picross is a logic puzzle. They’re also called Nonograms, Hanjie, Griddlers or “Paint-By-Numbers”.
The goal is to blacken squares in a grid to create a picture.
Numbers around the grid are clues. From these clues you can deduce exactly where all the black squares go using logic and deduction. There is only one solution where the clues in the columns and the clues in the rows are consistent.
Each clue number signifies an unbroken line of black squares. These lines appear in the same order as the numbers, running left to right for the rows and top to bottom for the columns. Every line of black squares is separated by one or more un-blackened squares. You can mark these in with light Xs. A zero means the entire row or column is unblackened.
The Room came out back in 2012 and won enough awards to get its own Wikipedia page. I decided to give it a whirl to see what the fuss was about. It can be picked up cheaply as a mobile game, or for a few pounds on Steam in a revamped desktop incarnation.
It’s a short game, possible to complete in an evening. It’s also easy to see why it’s popular as it’s beautifully presented, accessible and contains nothing taxing enough to cause severe frustration.
But all the way through I spent more time thinking about other games, and the numerous problems with computer puzzle games as a genre. Problems that have rarely been solved.