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Contents:

Prologue 1

Previews 2
Fenimore Fillmore’s Revenge 2

Gossip 5

Lounge 6
The 13th Doll 6

Reviews 11
Nibiru 11
Journey to the Wild Divine 14
Riddle of the Sphinx 19

Extra 22
Invento-mail 22

Epilogue 23
Credits
Editor:
Dimitris Manos Prologue
D
Authors/Contributors:
Dimitris Manos
Jordy Tubman ear readers, welcome to the last issue before
Oliver Gruener our traditional summer break. But before we
Sudeep Pasricha leave we gathered all our last powers to create
an issue that will make you remember of us
until we come back next September. And for those of you
Hosts:
who can’t wait until then, you can of course check out
www.theinventory.org
Adventure Europe (www.adventure-eu.com) which will
www.adventure-eu.com
continue working throughout the summer.
www.justadventure.com
So what contents await for you in the 25th issue?
Layout: First of all, we are the first publication to preview
Dimitris Manos Fenimore Fillmore 3, also known as Fenimore Fillmore’s
Cover Art: Revenge. Revistronic surprised every adventure fan out
Fenimore Fillmore’s Revenge there with the first screenshots and information about the
sequel to The Westerner. Action-clouds started covering
Contact Information the adventure sky of Fenimore’s world, but the preview
Address: comes a strong wind blowing the clouds away.
The Inventory Magazine Puzzle/Adventure fans who used to feel neglected
Grankottevägen 55 A when reading the Inventory have good reason to rejoice
Örebro 702 82 with this issue as Jordy Tubman and Sudeep Pasricha
Sweden have prepared lots of material that will appeal to fans of
riddles and puzzles. Jordy interviews the team behind the
E-mail address:
unofficial sequel to the 7th guest and reviews the older
d.manos@theinventory.org
Egyptian adventure, Riddle of the Sphinx.
Phone No: Sudeep uses his biofeedback energy to make his
+46702053444 way through the wild divine. What am I talking about? I
am talking about one of the most expensive, if not the
Other Editions most expensive, adventures to ever be released. The
French: Journey to the Wild Divine uses biofeedback, allowing
http://www.planete-aventure.net you to do things you could never do before, such as inte-
Italian: racting with objects on the screen simply by breathing.
http://www.adventuresplanet.it/ Sudeep will tell you more about it in his review.
Russian: Oliver got his hands on a German review copy of
www.questzone.ru Nibiru, the long awaited point and click adventure by
Future Games (known for their Black Mirror adventure)
and tells us all about it in the review of the month. Now
let’s meet the new Fenimore Fillmore.

Copyright Note:
The Inventory is copyright Dimitris
Manos and may not be reprinted else-
Dimitris Manos
where without the express written con-
sent of the owner. If anyone sees The
Inventory or portions of The Inventory
posted someplace without express writ-
ten consent, then please contact us at:
theinventory@yahoo.com
PREVIEWS
Fenimore Fillmore’s Revenge

Fenimore Fillmore’s
Those of you who read our Awards 2004 booklet already

Revenge know that the Best Adventure 2004 Award was won by The
Westerner, a wild west 3D adventure by the Spanish developers
Revistronic. The Westerner, also known as Wanted in North
America, featured a comedy story and a main character that loo-
ked very similar to Woody from Toy Story. The ‘cute’ graphics of
the game gave the story the characterization of light-hearted. The
Westerner was the second part of the Fenimore Fillmore series,
that started with 3 Skulls of the Toltecs. The Westerner differed in
many ways to its predecessor, especially considering the fact that
Revistronic decided to use 3D graphics for the sequel.
This time Revistronic follows a new approach again. But
let’s take it one at a time. In the end of the Westerner *Spoiler*
we saw Fenimore and Rhiannon riding away from Starek City
towards new adventures.*End of Spoiler* Now in the beginning
of Fenimore Fillmore 3: Fenimore Fillmore’s Revenge, we see
Fenimore and Rhiannon at the point where we left them in the last
game. They are riding along prairies and suddenly they happen to
find a wounded man. In his delirium, the man mentions a cemete-
ry and a grave. A bunch of outlaws takes Fenimore and Rhiannon
by surprise. The boss of the gang manages to shoot down
Fenimore and to kidnap Rhiannon who is being taken by force to
their lair. They leave Fenimore alone to die in the midd-
le of the prairie. Fortunately for Fenimore however,
an old mountain man passes by and helps him.
He brings him to his log cabin and lets him rest
there until he recovers from his wounds. When
Fenimore is allright again, he starts preparing
for his mission to free Rhiannon and to take
revenge from the Outlaws.
While in The Westerner we only got to
control Fenimore himself throughout the
whole game, this time we get to control a
second playable character as well, Rhiannon.
The story is split in 4 scenarios where we will
get to meet approximately 20 different cha-
racters (including Fenimore and Rhiannon).
Apart from the leading duo, we will also
have 3 main non-playable characters. The
good one (the man from the mountains
called Baker), the bad one (the boss of the
outlaws called Stevens) and the mad one
(the wounded man from the introduction

May 2005
PREVIEWS
Fenimore Fillmore’s Revenge

talking about a cemetery and a grave, called


Jackson). And then there will also be about a
dozen gang members, some of them toughies
others just funny characters.
All the scenarios will take place in ‘wild
environments’. No towns, no laws, even no
women. Just mountains, prairies and outlaws.
The locations that we will get to visit, include a
lonely log cabin in the middle of a nice forest in
the mountains, an immense prairie, an old aban-
doned mine, the hideout of the Stevens gang and
a big forsaken cemetery.
When Revistronic initially announced
Fenimore Fillmore’s Revenge, they issued a
press release that had adventurers around the
world worried. The press release was talking
about many more gunfights and much more
action in the game, as well as a more mature
theme for the overall story. However, short after
the press release was issued, the developers
appeased adventure fans through statements
given to the website Adventure Europe. It appe-
ars that the developers opt for a more 'mature'
look for their characters, the dialogues will be
more vulgar and there will be more violent sce-
nes in the game. They claim however that this
new part won't be an action/adventure although it
will focus more on violence and sarcasm than
naivity and simplicity. There will be more gun-
fights, however, the gunfights won't require
reflexes or action skills. The players will just have
to use fire arms in a traditional adventure way.

