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Eye on iPhone, volume 2

The second installment of Eye on iPhone is now up at Adventure Gamers. This time around I looked at several “oldies” (the recent Broken Sword rereleases, Riven, and Colossal Cave Adventure) plus and a short-but-sweet new puzzle game named The Secret of Grisly Manor.

Colossal Cave Adventure was the first adventure game ever, and I’d never played it, so having an excuse to check that out was probably the highlight for me while working on this article. I’ve never been as big a Broken Sword fan as some (probably because I wasn’t even aware of them in their heyday) and Riven was way too hard for me (either that, or I’m way too lazy for it). Even so, the iOS ports are worth checking out—especially if you have fond memories of playing these games on PC. And Grisly Manor is a lot of fun, if painfully short. All in all, a good round-up for adventure gamers who are looking for some worthwhile distractions in the App Store.

I have to admit, however, that in spite of discovering a surprising number of great adventure games for my iPod Touch, at this point I’ve probably clocked the most hours on Tetris, Scrabble, and Monopoly (got them for $0.99 each over Christmas). Sometimes all a girl wants is some stupid repetitive fun. Plus, winning in Scrabble makes me feel much smarter than floundering around in Riven.

But I digress. Go read it!

The Great Rosedale Bash

Last year Greenleaf released a slew of half scale laser cut house kits. I’ve been dying to try them out, but none of the designs really appealed to me. I’m generally not a fan of frilly houses (the Fairfield excepted) so I was eyeing the Rosedale, but I didn’t like that it only had four rooms, and though I like the simple design it almost seemed too simple and unbalanced. After some back and forth with other builders on the Greenleaf forum, I got the idea to bash two Rosedales together by adding a wing to the right side that mirrors the left, and raising the roof in the middle. The result should be something like this.

I’ve never done something like this before, and although I ordered the kits back in October, it took me this long to work up the courage to open them. Once I get into a build I tend to get lazy about documenting my progress, but I’m going to do my best to do so this time in case other people want to try it in the future. (That way you can learn from my mistakes!)

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King’s Quest III “redux” coming in February

This announcement excites me on so many levels. AGD Interactive put out remakes of the first two King’s Quest games in the early 2000s, right around when I was getting back into adventure games after checking out during my college years, during which time the genre up and “died.” I loved that there were fans out there who still loved those old games as much as I did, and also had the talent and motivation to retouch them for a more modern age.


“Gwydion, I have decided to take a journey…”

Their version of King’s Quest I was a straight remake as far as gameplay goes, with VGA graphics and a point and click interface in line with KQ5 and KQ6, while their enhanced version of King’s Quest II went to crazy lengths to pull a bunch of non sequiturs into an intriguing story with new, yet authentic, gameplay.

For the better part of a decade, it seemed like that’s all we would get out of AGDI (with the exception of a remake of Quest for Glory II—an incredible undertaking, but doesn’t have that special place in my heart like King’s Quest). Then this weekend, out of the blue, they announced that they’ve been secretly working on a King’s Quest III remake since 2002 and it’s just about ready for prime time. It’ll be out for PC and Mac in February.

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