ADVENTURE LANTERN APRIL 2014 /# ./*-4*!  1 )/0-  ')/ -) Friends, This Month Represents an Important Milestone for Adventure Lantern

Total Page:16

File Type:pdf, Size:1020Kb

ADVENTURE LANTERN APRIL 2014 /# ./*-4*!  1 )/0-  ')/ -) Friends, This Month Represents an Important Milestone for Adventure Lantern APRIL 2014 T HE STORY OF ADVENTURE LANTERN EDITORIAL EDITORIAL T HE STORY OF ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This month represents an important milestone for Adventure Lantern. Our April 2014 PDF is the 50th issue of our magazine. We came a long way since the first edition of AL that was released eight years ago. During those eight years, Adventure Lantern went through many changes. There were periods where we were extremely active and growing. There were also months of silence where other aspects of my life had to take priority over the magazine. We had a plethora of excellent contributors and two exceptional individuals that took over all editing and formatting duties in my absence. Looking back now, it is hard to believe how much content was produced and how much time was put into the magazine. Ugur Sener wanted to use this month’s gentleman and a great boss, saw my name listed among the staff personal use. As such, Adventure the details of that argument seem of a dream from years ago. I editorial to celebrate what structured the experience so that members of Just Adventure. She Lantern was designed entirely entirely trivial. However, since the remembered how a few friends came before and acknowledge I could produce work that would contacted me to ask if I would be using a text editor. It was written in Adventure Lantern domain was and I had attempted to produce a all the hard work that has gone be of value to the company while I willing to write review and preview HTML alone, with no fancy graphics, under my name, my partner walked gaming magazine in high school. into the magazine over the years. I continued to improve my proficiency articles in Turkish. I gladly agreed, animations, or dynamic content. away and focused on her own site, At the time, we were overly also wanted to peel back the curtain in writing code. It was during that happy to contribute to a fledgling site I tried to come up with a simple asking me to take down all of the ambitious and very unrealistic a little and explain what it has been summer that I moved in with the and have a chance to practice writing straightforward layout that would content she had produced. about budgeting, scheduling, and like to work on AL. This is the story girl that would eventually become in my native language on a regular be easy to maintain. My partner and January 1st was merely a few expectations from each other. of AL, told through my personal my wife. It was also during that basis. Over the weeks that followed, I started to recruit contributors and days away and I was left with an The project failed before it even experiences with the magazine. This summer that I met Randy Sluganski the site owner and I became friends. put together content for our first important decision to make. AL was gained any significant traction. Yet, is also a thank you note to all those and wrote my first review for a video Though we never met in person, issue, which was to be released in a brand new domain. We had no the idea of writing game reviews that ever worked on an issue of AL game. Randy was the distinguished we eventually decided to launch a January 2006. In the meantime, we established readership and virtually and eventually having my own or downloaded a copy. Without your owner and editor of Just Adventure, brand new site that would provide uploaded a few review and preview no traffic. Hardly anyone involved magazine never truly left me. I had support, AL would not exist. a site I frequently visited to get my adventure-gaming content in both articles so readers could browse with the gaming industry knew already written several reviews adventure gaming fix. On my request, English and Turkish. At the time, I was through some content before we about the site. I could just regard for another site. Here was my FROM WRITING REVIEWS TO Randy kindly agreed to let me submit done with my undergraduate studies released the first PDF. it as a failed effort and let the chance to run the show and make RUNNING A GAMING SITE… the occasional review and contribute and working full-time as a programmer. domain subscription expire without Adventure Lantern my own. During the summer of 2003, I had a to his site. For me, writing those early I had plenty of time in the evenings to THE FIRST PDF producing any more content. I decided to keep the domain, but wonderful opportunity to work as reviews was a fun hobby and a great play games and write reviews. A few weeks before we planned to After all, I had only signed up for only produce content in English. a computer programming intern at outlet. I stayed on the Just Adventure I bought the Adventure Lantern publish our first issue, my partner producing a monthly PDF thinking Editing articles in two languages a large corporation and learn about staff for several months, sending in domain in December 2005. Though and I had an unfortunate argument I would have a partner to help me and assembling two PDFs each Web development. It was my first the occasional article. I had plenty of Web development that resulted in the