May 2005 3
PREVIEWS
Fenimore Fillmore’s Revenge

To give an example, if an Some examples of the chal- cing the saddle in his pockets.
outlaw is shooting at you behind a lenges that Fenimore will have to One thing is for certain,
tree all you will have to do is to 'use' face include escaping from an aban- Fenimore Fillmore’s Revenge will be
the revolver on the outlaw, and the doned mine while having being trap- radically different to its predeces-
game will take care of the rest. No ped inside, preparing traps in order sors. We already knew that
targets, no health bars, no single to form an ambush for the enemy, Revistronic could deliver a good
mini-game that requires action skills taming a wild horse, curing a bullet comedy western title, but whether
and reflexes. The shootings will just wound, and winning gunfights using they are able to deliver a good serio-
be challenges that will be solved like your wits instead of action. us western title remains to be seen.
any other traditional adventure chal- The developers have inclu- By eliminating the carrots and the
lenge/puzzle. The developers also ded more than 40 collectible objects money elements though Revistronic
emphasized that this time around it and even more interactive objects proves that they did take criticism of
won't be necessary to feed your on-screen like a mine-wagon, a sca- their previous game into considera-
horse with carrots or to collect recrow etc. Unlike in The Westerner, tion. Fenimore Fillmore’s Revenge
money. in Fenimore Fillmore’s Revenge you looks like a very exciting title and it is
Fenimore Fillmore's won’t be able to pick up big objects the first serious wild west adventure
Revenge will feature several innova- like saddles for example and place ....ever? Well truth is I can’t remem-
tive surprises, always faithful howe- them in your inventory. Instead, you ber any other adventure that took the
ver to the classic adventure tradition. will be able to use items on other far west seriously and this fact alone
An example of these innovative fea- hotspots even if those items are on make us curious of what Revistronic
tures is the ability to play as two cha- screen and not in your inventory. For can come up with.
racters, Fenimore and Rhiannon. At example if you see a saddle and a
certain points you will have to combi- horse on the screen you can select - Dimitris Manos
ne actions from those two characters Use Saddle on Horse and then
in order to overcome a challenge or Fenimore will get the saddle and use
to solve a puzzle. it on the horse directly without pla-

4 May 2005
GOSSIP

Write for Adventure Europe!


Adventure Europe (www.adventure-eu.com) is expanding faster than we
ever imagined and we need more staff to help us with articles and features.
We also need editors for new subsites that we would like to open. For star-
ters we are looking for Spanish, Italian, Dutch and Scandinavian editors but
if you speak some other language and you would like to start a new subsi-
te for it feel free to contact us too. If you think you have what it takes send
an application to d.manos@adventure-eu.com . If you would like to be a
reviewer please attach 1 or 2 (preferrably two) reviews of a game that you
really like and/or a game that you really dislike.

King’s Quest IX to be TellTale buys the


released this winter CSI rights?
Phoenix Freeware impressed fans and Pre-E3 rumours were saying
press alike during their birthday chat that TellTale Games have
that took place on the 15th of May. The bought the rights for the CSI
developers announced that the game games from Ubisoft. It has to be
will be provided in 3 episodes and that noted that this is just based on
the first episode will be available for hearsay and none of this has
download this winter. They also had been confirmed by either
some surprises for their guests. Ken TellTale or Ubisoft.
and Roberta Williams, the incredible
Sierra duo that kick started graphic
adventures with the King’s Quest Eye of the Kraken
series, were the guests of honour available for free
during the chat. Ken and Roberta sta-
ted that they were very impressed with The adventure game Eye of the
the work that the developers have put Kraken, that was previously sold
in this project and that they are looking online, has now become avai-
forward to the outcome of their efforts. lable for free by the developers
The surprises did not stop there and you can download it from
though. Guests could also have a look Adventure Europe at:
at 11 fresh new screenshots from the h t t p : / / w w w. a d v e n t u r e -
first episode of King’s Quest IX. The eu.com/index.php?option=com_
screenshots showed that the graphics repository&Itemid=62&cat_id=1
of the game is not something you &game_id=15&file_id=11 .The
would expect from a freeware game main character of the game is
but instead they give the impression Abdullah who is on a ship to the
that this is a commercial title. You can Hyade islands. The Eye of the
have a look at the screenshots here: Kraken has been stolen and
http://www.kq9.org/media/screens- Abdullah has to retrieve it befo-
hots/ and you can read the transcript of re the mysterious ship reaches
the chat here: http://www.kq9.org/chat- its destination. The developers
logs/kq9birthday2005.php . As for futu- are also working on a new game
re coverage of this highly anticipated called Carte Blanche and you
game, let’s just say that a new special can find a trailer at www.absur-
surprise is coming very very soon :) dus.net

May 2005 5
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The 13th Doll

Interview with
the developers of the
13th Doll
Jordy Tubman speaks to the developers of this unofficial sequel to the 7th Guest, a quite popular puzzle adventu-
re released by Trilobyte in the mid-90s.

Tell us a bit about yourself and email and our forum, and hold con- each player is able to draw their
your studio. Where are you loca- ference calls almost weekly. own unique conclusion about what
exactly occurred there. The game
ted out of, and how many people
What, in particular, made you really came together on a number of
work with you? Is this your first
want to work on a fan-made levels.
game creation project?
Why the 7th Guest over another
sequel to 'The 7th Guest' as
series? It just seems that the series
My name is Ryan HoltKamp; I've opposed to another adventure
is ripe for a third installment. There
been a gamer since I was a kid. I series?
have been a number of attempts,
studied Computer Science and Art
from the original designers 7th
with an emphasis on painting, and Of course I've been a big fan of the
Guest III, to Virgin's secret 13th
am now a software developer pro- original game since it came out in
Warrior project, and most recently,
fessionally. Though I've been invol- 1993. I was one of the many people
The Collector. At one point, there
ved with a few gaming projects, the who had to get a CD-Rom for the
was even talk of a motion picture,
7th Guest III is the first project of family PC before we could play the
and I believe someone purchased
this scale that I've been involved game. I had the game for several
the license to do so. Also, the afore-
with. months before we did so, and per-
mentioned Staufmansion-line has a
Somewhere along the way, I stumb- haps being forced to stare at the
forum discussing the games that is
led across the StaufMansion-line, an box and wait anxiously to play the
quite active considering the game is
amazing site dedicated to The 7th game may have had some impact
10 years old. A number of people
Guest and The 11th Hour. I contac- on why I enjoyed it so much! At any
still seek information on getting the
ted the site host, Paul Van Der rate, the game was absolutely worth
games to run on new machines.
Meer, and we've been collaborating the wait. Never before or since have
So the interest is still there, just wai-
on this project ever since. Along the I been so captivated by a game as I
ting for a company to revive the title.
way, we've added a number of was with the 7th Guest.
Unfortunately, the company that
developers for the game, some who The game as a whole really came
picked up the Collector, then bailed
are very dedicated to the project, as together. The atmosphere of the
out, has almost certainly put a final
well as those who just pop in once game is phenomenal, with the beau-
nail in the coffin of any official
in a while to say hello. We're a tiful renderings of the mansion, and
sequel. There is now a stigma on
diverse group, scattered across the classic, creepy musical score.
the game to any company who
several continents, but mainly The introductory fairytale of Henry
would otherwise pick up the title.
based in Holland and the United Stauf is beautifully told. I also like
We've all enjoyed the original
States. We communicate through the abstractness of the plot, where
games, and have been waiting for

6 May 2005
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The 13th Doll
years for a sequel. Now that we're
older, we've acquired the necessary
skills to create a game like this, and
since it is becoming apparent that
no companies are willing to do so,
we've decided to do it ourselves!

