The Blackwell series is SO good. Each takes around an evening to complete, which I really enjoyed. The story is great and the puzzles don't have any moon logic. Can't recommend it enough.
Unavowed was a pretty good spinoff. It was the last point and click I ever got into, and expands Blackwell's universe dramatically. Its not just about ghosts anymore.
Game is also definitely worth replaying while listening to Gilbert's commentaries for some of that insight into how it came to be, and P&C design logic in general.
It came at great time for me. Just when I wanted to play a new point and click adventure while few good ones were being made :) And probably at a pretty decent time for the developer so he had the tools to design, code and sell the game just on his own without having to write his own engine and manufacturing physical copies of the game. Digital distribution and easy to use, cheap game engines weren't a thing until early 2000s. Btw I don't think technical issues are results of not aging well. Rather, it's just the way the game already felt at release. I'm sure I had to play in windowed mode to scale the resolution at a whole number ratio back then and it was something I wouldn't expect outside of emulating DOS era games.
The Blackwell series is SO good.
Each takes around an evening to complete, which I really enjoyed. The story is great and the puzzles don't have any moon logic. Can't recommend it enough.
Unavowed was a pretty good spinoff. It was the last point and click I ever got into, and expands Blackwell's universe dramatically. Its not just about ghosts anymore.
Interesting game. It's amazing to think there are thousands of good games out there that we missed. More than we could possibly play in a lifetime.
Game is also definitely worth replaying while listening to Gilbert's commentaries for some of that insight into how it came to be, and P&C design logic in general.
bro your channel is a godsend, point & click as well as d&d content not to mention classic d&d stuff !!!
Glad you like it!
It came at great time for me. Just when I wanted to play a new point and click adventure while few good ones were being made :)
And probably at a pretty decent time for the developer so he had the tools to design, code and sell the game just on his own without having to write his own engine and manufacturing physical copies of the game. Digital distribution and easy to use, cheap game engines weren't a thing until early 2000s.
Btw I don't think technical issues are results of not aging well. Rather, it's just the way the game already felt at release. I'm sure I had to play in windowed mode to scale the resolution at a whole number ratio back then and it was something I wouldn't expect outside of emulating DOS era games.