termination of edit and format the articles. month did not seem feasible. job as a computer programmer. Toward the end of 2005, the owner tools available at work, I did not our agreement to work together. However, Adventure Lantern Having been away from Turkey My supervisor, a truly exceptional of a Turkish adventure-gaming site have access to any of them for Looking back so many years later, represented the fulfillment for so many years, I felt more � ADVENTURE LANTERN ADVENTURE LANTERN � APRIL 2014 T HE STORY OF ADVENTURE LANTERN EDITORIAL EDITORIAL T HE STORY OF ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This month represents an important milestone for Adventure Lantern. Our April 2014 PDF is the 50th issue of our magazine. We came a long way since the first edition of AL that was released eight years ago. During those eight years, Adventure Lantern went through many changes. There were periods where we were extremely active and growing. There were also months of silence where other aspects of my life had to take priority over the magazine. We had a plethora of excellent contributors and two exceptional individuals that took over all editing and formatting duties in my absence. Looking back now, it is hard to believe how much content was produced and how much time was put into the magazine. Ugur Sener wanted to use this month’s gentleman and a great boss, saw my name listed among the staff personal use. As such, Adventure the details of that argument seem of a dream from years ago. I editorial to celebrate what structured the experience so that members of Just Adventure. She Lantern was designed entirely entirely trivial. However, since the remembered how a few friends came before and acknowledge I could produce work that would contacted me to ask if I would be using a text editor. It was written in Adventure Lantern domain was and I had attempted to produce a all the hard work that has gone be of value to the company while I willing to write review and preview HTML alone, with no fancy graphics, under my name, my partner walked gaming magazine in high school. into the magazine over the years. I continued to improve my proficiency articles in Turkish. I gladly agreed, animations, or dynamic content. away and focused on her own site, At the time, we were overly also wanted to peel back the curtain in writing code. It was during that happy to contribute to a fledgling site I tried to come up with a simple asking me to take down all of the ambitious and very unrealistic a little and explain what it has been summer that I moved in with the and have a chance to practice writing straightforward layout that would content she had produced. about budgeting, scheduling, and like to work on AL. This is the story girl that would eventually become in my native language on a regular be easy to maintain. My partner and January 1st was merely a few expectations from each other. of AL, told through my personal my wife. It was also during that basis. Over the weeks that followed, I started to recruit contributors and days away and I was left with an The project failed before it even experiences with the magazine. This summer that I met Randy Sluganski the site owner and I became friends. put together content for our first important decision to make. AL was gained any significant traction. Yet, is also a thank you note to all those and wrote my first review for a video Though we never met in person, issue, which was to be released in a brand new domain. We had no the idea of writing game reviews that ever worked on an issue of AL game. Randy was the distinguished we eventually decided to launch a January 2006. In the meantime, we established readership and virtually and eventually having my own or downloaded a copy. Without your owner and editor of Just Adventure, brand new site that would provide uploaded a few review and preview no traffic. Hardly anyone involved magazine never truly left me.
Recommended publications
  • Magazine.Odroid.Com, Is Your Source for All Things Odroidian
    Volumio 2 • Android ADB Debug • Android navigation using IR remote Year Four Issue #41 May 2017 ODROIDMagazine Repurpose your WithN64 the power of ODROID A complete walkthrough allowing you to use the classic Nintendo console case with your favorite board Offering Exploring Native RS485 ODROID-C2 communication Support on C1+ and C2 What we stand for. We strive to symbolize the edge of technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID-C2 and ODROID-XU4 devices to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone: +49 (0) 8403 / 920-920 email: [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL o you have an old Nintendo or other gaming console that doesn’t work anymore? Don’t throw it away! You can re- Dfurbish it with an ODROID-XU4 running ODROID GameS- tation Turbo, RetroPie or Lakka and turn it into a multi-platform emulator station that can play thousands of different console games. Our main feature this month details how to fit everything into an N64 shell, breathing new life into an old dusty console case. ODROIDs are extremely versatile, and can be used for music playback, as de- scribed in our Volumio 2 article, developing Android apps, as Nanik demonstrates in his ar- ticle on the Android Debug Bridge, and process control, as shown by Charles and Neal in their discussion of the RS485 communication protocol.