Have you been inspired by or


drawn any ideas from other
games in the adventure genre?
What's your favourite game aside
from 'The 7th Guest' or its sequel
'The 11th Hour'?

We've looked at a number of other


games for inspiration, too many to
mention! We're fortunate to have
Robert Washburne on our team, Players will not need to have played successful cure. Tad's visions don't
who has written a number of game the original games to understand stop haunting him, and he under-
reviews and walkthroughs and is a The 13th Doll. There are a few stands what he must do: return to
virtual encyclopedia of adventure returning characters, but those that the mansion and save those he left
games. return have roles that relate to the behind years ago. He hasn't the
The list of titles we've discussed is original, without depending on the means, until a new doctor comes to
very large, but to name a few, we've story of the original 7 guests. That the asylum; a young doctor, naive to
been inspired by the style of The said, there will be some references the power of the Stauf Mansion.
BlackStone Chronicles, the game to the original game, but these won't
introductions in Alice and Thief, The drive the overall story. Though little The website ( www.t7g3.com )
flow of the White Chamber, the split content is directly related to the ori-
story in Resident Evil 2, and more. mentions something rather exci-
ginals, we do intend to tie up some
Personally, I am a big fan of adven- ting! The player can choose bet-
of the loose ends that occur betwe-
ture games, but I like some diversity ween two characters to play
en the two games.
as well. Aside from The 7th Guest, through the game as. Could you
The 13th Doll opens shortly after the
my favorite games range from end of The 7th Guest. Tad has describe these two characters
Super Mario World to Myst to defeated Stauf, and in a hurry to and tell us a bit about how the
Resident Evil, even things like XIII. escape the mansion, he doesn't rea- choice will affect the gameplay
My favorite adventure games are lize that though Stauf is defeated, and story?
Amber: Journeys Beyond, Space he has failed to finish him. He runs
Quest 4, King's Quest 5 and 6, and away from the mansion, but is fore- Yes, the game has two individual
Phantasmagoria. I quite enjoyed ver haunted by the souls of the roles that the player can choose to
Runaway as well. Recently, I found children he left behind. take. Dr. Richmond is a young doc-
a Commodore 64 emulator and Haunted by these ghostly visions, tor fresh out of medical school. He
have played Labyrinth a bit. and obsessed with the wild story has been hired to take the place of
that he was trapped in an abando- a retiring doctor in an asylum full of
Could you tell us a bit about the ned mansion, he is misunderstood, those who blame the eccentric toy-
story and how 'The 13th Doll' will perceived to be insane, and subse- maker Henry Stauf for the deaths of
begin? Will the player need to be quently institutionalized. He is trea- their children.
ted by an apathetic doctor, whose Dr. Richmond comes across eviden-
familiar with the past games to
choice of treatment is to sedate and ce of a mysterious 'Great Work' of
understand what's going on?
medicate his unruly patient, hardly a Henry Stauf's, and becomes enth-

May 2005 7
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The 13th Doll

ralled in the history of this machi- Though both storylines are in the
ne, as well as the legacy of Stauf same game, each is a completely
himself. With his contemporary unique experience from the other.
education comes a progressive Each story has it's own unique
approach to psychiatry. He deci- puzzles; playing as the Dr., you will
des upon a treatment for Tad, the never play the same puzzle when
most severely disturbed of all his you play the game as Tad. Also,
patients: He plans to return him to though both characters end up in
the abandoned Stauf mansion, to the Stauf mansion, each character
cleanse him of his demons. has unique areas to explore in the
Tad is the original 7th Guest, who game, and certain rooms are
“ Tad is the original naively entered the mansion on a accessible only to one player. Also,
7th Guest, who naive - whim as a child. A decade later, he each character has several diffe-
ly entered the man - is now in his early 20's, and institu- rent endings for the player to expe-
tionalized after being haunted by rience.
sion on a whim as a
visions of the mansion. Tad must
child. A decade later, return to the mansion and rescue 'The 7th Guest' certainly had
he is now in his early those he left behind. quite an array of devious
20's, and institutiona - The player can choose to play eit-
puzzles. Do you anticipate that
lized after being haun - her of these characters throughout
there will be a similar emphasis
ted by visions of the the game. The goal of this is to be
on puzzle-solving in 'The 13th
able to tell the story through diffe-
mansion. Tad must Doll'?
rent eyes, as well as adding to the
return to the mansion replay value of the game.
and rescue those he The two stories are independent, Absolutely! We couldn't use the 7th
left behind. ” yet parallel to each other. As we Guest moniker without the majority
journey through the game, we see of the game being puzzle based.
hints of where the other character We have a good set of puzzles
has been, and learn what they designed so far, more than enough
have been up to, which often isn't for one game, though we're always
as innocent as it seems. improving the list we have. So far
there is quite a diverse mix. The

