Point, Click, Solve Puzzle: Reflections on the Adventure Game

Kings Quest hatchet

Traditionally, adventure games have been defined by two elements: (1) reliance on narrative; and (2) solving puzzles in order to progress. While the former has always been the genre’s strong suit, I would argue that puzzles have been a mixed success. Puzzles can be too obtuse, necessitating a trip to GameFAQs to obtain the solution, or may clash with the narrative. Particularly problematic puzzles, such as the infamous cat-hair moustache, can be guilty of both. Developers have tried to combat this problem in several ways, and interestingly, their approach appears to be evolving over time.

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My Games of 2014

This entry is part 5 of 6 in the series Game of the Year Awards

Welcome back to another Game of the Year list. This year, I’ve tweaked the format again — many of the games I played in 2014 were released in previous years. Sometimes, I played the old game “as is”; sometimes, I played a new port or an expanded version of the old game. So I’ve broken this post down into two parts. First, I review the accomplishments of 2014. And second, I take a look back at the notable games I played, whether or not they were originally released that year.

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Sherlock Holmes vs the Cat-Hair Moustache

Sherlock Holmes: Crimes and Punishments is an adventure game that doesn’t feel like other adventure games.

Typically, adventure games give the player several tasks: exploring the environment, gathering items, talking to NPCs, and solving puzzles. The challenge comes from the last element, solving puzzles. Sometimes, this becomes a problem. Either the solution to the puzzle makes no sense (making a moustache out of cat hair), or the puzzle itself is out of place.

Crimes and Punishments contains several of these elements. There is a fair amount of exploration and talking to NPCs (both accompanied by a sort of “Holmes vision”, triggered at the touch of a button):

Sherlock Holmes CP - NPC
This never gets old.

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