    [Show full text]
  • Mapeamiento De La Producción De Videojuegos En Multiplataforma: Un Estudio De Casos En Cinco Países Latinoamericanos Más Canadá
    Escuela de Periodismo, Universidad Mayor Mapeamiento de la Producción de Videojuegos en multiplataforma: Un estudio de casos en cinco países latinoamericanos más Canadá Escuela de Periodismo Universidad Mayor Noviembre 2011 Dr. Oscar Jaramillo Prof. Lucía Castellón Prof. Francisco Mas FORMULACION GENERAL PROYECTO. Esta investigación se enmarca en una propuesta internacional canadiense – latinoamericana para mapear el estado de la industria de contenidos digitales interactivos vinculados a los videojuegos para desarrollar políticas de incremento del emprendimiento en esta área y analizar sus aplicaciones al mejoramiento de la calidad de la educación en los países de la región, incorporando los videojuegos en los procesos de aprendizaje formales que permitan la generación de competencias profesionales de los estudiantes y marcos epistemológicos que les permitan futuras competencias para aprender a aprender de manera permanente. SINTESIS DEL ESTADO DEL ARTE . Durante la última década, el mercado de los videojuegos se ha convertido en una plataforma multimillonaria, cuyo nivel de facturación rivaliza con el resto de la industria de la entretención. 1 Escuela de Periodismo, Universidad Mayor Sólo durante 2008, Microsoft, Nintendo y Sony se vendieron 101 millones de consolas a nivel mundial. Ese mismo año el título más vendido fue Mario Kart para Wii con 13.64 millones de copias1. Cabe señalar que la mayor parte de las estadísticas que se manejan son a nivel global, del mercado estadounidense, europeo y asiático. No existen cifras confiables acerca del mercado latinoamericano, ni menos del chileno. Más aún si consideramos que según la Business Software Alliance (BSA), Chile lidera el ranking de países con mayor nivel de piratería de software con un 67%, seguido por Turquía ( 64%), México (56%) y Polonia (56%).
    [Show full text]
  • Videojuegos Como Forma De Repensar La Relación Entre Estética Y Política
    Videojuegos como forma de repensar la relación entre estética y política. Reflexiones desde la periferia Sebastián Gómez Urra Introducción Mi objetivo es plantear la inquietud de pensar los videojuegos como un caso de estudio no solamente importante, sino también necesario para entender hoy nuestra cultura. Este trabajo se hará cargo de la ausente perspectiva latinoamericana al respecto, ausencia entendible como síntoma y como consecuencia de variadas motivaciones económicas y socioculturales que han, de cierta forma, relegado a nuestro continente a la periferia de la estructura que forma esta industria cultural. La industria de los videojuegos, considerada ya por el gobierno británico desde hace casi diez años como una parte fundamental de la economía perteneciente al sector de las industrias culturales y creativas1 (Creative Industries Economic Estimates), ha llegado a ser considerada por algunos autores (Dyer-Witheford y de Peuter; Kirkpatrick, Computer Games and the Social Imaginary) como el ejemplo paradigmático del ca- pitalismo actual. Bajo esta perspectiva, toda industria que implique algún tipo de labor intelectual ha tendido a seguir los patrones instaurados por los regímenes lúdicos de trabajo que sustentan la constante alimentación de información y creatividad que el capitalismo cognitivo posfordista requiere para su funcionamiento. Mi intención, por tanto, es recontextualizar este discurso en la rea- lidad latinoamericana. Para ello, me enfocaré en dos aristas propuestas por Dyer-Witheford y de Peuter en Games of Empire, que muestran a la industria de los videojuegos como una estrategia de avanzada del 1 Con esto quiero hacer énfasis en la existencia de políticas públicas y fondos culturales dedicados específicamente a ella.
    [Show full text]
  • Video Games As Culture
    There are only a few works that aim for a comprehensive mapping of what games as a culture are, and how their complex social and cultural realities should be stud- ied, as a whole. Daniel Muriel and Garry Crawford have done so, analyzing both games, players, associated practices, and the broad range of socio-cultural develop- ments that contribute to the ongoing ludification of society. Ambitious, lucid, and well-informed, this book is an excellent guide to the field, and will no doubt inspire future work. Frans Mäyrä, Professor of Information Studies and Interactive Media, University of Tampere This book provides an insightful and accessible contribution to our understand- ing of video games as culture. However, its most impressive achievement is that it cogently shows how the study of video games can be used to explore broader social and cultural processes, including identity, agency, community, and consumption in contemporary digital societies. Muriel and Crawford have written a book that transcends its topic, and deserves to be read widely. Aphra Kerr, Senior Lecturer in Sociology, Maynooth University This page intentionally left blank VIDEO GAMES AS CULTURE Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such
    [Show full text]
  • [Japan] SALA GIOCHI ARCADE 1000 Miglia
    SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th.