8 May 2005
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The 13th Doll
game will feature an assortment of cussed otherwise, but have decided based on who they've spoken with,
word puzzles, chess based puzzles, to stay true to the 7th Guest, where and what they have seen.
AI puzzles, and various other styles. puzzles are all self-contained.
Like the 7th Guest, we have several Speaking of 'seeing', could you
classic puzzles reinterpreted to work 'The 7th Guest' took place in The give us a little bit of information
for this game. We also have a few Stauf Mansion with its vastly dif- about the game engine you're
based on puzzles from the original
ferent rooms. Will your project using? Can we expect graphics
games, with an added twist to them.
take place entirely in one building as good as the original? The
But the majority are of our own
too, or are there going to be a few website mentions that characters
design.
different environments? "will be filmed"; will FMV be in
the finished product?
We had some discussion about this
Something gamers who are loo- early on. We questioned whether The game engine is being written in
king for a challenge will no doubt the Stauf mansion was becoming house using Macromedia Director,
get excited about is the inclusion too tired a place to return to, or largely due to its cross platform
of AI puzzles. Is it difficult to whether it would be sacrilegious capabilities. Director has been a
create AI-based challenges? NOT to return there. We opted to go wonderful tool for us. It has made
both routes. The game begins in the this game a lot easier to develop, as
Absolutely! As with the other asylum, and takes the player to well as allowing us to work on a
puzzles in the game, there's a other environments, and ultimately Macintosh version of the game with
balance we're after: the puzzle can't to the mansion itself. We know that few modifications. Also, some Linux
be so difficult that the player gives many fans will want to return to the users will be able to run the game
up and never returns to the game, mansion, and leading them elsew- on their machines using a WINE
but also, it can't be so easy that the here to begin with is dangling a car- emulator.
player scoffs at the game for being rot in front of their noses! In addi- Regarding the graphics, expect as
to trivial. AI puzzles are the hardest tion, it adds a new element to the good or better than the original
to judge, as it's difficult to gauge series, and leads us through the games. A decade after the original
what level will frustrate the player. thoughts of our characters and their 7th Guest, we now have tools at our
motivations. disposal that the original designers
Will an inventory system be inclu- simply didn't have: better 3d mode-
ded in your project or will it stick Are there going to be other cha- ling software, faster computers, DV
solely to logic puzzles, forgoing racters that we will be able to cameras, bluescreen software, etc.
'see' in the game? If so, are we On that note, yes, the game will fea-
inventory-based ones altogether,
going to be able to interact with ture filmed actors in FMV sequen-
much like the original?
ces. The environments will be
them?
modeled in 3d studio, and we will
The bulk of the game will be logic
Unlike the original games, where we composite the bluescreened actors
puzzles, but yes, there will be an
were shown solely ghostly ree- over the models, as in the original
inventory of sorts. Throughout the
nactments of past occurrences, this games.
game, the doctor collects the pieces
of what is heralded as Stauf's 'Great game will feature some interactivity
Work.' Similarly Tad must collect with other characters. There will be
and assemble the pieces of a mys- a mix of ghostly spirits we visit, as The music samples, which can be
terious 13th Doll. Both mechanisms well as those in flesh and blood. downloaded from the website, are
play a key role in the outcome of We may still see some ree- a wonderful mix of classic MIDI-
the game. Though we do have an nactments of past events, but the styled music and modern ambient
inventory of these pieces, there real story will be driven by interac- music. How do you go about
aren't inventory based puzzles, just tion with other characters. By the creating these musical scores?
collecting certain items for the final end of the game, the player will
battle to take place. We have dis- have some decisions to make We have several talented compo-

May 2005 9
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The 13th Doll

sers on our team, each with their hics for them are just temporary, as room floor. I was very excited about
own approach. Virtually all of them their environments have not been The Collector, which was whisked
use some sort of software to com- modeled yet. And yes, there will be away as if it never existed. But, I
pose and mix tracks. In addition, more difficult puzzles in the actual guess at some level you have to
some of them record live samples game! view things from a business stand-
from keyboard and guitar for their point. Working on a fangame, we
arrangements. We plan to stick fair- How will 'The 13th Doll' be distri- have the luxury to have full creative
ly closely to the original soundtrack, buted when it is finished? control over what we're doing. An
while expanding on that style a bit. established company can't afford
There are some great things in store The game will be available for that, and subsequently must make
for the player. download, free of charge. We have some tough decisions to keep food
received permission from Rob on the table.
Is the development of the game, Landeros, co-creator of the original I would encourage anyone who
in general, near completion? Will game, to pursue this project so long sees their favorite game dropped
as noone is making a significant from development to pursue a fang-
we be able to play a demo, or the
amount of money from it, which isn't ame, so long as they stay true to
game itself, soon?
the case. We're fans of the origi- the characters, and stick with the
nals; this is an homage to them, and game until it is complete! A project
When we started the project, we tal-
a gift to the fans of the series. As like this has its fair share of highs
ked about a Summer/Fall 2006
has been said on the forums, this is and lows, and it is easy to become
release, and I think we are on sche-
a labor of love. disheartened. But overall, this has
dule for that. Keep in mind that we
been a positive and rewarding expe-
are doing this in our spare time wit-
rience.
hout pay, so we can't put a definitive Finally, what would you say to
date on the release just yet. But we someone who has had a favourite
are making good progress. Thank you very much Ryan for
adventure game series dropped
We do plan to release some demos taking the time out of your deve-
from development? Would you
along the way, and could presu- lopment schedule to be able to
encourage them to make a fan-
mably do so in the next few months. speak with us! I'm certain fans of
made sequel?
In the meantime, we have a few 'The 7th Guest' will be awaiting
puzzles available for download on your project with keen anticipa-
I can empathize with everyone who
the site. Keep in mind that the grap- tion.
sees their project fall on the cutting

10 May 2005
REVIEWS
Nibiru | Wild Divine | Riddle of the Sphinx

NIBIRU:
Messenger of the Gods
The man with the hat is back...? himself standing on the Charles
No, Martin Nolan doesn’t look like Bridge in Prague looking to meet a Developer:
your typical (movie) adventurer and strange woman called Barbora just Future Games
certainly isn’t carrying a whip because his uncle, also an Perspective:
around but what happens to him in archaeologist, told him to. The rea- 3rd person
the game NiBiRu by Future Games son is the discovery of a hidden Interface:
and Unknown Identity, published tunnel complex established by the Point and click
by dtp in Germany, can easily be Nazis during World War II that was Site:
described as Indiana Jones meets just now found by some construc- www.nibiru-game.de
Fox Mulder and both crossed with tion workers. The further Martin tra- Difficulty:
Sherlock Holmes. On the contrary vels the more mysterious and Medium
Martin looks like the average eve- dangerous his journey turns and it
ryday guy and certainly is no action very soon becomes clear that
hero. Alas he acts his own way, others have the same goal, others
straight forward and a bit egoistic who act merciless and willing
but in the end he needs the gui- to walk over dead bodies. And
ding hands of the player to solve more than once it is not only
the riddle of the twelfth planet and Martins life that is at stake. To
become the “Messenger of the enter the place where the sec-
Gods”. Whatever that may truly be ret Nazi facility has been disco-
the player has to find out by him- vered Martin needs some
self, after solving tons of riddles papers. His “date“ Barbora is
and puzzles. supposed to hand them to him
Story: Is NiBiRu an ancient myth? but she doesn’t show up.
Is it fantasy? Reality? Young *Spoiler* After some first
archaeologist Martin Nolan finds mouse clicks our hero disco-

