Showing posts with label Years. Show all posts
Showing posts with label Years. Show all posts

Saturday, August 23, 2014

Shadowgate review: This castle still wants to kill you, 25 years later

Shadowgate (2014) Shadowgate (2014) Shadowgate is unapologetically retro, bringing the difficulty of the original Shadowgate into 2014 and barely softening the blow in the process. It's fantastic.

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"You have chosen poorly, young Jair," says the screen, flashing an image of grinning Death. I hate him. I hate his bony little skeleton face so much. I've seen it at least ten times in the last hour and a half, each time listening to his snide comment about my demise.

I've been burned to a crisp by a dragon. I've been shot by an arrow from the dark. I've had a rickety wooden bridge burned from under me. Even nonlethal occurrences might as well be—I've heard the screams of a banshee and come under a curse, I've seen an enormous spider frozen to the ceiling, I've gazed upon the face of a demon.

And ever Death mocks me. "Tis a sad thing that your adventures have ended here," he says, laughing.

Shadowgate (2014)

But they haven't ended. Not really. I load my latest quicksave again and try something new. Maybe this time I won't die. Maybe I'll solve another piece of the massive puzzle that is Castle Shadowgate.

Unlikely, though.

Shadowgate is impossibly hard, and I mean that as a compliment (I think).

For the uninitiated, Shadowgate is a remake of—you guessed it—Shadowgate, a 1987 point-and-click adventure designed for the Apple Macintosh and ported to basically every extant platform at the time: the Amiga, Apple II, Atari ST, DOS, and even the NES. You're an adventurer named Jair, and you've been called by the wizard Lakmir to free Castle Shadowgate, which has fallen to an unspeakable evil named Talimar the Black. It's a fantasy-style dungeon crawler of an adventure game, with you exploring old tombs and wielding swords and the like.

And it's hard, in the way that only late-80s/early-90s adventure games can be hard. Shadowgate doesn't even try to hide it, wrapping itself in delightfully obtuse holdovers from the olden days of adventure games.

Shadowgate (2014)

Contextual commands? Get out of here with your newfangled ways—Shadowgate uses the antiquated "Look," "Go," "Eat," "Use," et cetera system that fell out of favor years ago. Using an item is entirely different from Looking at an item is entirely different from Eating said item, and Shadowgate expects you to know when to use each command appropriately—or it kills you.

I'm not joking. One of the most famous encounters in Shadowgate brings you face-to-face with a dragon. You have one turn—one—to notice the shield lying on the ground and Use The Shield On Yourself or else the dragon breathes fire and you die. That's it.

Shadowgate has tuned the difficulty a bit by adding easier tiers, but even these just allow you to futz your way through some of those puzzles for a few more turns. The middle difficulty tier, for instance? You have two turns to equip the shield instead of one before the dragon roasts and (presumably) eats you.

How magnanimous.

Shadowgate (2014)

It's hard. I cannot repeat that enough. There are going to be people who get stuck after playing the game for less than half an hour, clicking everything because the game doesn't highlight what items you can interact with.

And yet for all that old-school clunkiness, for all the torture it puts you through, I genuinely enjoyed Shadowgate. Puzzles tend to make sense in a fantastical Dungeons & Dragons manner, with few notable instances of Adventure Game Logic. The game forces you to pixel-hunt a bit too much, maybe, but it's in keeping with its retro roots—this is the absurdly difficult, painful adventure game that fans of Shadowgate Kickstarted.

The pain of pixel-hunting is somewhat assuaged by the fact that Shadowgate is absolutely gorgeous. Each new room in Shadowgate is a treat. A treat that's trying to kill you, like a poisoned lollipop or something. From damp dungeons to dusty tombs and lavish towers, the hand-painted art style implies as much as it shows and would look at home in a Dungeons & Dragons manual. It's perfect for conveying Castle Shadowgate and its often-strange trappings.