    [Show full text]
  • Lucasarts and the Design of Successful Adventure Games
    LucasArts and the Design of Successful Adventure Games: The True Secret of Monkey Island by Cameron Warren 5056794 for STS 145 Winter 2003 March 18, 2003 2 The history of computer adventure gaming is a long one, dating back to the first visits of Will Crowther to the Mammoth Caves back in the 1960s and 1970s (Jerz). How then did a wannabe pirate with a preposterous name manage to hijack the original computer game genre, starring in some of the most memorable adventures ever to grace the personal computer? Is it the yearning of game players to participate in swashbuckling adventures? The allure of life as a pirate? A craving to be on the high seas? Strangely enough, the Monkey Island series of games by LucasArts satisfies none of these desires; it manages to keep the attention of gamers through an admirable mix of humorous dialogue and inventive puzzles. The strength of this formula has allowed the Monkey Island series, along with the other varied adventure game offerings from LucasArts, to remain a viable alternative in a computer game marketplace increasingly filled with big- budget first-person shooters and real-time strategy games. Indeed, the LucasArts adventure games are the last stronghold of adventure gaming in America. What has allowed LucasArts to create games that continue to be successful in a genre that has floundered so much in recent years? The solution to this problem is found through examining the history of Monkey Island. LucasArts’ secret to success is the combination of tradition and evolution. With each successive title, Monkey Island has made significant strides in technology, while at the same time staying true to a basic gameplay formula.
    [Show full text]
  • Free Kings Quest 4
    Free kings quest 4 click here to download King's Quest IV: The Perils of Rosella, released in , was the first major graphical computer adventure game with a female protagonist. The player takes on the role of Princess Rosella, daughter of King Graham of Daventry (KQI and KQII) and the twin sister of Gwydion/Alexander. By GamesNostalgia: Written and designed by Roberta Williams, King's Quest IV: The Perils of Rosella is the fourth game in the King's Quest series and it was released in for PC. For small DOS games like King's Quest IV: The Perils of Rosella, you can play online immediately with your browser (Chrome, Firefox, Safari, Internet Explorer). Share your tips to run properly King's Quest IV: The Perils of Rosella in your browser: best browser to use, specific. AGI was the in-house, parser-based EGA game engine that Sierra used for its adventure games in mids (e.g. Police Quest 1, King's Quest 3, Leisure Suit Larry 1). King's Quest 4 was finished with AGI, but then Sierra decided to upgrade the game to the newer SCI engine which allowed for better graphics (SCI engine was. This was a project that had both the blessings of the creators of Kings Quest and a legal agreement with Vivendi (owner of the IP before they were gobbled up by Activision) which authorized them to develop and release the game to fans for free. The team behind it therefore continued to pour years of work into it without fear. Kings Quest IV: The Perils of Rosella Abandonware DOS Game.