May 2005 11
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Nibiru | Wild Divine | Riddle of the Sphinx

vers a hidden message directed Martin pick it up, the right mouse lovers even though most of them
towards him saying that Barbora felt button lets Holan search thoroughly. are pretty easy. Especially at the
that somebody was following her. Archaeologists are not known to be end some of them become a bit har-
When he finally enters her apart- the exciting, jaunty type and Martin der. Since I am more of the story
ment Martin is knocked out cold. is no exception. He walks to every and not puzzle type adventure play-
The next morning police sirens echo spot on screen the player clicks on er I needed one and a half hours to
through the streets and Martin as if he has all the time in the world sort some coloured balls in rings
wakes up in a messed up room. sometimes one wishes he would be that could turn. On the other hand
Barbora is dead in her bathtub and able to if not run but at least jog. At breaking the code lock of a suitcase
our young archeologist has no other least double-clicking on an exit took me only several seconds and
choice but to flee through the win- makes the screen fade out and turn that was not because I used to
dow. The task seems clear, even to the next. When pressing the tab crack these old code locks of bikes
cold-blooded, reach the Third Reich key all exits are shown. The inven- for fun during my teenage years…
tunnels before the opposition does tory is a popping up bar on the bot- The old school adventure riddles
and find out what secret is so impor- tom where items can be examined start out easy and become more
tant and hidden underneath the sur- closely or combined. Some popping demanding by time but are never
face that people would kill for it. up gearwheels in the upper right illogical. The player feels like a real
*End of Spoilers* His search for corner lead to the main menu where investigator on a paper chase
the truth will lead Martin on a fan- an unlimited numbers of games can coming closer towards the ultimate
tastic journey, taking him to three be saved or options can be chan- goal little step after little step. The
different countries on two continents ged. game is separated into several
and ultimately discover one of The main focus of the ridd- chapters with subplots, so the
world’s most important historical les is to find items and use on other puzzles are limited to a few loca-
facts and a device that could chan- items or places. *Spoiler* A typical tions avoiding long distance walks
ge mankind forever. example might be an old woman to find the missing link. And here we
who asks for a hot dog as exchange are getting to the main backdrop of
Gameplay: NiBiRu – Messenger of
for her walking stick that again can the game. It is rather short. The
the Gods offers the well established
be used to pull down a ladder. Or a addition of another subplot or anot-
point and click interface adventure
test tube is needed to hold the acid her full chapter might have increa-
players like the most. Left clicking
from a battery to cauterize a sed the game’s final mark by quite a
on an object, that gets highlighted
few numbers. The average player
when the mouse moves over it, lock.*End of Spoilers*. Several sli-
might need 12 to 15 hours to finish
gives some basic information or lets der puzzles also might satisfy Myst

12 May 2005
REVIEWS
Nibiru | Wild Divine | Riddle of the Sphinx

it, regular adventurers can make it atmosphere the downgraded ren-


in 10 to 12 and hasty persons who derings in some parts look like
don’t enjoy the dialogues and just some colour shades are missing.
concentrate on solving the puzzles Sound: As always dtp hired pro-
can finish the game even faster. fessional voice actors known from
Personally I needed around 14 German television and movies. A
hours but was listening to every good choice, they bring the drawn
dialogue to its full extent and as I characters to life and are a pleasu-
said before it took me one and a re to listen to. The music is a diffe-
half hour to solve one of the slider rent case While the tunes are nice
puzzles, others might be a lot fas- to listen to and harmonically atta-
ter there. ched to the whole picture they are
Graphics: The characters of the also easily forgotten. In some pla-
game are 3D figurines acting insi- ces they turn dramatic, which is
de pre-rendered backgrounds in nice but we are playing an adven-
1024 x 768 pixels displaying ture game and while the player is
today’s standard for adventure searching the screen for ten minu- “ NiBiRu – Messenger of the
games. I’m wondering when the tes it becomes a bit exhausting. Gods is a clearly above aver-
first games come out who take Sound FX are fitting and proper but age game promising a dozen
notice of the growing numbers of nothing spectacular. of hour’s fun solving the mys-
TFTs that usually have 1280x1024 tery of an ancient race.”
Overall: NiBiRu – Messenger of
pixels as lowest standard resolu- the Gods is a clearly above avera-
tion. To make the edges of the cha- ge game promising a dozen of
racters look softer anti aliasing is Highs: Good story, nice looking
hour’s fun solving the mystery of
supported if the graphics card prerendered graphics, logical
an ancient race, Nazi scientists
offers this feature. Countless ani- challenges
were after 60 years ago. Good
mated objects make the screen Lows: Short story length, music
graphics and sound along with the
come to life, like a tram that rolls not fitting at places
fine story make up a good package
by in the background for example. that could have needed some little
Sometimes citizens walk down the improvements here and there. The The Verdict
street even though it sometimes short length of the game alone is a
seems odd that the same women major drawback, yet adventure Story: 87
with umbrellas walk around the fans shouldn’t miss this one. Graphics: 80
block whenever the player enters Sound: 75
the screen again. While the Gameplay: 82
- Oliver Gruener
colour’s temperature of the single Overall: 83
locations is fitting its setting per-
fectly and creating a consistent *Overall = ( Story x 2 + Graphics + Music + Gameplay x 2 ) / 6

May 2005 13
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Nibiru | Wild Divine | Riddle of the Sphinx

Puzzle/Adventure:

Journey
to Wild
Divine
The Journey to Wild Divine: The back technology has reached with ured out that this adventure game is
Passage is not your run of the mill this game. While they don't go as far quite different from the ones you are
adventure game. A casual glance at as to read your thoughts, the used to playing. The Journey claims
the screenshots might have you biofeedback sensors included with to be a game of personal realization
believe that it's just another Myst The Journey do monitor your heart where you can discover the ancient
clone, but there's an unusual facet rate and skin conductance level. yogic wisdom of mind-body mastery
to this game that has never been These biometrics allow the sensors through the power of biofeedback
explored in the adventure gaming to detect a change in your energy technology. Is this game for you?
genre before: biofeedback. That's levels and body rhythms when you Read on to find out …
right, you can actually hook yourself experience such emotions as joy, Story: The Journey to Wild Divine:
up to a computer with the biofeed- excitement, relaxation or aggrava- The Passage is the first journey of
back equipment that comes with this tion (your typical reaction when you the Wild Divine trilogy (the second is
game. Biofeedback technology start- stumble across a wretched maze in due out in late 2005) and is set in
ed as a fad in the late sixties, and till an adventure game for instance). the mythic Sun Realm where you
a few years ago depended on com- Movement through parts of and the embark on a journey of self-discov-
plex hookups to clunky EMG and ultimate completion of The Journey ery. It is loosely based on Joseph
EEG instruments. This has all is dependent on your ability to regu- Campbell's The Hero with a
changed now, and you can see the late your energy levels, which you Thousand Faces which drew upon
new heights of simplicity, effective- will learn to do in the course of the the vast archive of the world's sto-
ness and entertainment that biofeed- game. By now you would have fig- ries that tell the journey of the hero

