The Crimson Diamond on PC (7/10)

Posted on

The Crimson Diamond is a throwback to early Sierra 3-D adventure games like King’s Quest and Space Quest. Unlike their far-more refined contemporaries at LucasArts, the Sierra games still used a text-based parser instead of a pure point-and-click interface. The text input allows for much more detail in the way puzzles are structured, but it also introduces some major annoyances in terms of guessing verbs in hopes of instigating a particular action.

The Crimson Diamond attempts to mitigate some of these known problems by including quite a few quality-of-life improvements like a notebook and shorthand commands for common actions. Overall the game manages overcome most of the limitations of the mechanics. As far as adventure games go, it was not as difficult as any of the original Sierra titles were but there’s a bit of a twist to that assessment that I will discuss a bit further down.

Much like the very first graphical adventure Mystery House, this is a murder mystery. You play as a mineralogist assigned to investigate if diamonds indeed exist in the remote Canadian forest area of Crimson. You find yourself in a lodge filled with suspicious characters and then shenanigans ensue. The setting is mostly limited to the lodge and grounds around it and the game-play is very process oriented: collect fingerprints, identify footprints, and eavesdrop on conversations.

It’s all wonderfully illustrated and written with quite a few memorable characters. The art style mimics that second wave of Sierra games starting with (I think) King’s Quest IV in which the graphics are still pixelated, the palette is limited, but a slightly higher resolution allows for more detail. That three pixel blob is now a seven pixel blob and it kind-of/sort-of looks like what it’s supposed to be.

Aside from some technical problems (which are slowly getting fixed with each release) my biggest problem with the game was its end-game. I was not prepared for the final interrogation in which I was supposed to type in the names and actions of the guilty parties and much more. The idea here is that it will add replay-ability as you realize all the clues you missed, but I do not have the patience to replay most games, especially an adventure game. I would have preferred if the game had a similar, lower stakes version of this interrogation in the first act to prepare me in advance and make me more aware of the importance of note-taking and the thorough investigation of everything.

But, overall it was enjoyable and more detail oriented players will probably like it quite a bit.

The Little Sister by Raymond Chandler (6/10)

Posted on

For whatever reason this Philip Marlowe novel did not click with me. I had long stretches where I put it down and then was completely confused by the plot when I picked it up again a week later. Also, it didn’t quite evoke the film noir vibes as much as his previous books. I was probably just never really in the mood for this one so take this review with a grain of salt.

QBob Progress Report #2

Posted on

My goal for the month of October has been to covert the original MIDI based music from QBob into a more sonically robust modern format. I made a passing attempt to do this in the early 2000s when I thought Amiga tracking programs were the future of music. Madtracker was my go to program for creating sample-based techno songs and I managed to convert the track “Erie” but that was about it.

Cut to 2024 and I have actually expanded beyond the scope of shareware music software. My current DAW of choice is FL Studio. It has all the features necessary to directly convert .MID files into FL Studio’s file format. It actually comes bundled with a fairly good sounding general MIDI patch too. I could have just imported the files, used that patch and called it a day. Instead I took the time to hand craft various synths and samples to better match what I imagined these songs sounded like back in 1996 when they squeaked out of my old Soundblaster 16/Waveblaster card.

As I mentioned in my previous post, I also made lo-fi Waveblaster versions of all the songs too for posterity. That said, the new versions are sounding great. I have more-or-less finished the music ahead of schedule. The only thing left is give them a final mastering pass which is always a challenge since my PC speakers aren’t very accurate.

What is now going to follow is probably the most time-consuming part of this whole project. The goal is to completely redo all the game sprites to make them have smoother animation, alpha channels, and a more consistent style.

My plan would have been to use Adobe Flash to do all the animations, but then Adobe killed Flash in 2016. What I didn’t realize is that Flash was rebranded as Adobe Animate and now has a more video production focus. I have been (re) learning the software and I feel like this will work nicely. If this wasn’t an option I would probably have to buy Toon Boom Studio or some other program I am completely unfamiliar with.

So far I have completed two character make-overs and the game is already looking more slick and colorful.

Hundreds of Beavers (8/10)

Posted on

Hundreds of Beavers is essentially a feature length live action Looney Tunes cartoon with a unique lo-fi style. There is little to no dialogue, it’s filmed in black and white, and the “creature effects” are just dudes in mascot uniforms. It is as much an homage to Buster Keaton as it is to Bugs Bunny and despite the After Effects Home Edition cheapness of the visuals, it has an endearing, North Woods charm making it worth a watch.