    [Show full text]
  • Klassiker Der Spielegeschichte
    Klassiker der Spielegeschichte Tex murphy: tesla effect 17. Januar 2015 Prof. Dr. Jochen Koubek | Universität Bayreuth | Digitale Medien | [email protected] Tex Murphy Mean Streets (1989) Martian Memorandum (1992) Under a Killing Moon (1994) The Pandora Directive (1996) Tex Murphy: Overseer (1998) Access Games / Indie Built / Big Finish Games • 1982 Gründung von Acces Games • 1999 Kauf durch Microsoft, Umbenennung in Salt Lake Game Studio • 2003 Umbenennung in Indie Games • 2004 Kauf durch Take-Two Interactive, Umbennenung in Indie Built • 2006 Auflösung • 2007 Neugründung als Big Finish Games Christopher Jones http://www.mobygames.com/developer/sheet/view/developerId,1089/ Writer Game Design Production Video / Cinematics Quality Assurance Creative Service 2000! 2011! Love Story Asuras Wrath Star Strike Conspiracies II – Lethal Networks The Exterminators I Am Playr 2001 Jurassic Park: The Game Point of View Take This Lollipop 2003 2012! Conspiracies The Oogieloves in the Big Balloon Adventure 2004 The Silver Nugget The Guy Game The Walking Dead 2005 2013! Doctor Who: Attack of the Graske Bear Stearns Bravo Fahrenheit Beyond: Two Souls School Days Hero of Shaolin 2006! The Walking Dead: Season Two Railfan: Chicago Transit Authority Brown Line The Wolf Among Us Yoomurjak's Ring original Hungarian release 2014! 2007! A Bird Story Railfan: Taiwan High Speed Rail Tesla Effect: A Tex Murphy Adventure The Act Tales from the Borderlands 2008! Game of Thrones Casebook Contradiction Mystery Case Files: Dire Grove Cloud Chamber 2010! Darkstar:
    [Show full text]
  • Scummvm Documentation
    ScummVM Documentation CadiH May 10, 2021 The basics 1 Understanding the interface4 1.1 The Launcher........................................4 1.2 The Global Main Menu..................................7 2 Handling game files 10 2.1 Multi-disc games...................................... 11 2.2 CD audio.......................................... 11 2.3 Macintosh games...................................... 11 3 Adding and playing a game 13 3.1 Where to get the games.................................. 13 3.2 Adding games to the Launcher.............................. 13 3.3 A note about copyright.................................. 21 4 Saving and loading a game 22 4.1 Saving a game....................................... 22 4.2 Location of saved game files............................... 27 4.3 Loading a game...................................... 27 5 Keyboard shortcuts 30 6 Changing settings 31 6.1 From the Launcher..................................... 31 6.2 In the configuration file.................................. 31 7 Connecting a cloud service 32 8 Using the local web server 37 9 AmigaOS 4 42 9.1 What you’ll need...................................... 42 9.2 Installing ScummVM.................................... 42 9.3 Transferring game files.................................. 42 9.4 Controls........................................... 44 9.5 Paths............................................ 44 9.6 Settings........................................... 44 9.7 Known issues........................................ 44 10 Android 45 i 10.1 What you’ll need.....................................
    [Show full text]
  • TOP HRA: Gears of War: Judgment
    Digitálno-Lifestyle magazín pre každého Číslo 16 / apríl 2013 | www.gamesite.sk PREDSTAVUJEME Novú sériu Logitech G OTESTOVALI SME Lenovo ThinkPad Tablet 2 TOP HRA: Gears Of War: Judgment SÚŤAŽ God Of War GX Gaming O HODNOTNÉ CENY Ascension Gila è HRY MESIACA: è HARDVÉR MESIACA: è FILMY, KTORÉ ZAUJALI: è TOP TÉMY: God of War: Ascension Asus Zenbook UX51 Kino: Smrtonosná pasca 5 Ohliadnutie sa za GameExpo 2013 Sim City 2013 Logitech 710+ Kino: Janíčko a Marienka CEO EA odstupil Crysis 3 Sony Xperia Z Bluray: SkyFall Rozhovor s Máriom Lorencom Tomb Raider GX Gaming Gila Bluray: Hotel Transylvánia Kniha: Zlodejka duší - Kiersten Whiteová Skrátka, GOW pre mnohých hráčov znamená veľa. V prípade fanúšikov Playstation to znamená hernú sériu God of War, ktorého poslednú časť, s podtitulom Mission Games s.r.o., Ascension, vám predvedieme v recenzii. Železiarenská 39, 040 15 Košice 15 Slovenská republika Samozrejme, konkurencia od Microsoftu taktiež nezaháľala a E: [email protected] priniesla v marci hru Judgment. Áno, aj v tomto prípade ide W: www.mission.sk o podtitul, ale inej hernej série, a to Gears of War, tentokrát REDAKCIA pod záštitou konzoly od Microsoft, Xbox360. Okrem recenzie Šéfredaktor / Zdeno HIRO Moudrý na samotnú hru nájdete v magazíne aj retrospektívu v podaní, vstúpte do sveta zábavy a filmu... Zástupca šéfredaktora / Patrik Barto Webadmin / Richard Lonščák nazvime to, "hernej kompletky" Gears of War. Odborná redakcia / / Branislav Brna / Dominik Farkaš / Pavol Ondruška / Roman Kadlec / Tomáš Ďuriga / Dávid Tirpák /Matej Minárik / Juraj Vlha / Martin Sabol / Marec je už na Slovensku pár rôčkov symbolom najväčšej hernej Tomáš Kleinmann / Ján Kaplán /Miroslav Konkoľ výstavy s názvom Game Expo, ktorá má pod krídlami aj Anime / Jozef Andraščík / Eduard Čuba / Adam Kollár / Marek Štubniak / Kristína Klemanová Show.