14 May 2005
REVIEWS
Nibiru | Wild Divine | Riddle of the Sphinx

and his or her transformation. rings" as the manual would have being relaxed and breathing calmly.
Actually there is really not much of a you believe) that must be worn on The calmer you are, the higher the
story here to speak of. When you the hand that is not controlling the flames rise in the fireplace. If you're
play this game for the first time, you mouse. These rings connect to a excited or tense, the fire will die out.
are guided by Sophia, a game per- small turtle shaped hub In another event, you must levitate
sonality who teaches you how to ("Lifestone"), which in turn connects a sphere till a certain height. If you
interact with your environment and to your computer via a USB port. are unable to breathe calmly and
shows you how to use your biofeed- The Journey uses the biometrics rhythmically, the sphere will not
back interface. Once this introducto- detected by the sensors on your fin- even get off the ground. Don't worry
ry tutorial is over, you're on your gers to control various "events" in if you're perpetually hyperactive like
own, ready to explore your sur- the course of the game. While you'll me - the breathing techniques
roundings and solve a series of still be using your mouse to move taught in the game will help you
quests. I would have really liked to around, pick up and drop items and overcome many of these chal-
see a more cohesive storyline in this trigger hotspots on the screen, an lenges. While some of the events
game, as it would have added "event" will be an opportunity to use will require you to be relaxed, others
another dimension of immersion to the biofeedback sensors to com- will require you to raise your energy
the game. However, credit goes to plete a challenge essential to your level. In one such event you must
the developers for making the game progress or to practice your skills. juggle three balls and the more vig-
immensely satisfying and enjoyable There are over 40 different types of orously you breathe, the higher the
to play, even without much of a events in the game where in order balls will soar. Some events will
story to bank on. to succeed you must regulate your require you to shift between differ-
Gameplay: This is where the game body's physiology through the use ent energy levels in order to suc-
earns its bread and butter. The of breathing techniques that will be ceed. For instance, in one such
Journey has a unique biofeedback taught to you by your spiritual event you have to stack a set of
user interface consisting of three guides in the game. For instance, in rocks one on top of each other, and
biofeedback sensor rings (or "magic one event you will need to light a as the next rock come flying
fire and you'll be able to do that by towards the stack, you must regu-

May 2005 15
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Nibiru | Wild Divine | Riddle of the Sphinx

late your breathing, breathing calmly was never a problem). However, mouse to go in that direction. Once
to lower the rock and more energeti- perseverance is the key and you will you get the magic bag, you can pick
cally to raise it, so that the rock certainly find yourself becoming up or drop items by simply dragging
lands at the top of the growing pile. much more relaxed and tranquil as them to or from the bag. Interactive
There are many other events you successfully complete quests objects on the screen which trigger
throughout the game where you and learn to better control your events are indicated by a purple puff
must control your breathing to open energy levels. Best of all, the skills of smoke when the wand passes
doors, hit targets with a bow and that you learn with this game can be over them. Other areas on the
arrow, land flying parachutes and applied to reduce stress and anxiety screen which have objects that can
operate boats. Not all of these in your daily life. The Journey also be picked up, or expect an object to
events are essential for the comple- some puzzles which do not require be placed on them offer similar visu-
tion of this game - a lot of them biofeedback, but these are fairly al clues. One minor gripe that I have
exist to unlock parts of the game easy and enjoyable enough to not with The Journey is that it does not
which teach you more advanced seem like a chore. offer complete 360 degree explo-
yoga and breathing techniques, or Moving around in the game ration of the environments, which is
show you beautifully rendered ani- is as easy as clicking a mouse in a a kind of a let-down, considering
mation clips and pictures. The game particular direction. The visual inter- how beautiful some of the locations
can get frustrating at times, and I face is simple and intuitive, using a in the game are. And on the topic of
found it very hard initially to reach magical wand as a cursor. When the let-downs, I was slightly annoyed
the desired level of 'calmness' to tip of the wand turns from blue to with the inability to quickly move
complete certain quests (feeling gold, it indicates an area available around in the game. When you click
energetic to raise my energy level to explore and you can click with the on the part of the screen which

16 May 2005
REVIEWS
Nibiru | Wild Divine | Riddle of the Sphinx

Developer:
The Wild Divine Project
Perspective:
1st person
Interface:
Biofeedback, Point and click
Site:
www.wilddivine.com
Difficulty:
Medium

allows you to move your current the Golden Pagodas, the Temple of game. There is a misty, dreamlike
point of view to another position, Great Compassion, the Pool of Akki quality to the environments in the
often a painfully long motion anima- and the Valley of Balloons. You will game, which makes playing the
tion is played as you move to the also encounter plenty of characters game a soothing, almost blissful
new position. In all fairness, the ani- that you can interact with in your experience. When you come across
mations do look nice, but they get journey - an enlightened guru from a character in the game that you
repetitive after a point. The ability to the East, the enchanting Lady of can interact with, you're shown a
interrupt the motion animations with Compassion, a journeying Falconer, blue-screen video of the person
the click of a mouse would have the pagan Lady of the Woods and superimposed on the rendered
been nice. The developers did have many others. This eclectic group of background. The quality of these
the right idea when they provided a characters will teach you essential videos is quite good, and blends in
bookmarking feature which allows skills, offer clues and guide you in quite well with the environment.
you to jump to bookmarked loca- your quests. If you're ever lost, just The graphics in The Journey are
tions in the game and speed up the make your way to the magic mirror imaginative, detailed and look gor-
in-game navigation. However, for in the house of the Lady of the geous, even if they are not as good
some inexplicable reason they only Woods, and it will tell you what you as some of the more recent games
provide two miserly bookmark slots. need to do next. You can also find like Myst IV Revelation and Aura:
You'll find yourself wishing for more clues in the wonderful companion Fate of the Ages.
slots as you progress in the game, guide that comes with the game. Sound: All the instructions and con-
especially after you've yawned your Graphics: The mythic Sun Realm versations with characters in the
way through several lengthy motion that you will encounter in this game game involve voice overs which
animations. is a beautifully rendered oasis of have been very well done. The
For the most part, you will peace and tranquility, replete with game has a wonderful background
find yourself roaming around the breathtaking temples carved in musical score which changes from
Sun Realm interacting with objects, stone, majestic pagodas and mag- location to location. The ambience
looking for clues, completing events nificent towers. You will travel created by the music adds to the
and training yourself from time to through mountains, pass through magical feel of the game. After you
time so that you can succeed in lush green forests, navigate rivers complete certain quests, you will
even more challenging events. Your on a boat, journey into caves and also be rewarded with some superb
journey will take you through sever- come across magnificent gardens songs sung by the Wild Divine
al enchanting locations such as the with sparkling fountains and colorful Band. Their music is very New Age
Sky Temple, the Towers of Legends, flowers, as you progress in the - soothing, uplifting and immensely

