On the other hand, Yohalem has intended them to be more serious representations of these archetypes, albeit they will never be believable because they are robots that are subjected to their core programming.įurthermore, these are characters that are important to the story instead of being the referential jokes and/or the troublesome obstacles that lawyerly characters tend to be in adventure games. The characters that are lawyerly in this game will not break those stereotypes these are indeed characters that either rigidly follow the law to the letter or who are opportunistic in its interpretation. Incidentally, these characters were made by people who are not exactly knowledgeable about the legal profession, beyond the usual (and often unflattering) stereotypes. There are some logic puzzles where the wording is very precise and there are characters that expound on the legality of the actions carried out by certain characters.Īlthough lawyer-type characters are not new in video games, there were few that are well-regarded this is mainly because of how rigid they are, or how scurrilous they are. In fact, he has directed some puzzles and story exposition based on his criticisms about Dreamfall.įor better or worse, Yohalem’s experience as a lawyer seeps into this game. The differences begin to show later, especially if the player has turned on the commentary by the developers of the game.įor example, Yohalem is notably critical about other games – especially Dreamfall, which is perhaps the adventure game IP with the biggest budget ever at this time of writing. The differences between his works and Dave Gilbert are not noticeable at first they have similar styles in starting their stories, namely beginning with the motivations of the characters first before moving on to the backstory. In the case of Primordia, the creator is Mark Yohalem, who is actually a lawyer. However, along the way, Horatio learns more about his origins and the predicament of other robots.īy the time of this game, Wadjet Eye has already published games that were conceived by people other than Dave Gilbert. Thus begins the duo’s quest to regain their possession. On that day though, a terse and well-armed robot breached the airship, and took its power core. It is just one day in their very long project to restore the airship that is their place of origin. The game begins with the introduction of Horatio and his helper robot, Crispin. This slow demise is mainly in part due to their lack of versatility, initiative and/or vision. The robots have to scrounge, scavenge, and do whatever they could to slow down the dwindling of resources. Humanity is revealed to be no longer around only sapient and non-sapient machines are left, and they are not much better off without their creators around. Which region of the world that it takes place in is not clear too, and remains so at the end of the game (though this omission ultimately does not matter). Primordia takes place in a post-apocalyptic future of Earth, though this is not clear at first. The close-ups look hideous, but they are also impressive. Having skilled writers and artists also makes for impressive presentation and storytelling, at least for a game that harks backs to bygone eras. Primordia is perhaps the most skilled use of AGS thus far. Still, developers like Wadjet Eye continue to make use of AGS, if only because it is one of very development tools left that could readily make games with the feel of the Sierra and LucasArts years. By Gelugon_baat | Review Date: May 2, 2021Īdventure Game Studio (AGS) is an aging engine that is becoming more obsolete as competing development platforms (such as the Unity-based ones) improve on their versatility while being affordable or even freely licensed.
0 Comments
Leave a Reply. |