    [Show full text]
  • Reviews: • Face Noir • Nicolas Eymerich the Inquisitor Book 1: the Plague August 2013
    issue # 4 5 august 2013 REVIEWS: • Face Noir • Nicolas Eymerich The Inquisitor Book 1: The Plague AUGUST 2013 This month we are bringing you two reviews of new adventure games. I per- sonally reviewed both the detective noir title Face Noir, the beginning of a series of adventure games; And Nicolas Eymer- ich The Inquisitor - Book 1: The Plague, an Anuman Interactive episodic release. On the news front; Of the six featured new releases this month, Gone Home really stands out as something not to miss. It is a unique and intriguing game. we also got two news articles about Sy- beria as well as an announcement from Anuman Interactive that they have li- censed all of Agatha Christie’s work for a series of adventure game titles. cover Image: facE NOIr – Jonathon Wisnoski AdvENTurE LANTErN #8 (45) june 2013 OwNEr/ExEcuTIvE Editor Ugur Sener OThEr Editor(s) Jonathon Wisnoski ARTICLES BY Jonathon Wisnoski NEws By Jonathon Wisnoski LAyOuT/dEsIgN/AssEmBLy Constantin Starodub Igor Tokin 2 ADVENTURE LANTERN CONTENTS AUGUST 2013 NEWS ANNOuNcEmENTs 5 uPcOmINg rELEAsEs 8 NEw rELEAsEs 10 uPdated rELEAsEs 13 NEws FrOm ThE BIg BLuE cuP 14 ADVENTURER’S RAVINE facE NOIr 16 NIcOLAs EymErIch ThE INquIsitor BOOk 1: ThE PLAgue 20 ADVENTURE LANTERN 3 NEWS GENERAL Agatha Christie fans for her Hercule Poirot series; Anuman Interactive has just final- Stayed tuned for imminent title ized a deal to use Agatha Christie’s announcements from them. This novels in their upcoming adventure is exciting news, but at the same game titles. Agatha Christie being time, in my opinion, the last thing one of the world’s most famous that this genre needs is one more crime/mystery writers, with liter- Poirot adventure where your only ally hundreds of stories translated objective is to talk to everyone (re- into dozens of languages, most peat 35 times).
    [Show full text]
  • Featured Game: Reviews: Interviews
    Adventure Lantern 1 of 101 Featured Game: Safecracker: The Ultimate Puzzle Adventure Reviews: Post Mortem The Egyptian Prophecy: Fate of Ramses Shivers Full Throttle Silent Hill 2 Star Wars: Knights of the Old Republic The Winter Rose Interviews: Interview with Scott Frost on Awaken Interview with Alkis Polyrakis on Diamonds in the Rough Interview with Dimitris Manos on The Exchange Student Adventure Lantern 1 of 101 Adventure Lantern 2 of 101 Contents Adventurer’s Ravine News • September 2006 News...................................................................... 4 Interviews • Interview with Scott Frost on Awaken................................................ 7 • Interview with Alkis Polyrakis on Diamonds in the Rough.................. 15 • Interview with Dimitris Manos on The Exchange Student .................. 23 Articles • Playing Old Adventure Games: Part 1 – Zork Nemesis .................... 29 Reviews • Safecracker: The Ultimate Puzzle Adventure .................................... 33 • Post Mortem ..................................................................................... 38 • The Egyptian Prophecy: Fate of Ramses.......................................... 44 • Shivers.............................................................................................. 50 • Full Throttle....................................................................................... 57 • Ben Jordan Case 4: Horror at Number 50......................................... 62 • Ben Jordan Case 5: Land of the Rising Dead ..................................
    [Show full text]