May 2005 17
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Nibiru | Wild Divine | Riddle of the Sphinx
the biofeedback sensor equipment,
which does not come cheap.
So why would you want to
spend down so much money on
this game? Because The Journey
will most likely be one of the most
innovative games you've ever
played which will have remarkable
and perceptible repercussions on
your everyday life. The exercises
and techniques that you will learn
in The Journey will help you to
reduce stress and anxiety in your
listenable. The music CD "Soul life, and teach you to use your
Flight" which accompanies the meditative mind to regulate your
game has more music from the body's physiology for improved
Wild Divine Band, and believe me, creativity and performance. Even
it's really good. after completing The Journey, I
often find myself revisiting certain
In a few words…The Journey to
parts of the game to relax and
Wild Divine: The Passage is a
calm down at the end of the day,
“The Journey to Wild Divine: groundbreaking interactive experi-
and it's really effective. Think of
The Passage is a ground- ence which boldly goes where no
this game as an investment. The
breaking interactive experi- other adventure game has gone
next installment of the Wild Divine
ence which boldly goes before. The game is like having
series won't require you to buy the
where no other adventure Yoda in your living room, training
hardware again, and there are
game has gone before. But all you to become an enlightened war-
already several enterprising fans of
this comes at a cost.” rior who can harness and control
the game have already begun pro-
the synergy between your mind
ducing free applications to perform
and heart to enrich your daily life.
basic biofeedback graphing using
Highs: Extremely innovative But all this comes at a cost. Did I
the biofeedback equipment (check
biofeedback based gameplay, mention that the game costs
out
plenty of replay value, beautiful around $160 (USD)? For this price
http://www.psychostructure.net). I
and imaginative graphics and you get the hefty game package
highly recommend this game to
animation, top notch musical which includes the PC and MAC
anyone - you owe it to yourself to
score, immersive environments, versions of the game, the biofeed-
give it a try, especially with the 30-
learning relaxation techniques is back sensor hardware, a manual,
day unconditional money back
a great bonus. companion guide, a bonus CD with
guarantee offered by the develop-
Lows: Expensive, flimsy story- music from the game and another
ers. If you do try it, you will find
line, slow in-game navigation bonus CD featuring an interview
The Journey to be a fantastic voy-
with renowned spiritualist and best
age of self-discovery that offers an
The Verdict selling author Deepak Chopra, ani-
incredible sense of immersion and
mated excerpts from his new best-
a learning experience you will
Story: 65 seller "The Book of Secrets" and a
never forget.
Graphics: 80 preview of the next installment of
Sound: 99 the Wild Divine series, The
Journey to Wild Divine: Wisdom - Sudeep Pasricha
Gameplay: 90
Overall: 85 Quest, which is due out later this
year. The majority of the cost, not
surprisingly, must be attributed to
*Overall = ( Story + Graphics + Music + Gameplay x 2 ) / 6

18 May 2005
REVIEWS
Nibiru | Wild Divine | Riddle of the Sphinx

Puzzle/Adventure:

Riddle of the Sphinx


Egypt has been the setting for
more than a few adventure games,
written in the scroll is deciphered to
be a 'Rosetta Stone' of the Sphinx,
Developer:
Omni Creative Group Int'l
and rightly so. From its unique his- which ultimately is the key in sol- Perspective:
tory that lends itself to magnificent ving the age old riddle of the 1st person
storytelling to its complex hiero- Sphinx. However, once the scroll Interface:
glyphs that scream out to have a has been unsealed Geoffreys reali- Point and click
puzzle made around them, it's zes that he has unleashed an anci- Site:
easy to see why we've become ent curse, and with a host of dis- www.riddleofthesphinx.com
well acquainted with this majestic content and scheming assistants, Difficulty:
setting. And as one of the most he sends for the only person he Medium / Hard
well researched and, ultimately, can trust; you. While the game is
thought provoking Egyptian adven- set up with a very interesting pre-
tures, "Riddle of the Sphinx" has a mise, after about the first or
lot of what puzzle aficionados second hour, the story really takes
crave! a backseat to the gameplay. This
Story: Your long-time friend and is really not a good thing as I didn't
noted archaeologist Sir Gil Blythe feel compelled to complete the
Geoffreys, while excavating the tasks ahead of me because there
area around The Sphinx and The wasn't much payback in terms of
Great Pyramid, uncovers an anci- story development. (Think "The
ent papyrus scroll that has been 7th Guest", but after you've solved
overlooked for centuries. What is a puzzle, no little video to further

May 2005 19
REVIEWS
Nibiru | Wild Divine | Riddle of the Sphinx

drive the story and your curiosity). well as side-to-side swipes


That's not to say that there aren't for turning. Also featured sound and I never felt lonely becau-
some plot revelations to be had, (in are points where you can click and se of too few effects. So it really
fact there is a rather exciting and drag the mouse to rotate in full 360 struck a nice balance. The musical
large one to experienced near the degrees the view of your surroun- scores that are in the game are also
end), it's just I would have liked to dings, which helps to orientate your- well done and suit the Egyptian feel
have seen the story be a more self when you enter a new room. of the game. Arrangements run
dynamic and driving force behind What doesn't help though is that a from stringed violins for the base
the game. As it is, your character's couple of these VR scenes tend to camp area, reflecting an English
motivation is solely a mixture of be very pixilated to the point of, in a colonisation in a foreign world feel,
curiosity and duty, with no real few cases, not really knowing what to heavily beaten ancient drums
sense of urgency. Having said that, some of the things on the screen deep within the ancient stone rooms
the story that is there does get the are. However the graphics never of The Great Pyramid. Spoken
job done and can hold enough inte- impede the enjoyment of the game, voice within the game is recorded
rest to make it memorable, I just and all writing is legible and sharp well and plays back clearly so that it
wish there had been more of it. enough to be read (which is somet- is easily understood, and is acted in
Graphics: Having come off of play- hing not all games manage). Some an above average way.
ing some more recent adventure nice animation is used sparingly
throughout, as well as a couple of Gameplay: Here is what the game
games, this year 2000 offering took is really all about. The puzzles/chal-
a little while to get used to graphi- FMV sequences where we get to
see real-life actors portraying cha- lenges within the game come in a
cally. While it is most certainly great variety and you truly get to
incredibly detailed with great variety, racters.
use your intellect to try to solve
both in its colour palette and props, Sound: "Riddle of the Sphinx" pri- them. Represented are translation
it can also be slightly grainy. This is marily employs ambient sound puzzles, audio puzzles, timed
to be expected though as the game effects, such as wind howling, gene- puzzles, inventory puzzles, a maze,
runs at 640x480. A nice touch is rators humming, and rock crum- and many more. A testament to
that graphically the designers made bling. These are well implemented good gameplay design is that there
use of fade-in and fade-out transi- and sound authentic. I never felt are usually several clues to each
tions between exploration nodes, as bombarded by a cacophony of puzzle, so you never feel like you