Shadowgate (2014)

Recognizing the strength of the artwork, the developers have included my new favorite adventure game feature—Immersive Mode. Press the default toggle key, F11, and the entire UI fades out—the miscellaneous clutter, the list of commands, the flavor text. You get an unobstructed view of the artwork, while mousing over any of the invisible UI elements will bring it back momentarily. It's a fantastic way to play the game once you've memorized the various command hotkeys and want to appreciate the spectacular views Castle Shadowgate provides.

The game also includes a "Retro Mode" that attempts to (playfully) emulate some aspects of the NES Shadowgate—like, for instance, the ability to swap the (fantastic) modern score to the original NES music, done by Hiroyuki Masuno.

One last time, in case you missed it: Shadowgate is hard. There's no getting around it. Even if you're a veteran of the original, you'll most likely get stuck occasionally considering the developers switched or tweaked most of the puzzles. You're going to die. You're going to be frustrated. You're going to have no clue what you should be doing, wandering at random between rooms.

If that doesn't sound like fun? That's fine! Give this one a wide berth.

This is exactly what fans of the original wanted, though. This 2014 version of Shadowgate is really just the original Shadowgate with prettier graphics—it's unapologetically difficult and occasionally clunky, but all the more charming as a result.


From PC World. Electronics product reviews and advice for best reference

Friday, February 24, 2012

How Google Glasses Could Create ‘Augmented Reality’ by Year’s End

From a technical standpoint, a pair of commercially available, augmented reality glasses by Google are very possible by the end of the year. The display might look pretty good, too. So says Blair MacIntyre, a computer scientist at the Georgia Institute of Technology who founded the school’s Augmented Environments Lab in 1999. 

Since December, the New York Times’ Bits blog and the blog 9to5Google have gathered reports from unnamed sources that Google is working on a pair of glasses that would present wearers with information about real objects they see in the world around them. Google’s partnership with Zagat, for example, might allow the glasses to show reviews for restaurants where wearers direct their gaze. Perhaps combined with Google Maps, the device could search for nearby landmarks and show walking directions. The glasses will have voice input and output. They will also send data directly to the Internet, which is possible via Wi-Fi, 3G or 4G technology. The news finally hit it big when Bits reported that the glasses would be available by the year’s end, retailing for $250 to $600.

Of course, smartphone applications already let users hold up their phones and see restaurant reviews and nearby subway stops, displayed in bubbles floating on top of a view of the scene. But glasses technology would make the science fiction vision of an enhanced reality seem much more real. 

“I think what gets people excited,” MacIntyre told InnovationNewsDaily, “is they imagine this future where I’m walking down a street and I can just see information on stuff around me.”

Glasses make that more possible because people keep them on and don’t have to stop, take out their phones and run an app before seeing the added info. Glasses allow for serendipity. 

“It’s that idea of stumbling on interesting things as you go through your daily life,” MacIntyre said.

Though Google will not officially comment on the glasses project, MacIntyre thinks it’s “pretty possible” the company could pull them off — with a “pretty nice” display — by the end of the year. Many of the technologies the glasses would use are already up and running in phones now, he said. One additional technology the device will need is an orientation sensor, so it would know where its wearer was looking.

It would also need a way of showing users transparent information bubbles on top of reality. Making those bubbles look good is the biggest challenge, MacIntyre said. The glasses may use a camera to relay the world onto their screen, which is how augmented reality smartphone apps work. There are also more sophisticated optics technologies that can make translucent information bubbles, such as lasers that draw images onto the retina.  

MacIntyre is hopeful that the final product will look and work well because unlike a smaller company, Google has the ability to pour much more money into developing the device than they might expect to initially recoup. In a Feb. 21 post, the Bits blog said Google is not yet thinking about a business model for the glasses. Instead, the company wants to see if consumers like it. 

If the buzz on the Web is any indication, many are curious to see their Google services projected onto real life. As for MacIntyre, he said, “I personally am very excited about the idea of somebody creating an affordable, really functional head-worn display.”

Article provided by Innovation News Daily, a sister site to Latopmag.com.


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