Saturday, May 26, 2012
The Dreamhold for iOS
It is up on the App Store! Go take a look.
(If you have an iPhone or iPad or whatever, I mean. If you don't, you can still play Dreamhold on my web site or however you like. For old time's sake.)
(The Dreamhold cover art is based on a photograph by Trey Ratcliff: The Festival of Lights in Lyon (CC by-nc-sa).)
I know most of you have already played Dreamhold -- it's a 2004 game, after all -- but it's been a fun game to revisit. This iOS release has a nifty map and some nifty (if cliche'd) trophy achievements, so maybe that will spark some competitive spirit or speedrun hijinks out there in Internet-land.
Unfortunately, I managed to ship the thing with a crashy bug. Several players have reported "Fizmo fatal error: Caught signal 11" messages. It isn't happening to everybody, and some people have gotten past it simply by quitting and restarting several times. (The problem seems to be showing up only on iPhone 4 and 4S, so far.)
I apologize for the bug, of course, and I hope to hunt it down this weekend. (EDIT-ADD: I have submitted a bug fix, as of May 27th. It is awaiting App Store review.) (June 4th: Bug fix is available; grab the 1.0.1 update.)
Bugs aside, what does this mean for the greater world of interactive fiction?
Labels: dreamhold, hadean lands, if, interactive fiction, zarf, zarfplan
Saturday, May 19, 2012
A couple of Myst links
Heather Larkin has started adapting The Book of Atrus as a web comic. (This is the first of the three Myst novels, written by David Wingrove from Robin and Rand Miller's storylines.)
The comic starts with Atrus as a child, living in the desert with his grandmother. It's kind of adorable. I wasn't a huge fan of The Book of Atrus as a novel, but this presentation is simpler, more direct, and touching. (Only three chapters are posted, covering roughly the first two chapters of the book; we'll see if it stays on track.)
(Also: Russian translation!)
Cyan has already released Myst and Riven as iOS apps, but now they're working on porting RealMyst to iPad. (Currently labelled as iPad 2 and 3 only.)
Yes, it's yet another release of the same damn game, but it will include the Rime Age. Rime was added for the original RealMyst release and is not available in the current iOS Myst (nor other ports of the 2D Myst engine).
Also, the technology is more up-to-date. As I understand it, this uses the Unity engine. The 3D navigation looks pretty smooth -- it avoids the trauma of the virtual d-pad, at least. (Don't ask.) Unity is well-supported these days, so it would be an easy port to other platforms, or as a starting point for a new original game.
Well, we can hope.
A couple of preview videos: Myst Island and Channelwood. The release date is given as "Spring 2012", which at this point means "when it's done", I suppose.
Labels: book of atrus, cyan, heather larkin, ipad, myst, realmyst, unity
Friday, May 18, 2012
Thoughts on Dear Esther
Dear Esther came out in February, but I don't have a Windows box (worth mentioning) so I skipped all the commentary and waited for the Mac port. That just showed up; huzzah! (Unironic cheer there. Three months is sharp porting. I'd love to see Fez three months from now, but I doesn't expect it.)
Because I skipped all the commentary, I won't try to do a full-on review. I'm sure it's mostly been said. Instead, you get assorted thoughts about interactivity.
Labels: adventure, dear esther, game design, interaction
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