Monthly Archives: May 2012
It is up on the App Store! Go take a look.
(If you have an iPhone or iPad or whatever, I mean. If you don't, you can still play Dreamhold on my web site or however you like. For old time's sake.)
(The Dreamhold cover art is based on a photograph by Trey Ratcliff: The Festival of Lights in Lyon (CC by-nc-sa).)
I know most of you have already played Dreamhold -- it's a 2004 game, after all -- but it's been a fun game to revisit. This iOS release has a nifty map and some nifty (if cliche'd) trophy achievements, so maybe that will spark some competitive spirit or speedrun hijinks out there in Internet-land.
Unfortunately, I managed to ship the thing with a crashy bug. Several players have reported "Fizmo fatal error: Caught signal 11" messages. It isn't happening to everybody, and some people have gotten past it simply by quitting and restarting several times. (The problem seems to be showing up only on iPhone 4 and 4S, so far.)
I apologize for the bug, of course, and I hope to hunt it down this weekend. (EDIT-ADD: I have submitted a bug fix, as of May 27th. It is awaiting App Store review.) (June 4th: Bug fix is available; grab the 1.0.1 update.)
Bugs aside, what does this mean for the greater world of interactive fiction?
A couple of quick followup links from my post about using rot13 for game spoilers:
Becca Turner has a simple bookmarklet that runs text you select in a browser window through a rot13 rotator. Works for me in Mac Chrome, but alas not in Safari. (You can find plenty of other folks’ own rot13 bookmarklets through the obvious Google search, as well.)
My dream remains seeing rot13 encoding as a one-keystroke command on native Twitter clients outside of web browsers, but between then and now lies the task of making many more of my fellow blabbermouth game-fans appreciate this new application of an old hack. So, onpx gb jbex.
(The obvious fix-it-yourself solution here involves writing a plugin, which ought to fall within my means — but alas, there doesn’t seem to be much of an ecology for plugin-supporting Twitter clients, at least among any that I’ve heard much about.)
The comic starts with Atrus as a child, living in the desert with his grandmother. It's kind of adorable. I wasn't a huge fan of The Book of Atrus as a novel, but this presentation is simpler, more direct, and touching. (Only three chapters are posted, covering roughly the first two chapters of the book; we'll see if it stays on track.)
(Also: Russian translation!)
Cyan has already released Myst and Riven as iOS apps, but now they're working on porting RealMyst to iPad. (Currently labelled as iPad 2 and 3 only.)
Yes, it's yet another release of the same damn game, but it will include the Rime Age. Rime was added for the original RealMyst release and is not available in the current iOS Myst (nor other ports of the 2D Myst engine).
Also, the technology is more up-to-date. As I understand it, this uses the Unity engine. The 3D navigation looks pretty smooth -- it avoids the trauma of the virtual d-pad, at least. (Don't ask.) Unity is well-supported these days, so it would be an easy port to other platforms, or as a starting point for a new original game.
Well, we can hope.
Dear Esther came out in February, but I don't have a Windows box (worth mentioning) so I skipped all the commentary and waited for the Mac port. That just showed up; huzzah! (Unironic cheer there. Three months is sharp porting. I'd love to see Fez three months from now, but I doesn't expect it.)
Because I skipped all the commentary, I won't try to do a full-on review. I'm sure it's mostly been said. Instead, you get assorted thoughts about interactivity.