20 May 2005
REVIEWS
Nibiru | Wild Divine | Riddle of the Sphinx

need to resort to trial-and-error to too, is that if you have an inventory


get the job done. I recommend, item in your 'hand' and you pick up “Riddle of the Sphnix has
though, having a notepad on hand another, the one in your 'hand' what you're looking for as
to copy down anything you feel is a returns to its original position in the long as you can motivate
clue. There is some backtracking game world. Aggravating. Also, yourself to finish the puzzles
to be done, however the creative there is no character interaction or and don't require an unfurling
developers have implemented a development, and barely any complex storyline to drive
'warp' feature so you can easily get instances where you get to learn you.”
back to places you've been without about the in-game personalities of
clicking yourself silly. On a slight the characters; however this was
negative, and this ties in with the covered in the 'Story' section. Highs: Puzzle variety, setting,
graphics'; in this game you mostly story setup, intruiging end game
In A Few Words: Puzzle lovers
turn a full 180 degrees and occa- revelation
and Egyptologists unite! "Riddle of
sionally can turn 90 degrees to Lows: Lack of continuing
the Sphnix" has what you're loo-
your left or right. The cursor story/character development,
king for as long as you can motiva-
though looks very similar in these inventory system, navigation
te yourself to finish the puzzles and
instances so it's easy to not realise system
don't require an unfurling complex
if you've turned left/right, or back. storyline to drive you. The grap- The Verdict
This can make exploring the maze hics are serviceable, the audio
incredibly frustrating. While there above average, and the gameplay Story: 62
are clues to get you through the shines for those who love challen- Graphics: 64
maze and an audio signal that ge variety! Sound: 73
you're getting near the exit, the
Gameplay: 78
navigation system causes severe
- Jordy Tubman Overall: 71
disorientation and turns something
that is already challenging into
something aggravating. Strange *Overall = ( Story + Graphics + Music + Gameplay x 2 ) / 6

May 2005 21
EXTRA
The Invento-Mail

Invento-M
Mail
This is the part of the magazine where you can make yourselves heard. Send your
emails to d.manos@theinventory.org and we will reply to you in this section in one
of our future issues. Now let’s move on to the mails that we received lately
Dear inventory, End of every month, I eagerly wait for the month's issue and I truly appreciate your effort to support
the adventure games. I strongly believe the games will be considered as an Art form gaining the lead in dramatic
performances as movies did last century. So why not focus on the future and try to make games as an Art
form?...Adventure games have the highest chance to pull that off. No question about it. I would love to see that
The Inventory could take that step into the future and include a section covering the issues to get there. I try to
trow one in for example: Past ten years I could only enjoy two games: The beast within and Syberia. The beast wit-
hin thought me stuff, educated me while I was solving the mystery. It was a very good game experience. Syberia
was too; it was a good game experience but it did also something different. It touched me; I started caring for Kate
Walker; she transformed...She started as an ordinary girl who just followed rules and transformed to a passionate
person. She cared...I cared too...I felt like a better person at the end. It was good to be a human. For me that was
a step towards the future; a small step, but indeed a step.

I believe if done right, the players would like to care for the characters in the gamewithout being aware. when that
happens, oh boy the adventure games will be on top again. Any kind of effort towards that direction will help &
inspire the game designers to share that vision... So anyways, just wanted to share my views and suggestions with
you.

cheers, ibo
The Inventory: Hello Ibo and thank you for your comments and your suggestion. A very interesting one and if we
find the time and staff to proceed to such an article we might go ahead with it. Thank you once again.
Dear Olga Fabry and Dimitris Manos: I also liked very much of the "most pleasant surprise" of this year. I was won-
dering if it is possible (or intention) to make a speech pack for the game - then it would become a even better
"suprise". Thank you, Pedro Salenbauch

The Inventory: Hello Pedro, Unfortunately I can’t help you cause I was not involved with the development of 5
Magical Amulets. So only Olga can answer your question.
Hello Dimitris & Co, Let me start by saying, I simply LOVE the Inventory, I’ve been a loyal follower since the ear-
liest issues. I simply loved this months issue, I don’t think it’s a Bad thing to focus on independent developers
some Developers out there came make some decent stuff. But they never get recognition for their work. So thank
you very much for not ignoring the independent Developers out there working their butts off to create The game of
their dreams. I wanted to make a request For the Inventory to review more independent developers Developed
games, I’m not asking for you to give 10 pagesOf just those type of games but every one or tow issues Try to
squeeze in a review/preview of those games out There being developed by independent developers. Once again,
thank you very much for having such a lovely service to the adventure game community.
Regards, -Reptile

The Inventory: Hello Reptile. Thank you for your comments. We can promise that we will cover indie adventures
as much as possible depending on the quality of the indie adventures coming out and if they match up or even sur-
pass the quality of commercial titles. Something that so far has happened quite a few times I must add.

22 May 2005
Epilogue

T
his is the end of a very successful year for The
Inventory. Lots of scoops, new layout, new rea-
ders, new co-operations with international
websites and magazines, the first Awards book-
let, a new website dedicated exclusively to The
Inventory... and it can only get better next year.
At the same time it has been an exhausting effort,
with lots of sleepless nights in front of computers, writing
articles, emails and fixing the layout of the magazine.
Therefore it is high time for a good rest, and the summer
is a good opportunity to do that.
We hope you won’t forget us while we are absent.
Our next issue will be available next September. And we
will try our best to release issues sooner rather than the
end of each month as we have done so far this year. So
we hope that you will all enjoy your summer holidays and
we hope you will get back to www.theinventory.org this
September to read our new issue. Until then feel free to
visit Adventure Europe (www.adventure-eu.com) for the
latest adventure news and downloads. Till September
then...farewell.

Dimitris Manos

May 2005 23

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